BattleInfo.cpp 27 KB

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  1. /*
  2. * BattleInfo.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 "BattleInfo.h"
  12. #include "../CStack.h"
  13. #include "../CHeroHandler.h"
  14. #include "../NetPacks.h"
  15. #include "../filesystem/Filesystem.h"
  16. #include "../mapObjects/CGTownInstance.h"
  17. #include "../CGeneralTextHandler.h"
  18. #include "../BattleFieldHandler.h"
  19. #include "../ObstacleHandler.h"
  20. //TODO: remove
  21. #include "../IGameCallback.h"
  22. VCMI_LIB_NAMESPACE_BEGIN
  23. ///BattleInfo
  24. std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack * stack)
  25. {
  26. auto reachability = getReachability(stack);
  27. if(reachability.predecessors[dest] == -1) //cannot reach destination
  28. {
  29. return std::make_pair(std::vector<BattleHex>(), 0);
  30. }
  31. //making the Path
  32. std::vector<BattleHex> path;
  33. BattleHex curElem = dest;
  34. while(curElem != start)
  35. {
  36. path.push_back(curElem);
  37. curElem = reachability.predecessors[curElem];
  38. }
  39. return std::make_pair(path, reachability.distances[dest]);
  40. }
  41. void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
  42. {
  43. for(auto & elem : stacks)//setting casualties
  44. {
  45. const CStack * const st = elem;
  46. si32 killed = st->getKilled();
  47. if(killed > 0)
  48. casualties[st->side][st->getCreature()->idNumber] += killed;
  49. }
  50. }
  51. CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position)
  52. {
  53. PlayerColor owner = sides[side].color;
  54. assert((owner >= PlayerColor::PLAYER_LIMIT) ||
  55. (base.armyObj && base.armyObj->tempOwner == owner));
  56. auto ret = new CStack(&base, owner, id, side, slot);
  57. ret->initialPosition = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
  58. stacks.push_back(ret);
  59. return ret;
  60. }
  61. CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position)
  62. {
  63. PlayerColor owner = sides[side].color;
  64. auto ret = new CStack(&base, owner, id, side, slot);
  65. ret->initialPosition = position;
  66. stacks.push_back(ret);
  67. return ret;
  68. }
  69. void BattleInfo::localInit()
  70. {
  71. for(int i = 0; i < 2; i++)
  72. {
  73. auto armyObj = battleGetArmyObject(i);
  74. armyObj->battle = this;
  75. armyObj->attachTo(*this);
  76. }
  77. for(CStack * s : stacks)
  78. s->localInit(this);
  79. exportBonuses();
  80. }
  81. namespace CGH
  82. {
  83. static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
  84. {
  85. for(const JsonNode &level : node.Vector())
  86. {
  87. std::vector<int> pom;
  88. for(const JsonNode &value : level.Vector())
  89. {
  90. pom.push_back((int)value.Float());
  91. }
  92. dest.push_back(pom);
  93. }
  94. }
  95. }
  96. //RNG that works like H3 one
  97. struct RandGen
  98. {
  99. ui32 seed;
  100. void srand(ui32 s)
  101. {
  102. seed = s;
  103. }
  104. void srand(int3 pos)
  105. {
  106. srand(110291 * ui32(pos.x) + 167801 * ui32(pos.y) + 81569);
  107. }
  108. int rand()
  109. {
  110. seed = 214013 * seed + 2531011;
  111. return (seed >> 16) & 0x7FFF;
  112. }
  113. int rand(int min, int max)
  114. {
  115. if(min == max)
  116. return min;
  117. if(min > max)
  118. return min;
  119. return min + rand() % (max - min + 1);
  120. }
  121. };
  122. struct RangeGenerator
  123. {
  124. class ExhaustedPossibilities : public std::exception
  125. {
  126. };
  127. RangeGenerator(int _min, int _max, std::function<int()> _myRand):
  128. min(_min),
  129. remainingCount(_max - _min + 1),
  130. remaining(remainingCount, true),
  131. myRand(_myRand)
  132. {
  133. }
  134. int generateNumber()
  135. {
  136. if(!remainingCount)
  137. throw ExhaustedPossibilities();
  138. if(remainingCount == 1)
  139. return 0;
  140. return myRand() % remainingCount;
  141. }
  142. //get number fulfilling predicate. Never gives the same number twice.
