BattleResultProcessor.cpp 21 KB

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  1. /*
  2. * BattleResultProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../processors/HeroPoolProcessor.h"
  14. #include "../queries/QueriesProcessor.h"
  15. #include "../queries/BattleQueries.h"
  16. #include "../../lib/ArtifactUtils.h"
  17. #include "../../lib/CStack.h"
  18. #include "../../lib/GameSettings.h"
  19. #include "../../lib/battle/CBattleInfoCallback.h"
  20. #include "../../lib/battle/IBattleState.h"
  21. #include "../../lib/battle/SideInBattle.h"
  22. #include "../../lib/gameState/CGameState.h"
  23. #include "../../lib/mapObjects/CGTownInstance.h"
  24. #include "../../lib/serializer/Cast.h"
  25. #include "../../lib/spells/CSpellHandler.h"
  26. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner)
  27. // : owner(owner)
  28. : gameHandler(nullptr)
  29. {
  30. }
  31. void BattleResultProcessor::setGameHandler(CGameHandler * newGameHandler)
  32. {
  33. gameHandler = newGameHandler;
  34. }
  35. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
  36. army(battle.battleGetArmyObject(sideInBattle))
  37. {
  38. heroWithDeadCommander = ObjectInstanceID();
  39. PlayerColor color = battle.sideToPlayer(sideInBattle);
  40. for(const CStack * stConst : battle.battleGetAllStacks(true))
  41. {
  42. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  43. // TODO: better solution
  44. CStack * st = const_cast<CStack*>(stConst);
  45. if(st->summoned) //don't take into account temporary summoned stacks
  46. continue;
  47. if(st->unitOwner() != color) //remove only our stacks
  48. continue;
  49. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  50. st->health.takeResurrected();
  51. if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
  52. {
  53. logGlobal->debug("Ignored arrow towers stack.");
  54. }
  55. else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  56. {
  57. auto warMachine = st->unitType()->warMachine;
  58. if(warMachine == ArtifactID::NONE)
  59. {
  60. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  61. }
  62. //catapult artifact remain even if "creature" killed in siege
  63. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  64. {
  65. logGlobal->debug("War machine has been destroyed");
  66. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  67. if (hero)
  68. removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
  69. else
  70. logGlobal->error("War machine in army without hero");
  71. }
  72. }
  73. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  74. {
  75. if(st->alive() && st->getCount() > 0)
  76. {
  77. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  78. const CreatureID summonedType = st->creatureId();
  79. summoned[summonedType] += st->getCount();
  80. }
  81. }
  82. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  83. {
  84. if (nullptr == st->base)
  85. {
  86. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  87. }
  88. else
  89. {
  90. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  91. if(c)
  92. {
  93. auto h = dynamic_cast <const CGHeroInstance *>(army);
  94. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  95. {
  96. logGlobal->debug("Commander is dead.");
  97. heroWithDeadCommander = army->id; //TODO: unify commander handling
  98. }
  99. }
  100. else
  101. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  102. }
  103. }
  104. else if(st->base && !army->slotEmpty(st->unitSlot()))
  105. {
  106. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  107. if(st->getCount() == 0 || !st->alive())
  108. {
  109. logGlobal->debug("Stack has been destroyed.");
  110. StackLocation sl(army, st->unitSlot());
  111. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  112. }
  113. else if(st->getCount() < army->getStackCount(st->unitSlot()))
  114. {
  115. logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
  116. StackLocation sl(army, st->unitSlot());
  117. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  118. }
  119. else if(st->getCount() > army->getStackCount(st->unitSlot()))
  120. {
  121. logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
  122. StackLocation sl(army, st->unitSlot());
  123. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  124. }
  125. }
  126. else
  127. {
  128. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  129. }
  130. }
  131. }
  132. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  133. {
  134. for (TStackAndItsNewCount &ncount : newStackCounts)
  135. {
  136. if (ncount.second > 0)
  137. gh->changeStackCount(ncount.first, ncount.second, true);
  138. else
  139. gh->eraseStack(ncount.first, true);
  140. }
  141. for (auto summoned_iter : summoned)
  142. {