  143. int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
  144. {
  145. int ret = -1;
  146. do
  147. {
  148. int n = generateNumber();
  149. int i = 0;
  150. for(;;i++)
  151. {
  152. assert(i < (int)remaining.size());
  153. if(!remaining[i])
  154. continue;
  155. if(!n)
  156. break;
  157. n--;
  158. }
  159. remainingCount--;
  160. remaining[i] = false;
  161. ret = i + min;
  162. } while(goodNumberPred && !goodNumberPred(ret));
  163. return ret;
  164. }
  165. int min, remainingCount;
  166. std::vector<bool> remaining;
  167. std::function<int()> myRand;
  168. };
  169. BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
  170. {
  171. CMP_stack cmpst;
  172. auto curB = new BattleInfo();
  173. for(auto i = 0u; i < curB->sides.size(); i++)
  174. curB->sides[i].init(heroes[i], armies[i]);
  175. std::vector<CStack*> & stacks = (curB->stacks);
  176. curB->tile = tile;
  177. curB->battlefieldType = battlefieldType;
  178. curB->round = -2;
  179. curB->activeStack = -1;
  180. if(town)
  181. {
  182. curB->town = town;
  183. curB->terrainType = (*VLC->townh)[town->subID]->nativeTerrain;
  184. }
  185. else
  186. {
  187. curB->town = nullptr;
  188. curB->terrainType = terrain;
  189. }
  190. //setting up siege obstacles
  191. if (town && town->hasFort())
  192. {
  193. curB->si.gateState = EGateState::CLOSED;
  194. curB->si.wallState[EWallPart::GATE] = EWallState::INTACT;
  195. for (auto const wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL} )
  196. {
  197. if (town->hasBuilt(BuildingID::CASTLE))
  198. curB->si.wallState[wall] = EWallState::REINFORCED;
  199. else
  200. curB->si.wallState[wall] = EWallState::INTACT;
  201. }
  202. if (town->hasBuilt(BuildingID::CITADEL))
  203. curB->si.wallState[EWallPart::KEEP] = EWallState::INTACT;
  204. if (town->hasBuilt(BuildingID::CASTLE))
  205. {
  206. curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::INTACT;
  207. curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::INTACT;
  208. }
  209. }
  210. //randomize obstacles
  211. if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
  212. {
  213. RandGen r;
  214. auto ourRand = [&](){ return r.rand(); };
  215. r.srand(tile);
  216. r.rand(1,8); //battle sound ID to play... can't do anything with it here
  217. int tilesToBlock = r.rand(5,12);
  218. std::vector<BattleHex> blockedTiles;
  219. auto appropriateAbsoluteObstacle = [&](int id)
  220. {
  221. auto * info = Obstacle(id).getInfo();
  222. return info && info->isAbsoluteObstacle && info->isAppropriate(curB->terrainType, battlefieldType);
  223. };
  224. auto appropriateUsualObstacle = [&](int id)
  225. {
  226. auto * info = Obstacle(id).getInfo();
  227. return info && !info->isAbsoluteObstacle && info->isAppropriate(curB->terrainType, battlefieldType);
  228. };
  229. if(r.rand(1,100) <= 40) //put cliff-like obstacle
  230. {
  231. try
  232. {
  233. RangeGenerator obidgen(0, VLC->obstacleHandler->objects.size() - 1, ourRand);
  234. auto obstPtr = std::make_shared<CObstacleInstance>();
  235. obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
  236. obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
  237. obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
  238. curB->obstacles.push_back(obstPtr);
  239. for(BattleHex blocked : obstPtr->getBlockedTiles())
  240. blockedTiles.push_back(blocked);
  241. tilesToBlock -= Obstacle(obstPtr->ID).getInfo()->blockedTiles.size() / 2;
  242. }
  243. catch(RangeGenerator::ExhaustedPossibilities &)
  244. {
  245. //silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
  246. logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle");
  247. }
  248. }
  249. try
  250. {
  251. while(tilesToBlock > 0)
  252. {
  253. RangeGenerator obidgen(0, VLC->obstacleHandler->objects.size() - 1, ourRand);
  254. auto tileAccessibility = curB->getAccesibility();
  255. const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