  143. SlotID slot = army->getSlotFor(summoned_iter.first);
  144. if (slot.validSlot())
  145. {
  146. StackLocation location(army, slot);
  147. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  148. }
  149. else
  150. {
  151. //even if it will be possible to summon anything permanently it should be checked for free slot
  152. //necromancy is handled separately
  153. gh->complain("No free slot to put summoned creature");
  154. }
  155. }
  156. for (auto al : removedWarMachines)
  157. {
  158. gh->removeArtifact(al);
  159. }
  160. if (heroWithDeadCommander != ObjectInstanceID())
  161. {
  162. SetCommanderProperty scp;
  163. scp.heroid = heroWithDeadCommander;
  164. scp.which = SetCommanderProperty::ALIVE;
  165. scp.amount = 0;
  166. gh->sendAndApply(&scp);
  167. }
  168. }
  169. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  170. {
  171. if (result.winner == BattleSide::ATTACKER)
  172. {
  173. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  174. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  175. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  176. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  177. }
  178. else
  179. {
  180. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  181. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  182. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  183. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  184. }
  185. winnerSide = result.winner;
  186. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  187. }
  188. //FinishingBattleHelper::FinishingBattleHelper()
  189. //{
  190. // winnerHero = loserHero = nullptr;
  191. // winnerSide = 0;
  192. // remainingBattleQueriesCount = 0;
  193. //}
  194. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  195. {
  196. auto const & giveExp = [](BattleResult &r)
  197. {
  198. if (r.winner > 1)
  199. {
  200. // draw
  201. return;
  202. }
  203. r.exp[0] = 0;
  204. r.exp[1] = 0;
  205. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  206. {
  207. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  208. }
  209. };
  210. LOG_TRACE(logGlobal);
  211. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  212. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  213. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  214. //Fill BattleResult structure with exp info
  215. giveExp(*battleResult);
  216. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  217. {
  218. if(heroAttacker)
  219. battleResult->exp[1] += 500;
  220. if(heroDefender)
  221. battleResult->exp[0] += 500;
  222. }
  223. if(heroAttacker)
  224. battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
  225. if(heroDefender)
  226. battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
  227. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  228. if (!battleQuery)
  229. {
  230. logGlobal->error("Cannot find battle query!");
  231. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " has no battle query at the top!");
  232. return;
  233. }
  234. battleQuery->result = std::make_optional(*battleResult);
  235. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  236. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  237. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  238. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  239. // in battles against neutrals, 1st player can ask to replay battle manually
  240. if (!battle.sideToPlayer(1).isValidPlayer())
  241. {
  242. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle());
  243. battleResult->queryID = battleDialogQuery->queryID;
  244. gameHandler->queries->addQuery(battleDialogQuery);
  245. }
  246. else
  247. battleResult->queryID = -1;
  248. //set same battle result for all gameHandler->queries
  249. for(auto q : gameHandler->queries->allQueries())
  250. {
  251. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  252. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  253. otherBattleQuery->result = battleQuery->result;
  254. }
  255. gameHandler->turnTimerHandler.onBattleEnd(battle.getBattle()->getBattleID());
  256. gameHandler->sendAndApply(battleResult);
  257. if (battleResult->queryID == QueryID::NONE)
  258. endBattleConfirm(battle);
  259. }
  260. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  261. {
  262. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  263. if(!battleQuery)
  264. {
  265. logGlobal->trace("No battle query, battle end was confirmed by another player");
  266. return;
  267. }
  268. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  269. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  270. const EBattleResult result = battleResult->result;
  271. //calculate casualties before deleting battle