  256. const ObstacleInfo &obi = *Obstacle(obid).getInfo();
  257. auto validPosition = [&](BattleHex pos) -> bool
  258. {
  259. if(obi.height >= pos.getY())
  260. return false;
  261. if(pos.getX() == 0)
  262. return false;
  263. if(pos.getX() + obi.width > 15)
  264. return false;
  265. if(vstd::contains(blockedTiles, pos))
  266. return false;
  267. for(BattleHex blocked : obi.getBlocked(pos))
  268. {
  269. if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
  270. return false;
  271. if(vstd::contains(blockedTiles, blocked))
  272. return false;
  273. int x = blocked.getX();
  274. if(x <= 2 || x >= 14)
  275. return false;
  276. }
  277. return true;
  278. };
  279. RangeGenerator posgenerator(18, 168, ourRand);
  280. auto obstPtr = std::make_shared<CObstacleInstance>();
  281. obstPtr->ID = obid;
  282. obstPtr->pos = posgenerator.getSuchNumber(validPosition);
  283. obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
  284. curB->obstacles.push_back(obstPtr);
  285. for(BattleHex blocked : obstPtr->getBlockedTiles())
  286. blockedTiles.push_back(blocked);
  287. tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
  288. }
  289. }
  290. catch(RangeGenerator::ExhaustedPossibilities &)
  291. {
  292. logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle");
  293. }
  294. }
  295. //reading battleStartpos - add creatures AFTER random obstacles are generated
  296. //TODO: parse once to some structure
  297. std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
  298. std::vector <int> commanderField, commanderBank;
  299. const JsonNode config(ResourceID("config/battleStartpos.json"));
  300. const JsonVector &positions = config["battle_positions"].Vector();
  301. CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
  302. CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
  303. CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
  304. CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
  305. CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
  306. CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
  307. for (auto position : config["commanderPositions"]["field"].Vector())
  308. {
  309. commanderField.push_back ((int)position.Float());
  310. }
  311. for (auto position : config["commanderPositions"]["creBank"].Vector())
  312. {
  313. commanderBank.push_back ((int)position.Float());
  314. }
  315. //adding war machines
  316. if(!creatureBank)
  317. {
  318. //Checks if hero has artifact and create appropriate stack
  319. auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
  320. {
  321. const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
  322. if(nullptr != warMachineArt)
  323. {
  324. CreatureID cre = warMachineArt->artType->warMachine;
  325. if(cre != CreatureID::NONE)
  326. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
  327. }
  328. };
  329. if(heroes[0])
  330. {
  331. handleWarMachine(0, ArtifactPosition::MACH1, 52);
  332. handleWarMachine(0, ArtifactPosition::MACH2, 18);
  333. handleWarMachine(0, ArtifactPosition::MACH3, 154);
  334. if(town && town->hasFort())
  335. handleWarMachine(0, ArtifactPosition::MACH4, 120);
  336. }
  337. if(heroes[1])
  338. {
  339. if(!town) //defending hero shouldn't receive ballista (bug #551)
  340. handleWarMachine(1, ArtifactPosition::MACH1, 66);
  341. handleWarMachine(1, ArtifactPosition::MACH2, 32);
  342. handleWarMachine(1, ArtifactPosition::MACH3, 168);
  343. }
  344. }
  345. //war machines added
  346. //battleStartpos read
  347. for(int side = 0; side < 2; side++)
  348. {
  349. int formationNo = armies[side]->stacksCount() - 1;
  350. vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
  351. int k = 0; //stack serial
  352. for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
  353. {
  354. std::vector<int> *formationVector = nullptr;
  355. if(creatureBank)
  356. formationVector = &creBankFormations[side][formationNo];
  357. else if(armies[side]->formation)
  358. formationVector = &tightFormations[side][formationNo];
  359. else
  360. formationVector = &looseFormations[side][formationNo];
  361. BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
  362. if(creatureBank && i->second->type->isDoubleWide())
  363. pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
  364. curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
  365. }
  366. }
  367. //adding commanders
  368. for (int i = 0; i < 2; ++i)
  369. {
  370. if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
  371. {
  372. curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
  373. }
  374. }
  375. if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
  376. {
  377. // keep tower
  378. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
  379. if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
  380. {
  381. // lower tower + upper tower
  382. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
  383. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
  384. }
  385. //moat
  386. auto moat = std::make_shared<MoatObstacle>();
  387. moat->ID = curB->town->subID;
  388. moat->obstacleType = CObstacleInstance::MOAT;
  389. moat->uniqueID = static_cast<si32>(curB->obstacles.size());
  390. curB->obstacles.push_back(moat);
  391. }
  392. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  393. auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
  394. auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
  395. auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
  396. auto bgInfo = VLC->battlefields()->getById(battlefieldType);
  397. for(const std::shared_ptr<Bonus> & bonus : bgInfo->bonuses)
  398. {
  399. curB->addNewBonus(bonus);
  400. }
  401. //native terrain bonuses
  402. static auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
  403. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
  404. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
  405. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
  406. //////////////////////////////////////////////////////////////////////////
  407. //tactics
  408. bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
  409. int tacticLvls[2] = {0};
  410. for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
  411. {
  412. if(heroes[i])
  413. tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
  414. }
  415. int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
  416. if(tacticsSkillDiff && isTacticsAllowed)
  417. {
  418. curB->tacticsSide = tacticsSkillDiff < 0;
  419. //bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
  420. curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);
  421. }
  422. else
  423. curB->tacticDistance = 0;
  424. return curB;
  425. }
  426. const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const
  427. {
  428. for(int i = 0; i < sides.size(); i++)
  429. if(sides[i].color == player)
  430. return sides[i].hero;
  431. logGlobal->error("Player %s is not in battle!", player.getStr());
  432. return nullptr;
  433. }
  434. ui8 BattleInfo::whatSide(PlayerColor player) const
  435. {
  436. for(int i = 0; i < sides.size(); i++)
  437. if(sides[i].color == player)
  438. return i;
  439. logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr());
  440. return -1;
  441. }
  442. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  443. {
  444. return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
  445. }
  446. BattleInfo::BattleInfo():
  447. round(-1),
  448. activeStack(-1),
  449. town(nullptr),
  450. tile(-1,-1,-1),
  451. battlefieldType(BattleField::NONE),
  452. terrainType(),
  453. tacticsSide(0),
  454. tacticDistance(0)
  455. {
  456. setBattle(this);
  457. setNodeType(BATTLE);
  458. }
  459. BattleInfo::~BattleInfo() = default;
  460. int32_t BattleInfo::getActiveStackID() const
  461. {
  462. return activeStack;
  463. }
  464. TStacks BattleInfo::getStacksIf(TStackFilter predicate) const
  465. {
  466. TStacks ret;