  272. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  273. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  274. ChangeSpells cs; //for Eagle Eye
  275. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  276. {
  277. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
  278. {
  279. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
  280. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  281. {
  282. auto spell = spellId.toSpell(VLC->spells());
  283. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  284. cs.spells.insert(spell->getId());
  285. }
  286. }
  287. }
  288. std::vector<const CArtifactInstance *> arts; //display them in window
  289. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  290. {
  291. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  292. {
  293. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  294. if(slot != ArtifactPosition::PRE_FIRST)
  295. {
  296. arts.push_back(art);
  297. ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
  298. if(ArtifactUtils::isSlotBackpack(slot))
  299. ma->askAssemble = false;
  300. gameHandler->sendAndApply(ma);
  301. }
  302. };
  303. if (finishingBattle->loserHero)
  304. {
  305. //TODO: wrap it into a function, somehow (std::variant -_-)
  306. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  307. for (auto artSlot : artifactsWorn)
  308. {
  309. MoveArtifact ma;
  310. ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
  311. const CArtifactInstance * art = ma.src.getArt();
  312. if (art && !art->artType->isBig() &&
  313. art->artType->getId() != ArtifactID::SPELLBOOK)
  314. // don't move war machines or locked arts (spellbook)
  315. {
  316. sendMoveArtifact(art, &ma);
  317. }
  318. }
  319. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  320. {
  321. //we assume that no big artifacts can be found
  322. MoveArtifact ma;
  323. ma.src = ArtifactLocation(finishingBattle->loserHero,
  324. ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  325. const CArtifactInstance * art = ma.src.getArt();
  326. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  327. {
  328. sendMoveArtifact(art, &ma);
  329. }
  330. }
  331. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  332. {
  333. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  334. for (auto artSlot : artifactsWorn)
  335. {
  336. MoveArtifact ma;
  337. ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
  338. const CArtifactInstance * art = ma.src.getArt();
  339. if (art && !art->artType->isBig())
  340. {
  341. sendMoveArtifact(art, &ma);
  342. }
  343. }
  344. }
  345. }
  346. auto loser = battle.otherSide(battleResult->winner);
  347. for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
  348. {
  349. auto artifactsWorn = armySlot.second->artifactsWorn;
  350. for (auto artSlot : artifactsWorn)
  351. {
  352. MoveArtifact ma;
  353. ma.src = ArtifactLocation(armySlot.second, artSlot.first);
  354. const CArtifactInstance * art = ma.src.getArt();
  355. if (art && !art->artType->isBig())
  356. {
  357. sendMoveArtifact(art, &ma);
  358. }
  359. }
  360. }
  361. }
  362. if (arts.size()) //display loot
  363. {
  364. InfoWindow iw;
  365. iw.player = finishingBattle->winnerHero->tempOwner;
  366. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  367. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  368. {
  369. iw.components.emplace_back(
  370. Component::EComponentType::ARTIFACT, art->artType->getId(),
  371. art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : SpellID(0), 0);
  372. if (iw.components.size() >= 14)
  373. {
  374. gameHandler->sendAndApply(&iw);
  375. iw.components.clear();
  376. }
  377. }
  378. if (iw.components.size())
  379. {
  380. gameHandler->sendAndApply(&iw);
  381. }
  382. }
  383. //Eagle Eye secondary skill handling
  384. if (!cs.spells.empty())
  385. {
  386. cs.learn = 1;
  387. cs.hid = finishingBattle->winnerHero->id;
  388. InfoWindow iw;
  389. iw.player = finishingBattle->winnerHero->tempOwner;
  390. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  391. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  392. std::ostringstream names;
  393. for (int i = 0; i < cs.spells.size(); i++)
  394. {
  395. names << "%s";
  396. if (i < cs.spells.size() - 2)
  397. names << ", ";
  398. else if (i < cs.spells.size() - 1)
  399. names << "%s";
  400. }
  401. names << ".";
  402. iw.text.replaceRawString(names.str());
  403. auto it = cs.spells.begin();
  404. for (int i = 0; i < cs.spells.size(); i++, it++)
  405. {
  406. iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
  407. if (i == cs.spells.size() - 2) //we just added pre-last name
  408. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  409. iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
  410. }
  411. gameHandler->sendAndApply(&iw);
  412. gameHandler->sendAndApply(&cs);
  413. }
  414. cab1.updateArmy(gameHandler);
  415. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  416. if(finishingBattle->loserHero) //remove beaten hero
  417. {
  418. RemoveObject ro(finishingBattle->loserHero->id);
  419. gameHandler->sendAndApply(&ro);
  420. }
  421. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  422. {
  423. RemoveObject ro(finishingBattle->winnerHero->id);
  424. gameHandler->sendAndApply(&ro);
  425. }
  426. if(battleResult->winner == BattleSide::DEFENDER
  427. && finishingBattle->winnerHero
  428. && finishingBattle->winnerHero->visitedTown
  429. && !finishingBattle->winnerHero->inTownGarrison
  430. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  431. {
  432. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  433. }
  434. //give exp
  435. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  436. gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult->exp[finishingBattle->winnerSide]);
  437. BattleResultAccepted raccepted;
  438. raccepted.battleID = battle.getBattle()->getBattleID();
  439. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(0));
  440. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(1));
  441. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(0));
  442. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(1));
  443. raccepted.heroResult[0].exp = battleResult->exp[0];
  444. raccepted.heroResult[1].exp = battleResult->exp[1];
  445. raccepted.winnerSide = finishingBattle->winnerSide;
  446. gameHandler->sendAndApply(&raccepted);
  447. gameHandler->queries->popIfTop(battleQuery);
  448. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  449. }
  450. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  451. {
  452. LOG_TRACE(logGlobal);
  453. assert(finishingBattles.count(battleID) != 0);
  454. if(finishingBattles.count(battleID) == 0)
  455. return;
  456. auto & finishingBattle = finishingBattles[battleID];
  457. finishingBattle->remainingBattleQueriesCount--;
  458. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  459. if (finishingBattle->remainingBattleQueriesCount > 0)
  460. //Battle results will be handled when all battle gameHandler->queries are closed
  461. return;
  462. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  463. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  464. // Still, it looks like a hole.
  465. // Necromancy if applicable.
  466. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  467. // Give raised units to winner and show dialog, if any were raised,
  468. // units will be given after casualties are taken
  469. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  470. if (necroSlot != SlotID())
  471. {
  472. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  473. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  474. }
  475. BattleResultsApplied resultsApplied;
  476. resultsApplied.battleID = battleID;
  477. resultsApplied.player1 = finishingBattle->victor;
  478. resultsApplied.player2 = finishingBattle->loser;
  479. gameHandler->sendAndApply(&resultsApplied);
  480. //handle victory/loss of engaged players
  481. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  482. gameHandler->checkVictoryLossConditions(playerColors);
  483. if (result.result == EBattleResult::SURRENDER)
  484. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  485. if (result.result == EBattleResult::ESCAPE)
  486. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  487. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  488. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  489. {
  490. RemoveObject ro(finishingBattle->winnerHero->id);
  491. gameHandler->sendAndApply(&ro);
  492. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  493. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  494. }
  495. finishingBattles.erase(battleID);
  496. battleResults.erase(battleID);
  497. }
  498. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  499. {
  500. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  501. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  502. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  503. battleResult->battleID = battle.getBattle()->getBattleID();
  504. battleResult->result = resultType;
  505. battleResult->winner = victoriusSide; //surrendering side loses
  506. for(const auto & st : battle.battleGetAllStacks(true)) //setting casualties
  507. {
  508. si32 killed = st->getKilled();
  509. if(killed > 0)
  510. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  511. }
  512. }
  513. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  514. {
  515. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  516. }