  467. vstd::copy_if(stacks, std::back_inserter(ret), predicate);
  468. return ret;
  469. }
  470. battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const
  471. {
  472. battle::Units ret;
  473. vstd::copy_if(stacks, std::back_inserter(ret), predicate);
  474. return ret;
  475. }
  476. BattleField BattleInfo::getBattlefieldType() const
  477. {
  478. return battlefieldType;
  479. }
  480. TerrainId BattleInfo::getTerrainType() const
  481. {
  482. return terrainType;
  483. }
  484. IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
  485. {
  486. ObstacleCList ret;
  487. for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++)
  488. ret.push_back(*iter);
  489. return ret;
  490. }
  491. PlayerColor BattleInfo::getSidePlayer(ui8 side) const
  492. {
  493. return sides.at(side).color;
  494. }
  495. const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
  496. {
  497. return sides.at(side).armyObject;
  498. }
  499. const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
  500. {
  501. return sides.at(side).hero;
  502. }
  503. ui8 BattleInfo::getTacticDist() const
  504. {
  505. return tacticDistance;
  506. }
  507. ui8 BattleInfo::getTacticsSide() const
  508. {
  509. return tacticsSide;
  510. }
  511. const CGTownInstance * BattleInfo::getDefendedTown() const
  512. {
  513. return town;
  514. }
  515. EWallState BattleInfo::getWallState(EWallPart partOfWall) const
  516. {
  517. return si.wallState.at(partOfWall);
  518. }
  519. EGateState BattleInfo::getGateState() const
  520. {
  521. return si.gateState;
  522. }
  523. uint32_t BattleInfo::getCastSpells(ui8 side) const
  524. {
  525. return sides.at(side).castSpellsCount;
  526. }
  527. int32_t BattleInfo::getEnchanterCounter(ui8 side) const
  528. {
  529. return sides.at(side).enchanterCounter;
  530. }
  531. const IBonusBearer * BattleInfo::asBearer() const
  532. {
  533. return this;
  534. }
  535. int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
  536. {
  537. if(damage.first != damage.second)
  538. {
  539. int64_t sum = 0;
  540. auto howManyToAv = std::min<int32_t>(10, attackerCount);
  541. auto rangeGen = rng.getInt64Range(damage.first, damage.second);
  542. for(int32_t g = 0; g < howManyToAv; ++g)
  543. sum += rangeGen();
  544. return sum / howManyToAv;
  545. }
  546. else
  547. {
  548. return damage.first;
  549. }
  550. }
  551. void BattleInfo::nextRound(int32_t roundNr)
  552. {
  553. for(int i = 0; i < 2; ++i)
  554. {
  555. sides.at(i).castSpellsCount = 0;
  556. vstd::amax(--sides.at(i).enchanterCounter, 0);
  557. }
  558. round = roundNr;
  559. for(CStack * s : stacks)
  560. {
  561. // new turn effects
  562. s->reduceBonusDurations(Bonus::NTurns);
  563. s->afterNewRound();
  564. }
  565. for(auto & obst : obstacles)
  566. obst->battleTurnPassed();
  567. }
  568. void BattleInfo::nextTurn(uint32_t unitId)
  569. {
  570. activeStack = unitId;
  571. CStack * st = getStack(activeStack);
  572. //remove bonuses that last until when stack gets new turn
  573. st->removeBonusesRecursive(Bonus::UntilGetsTurn);
  574. st->afterGetsTurn();
  575. }
  576. void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
  577. {
  578. battle::UnitInfo info;
  579. info.load(id, data);
  580. CStackBasicDescriptor base(info.type, info.count);
  581. PlayerColor owner = getSidePlayer(info.side);
  582. auto ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
  583. ret->initialPosition = info.position;
  584. stacks.push_back(ret);
  585. ret->localInit(this);
  586. ret->summoned = info.summoned;
  587. }
  588. void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
  589. {
  590. auto sta = getStack(id);
  591. if(!sta)
  592. {
  593. logGlobal->error("Cannot find stack %d", id);
  594. return;
  595. }
  596. sta->position = destination;
  597. }
  598. void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
  599. {
  600. CStack * changedStack = getStack(id, false);
  601. if(!changedStack)
  602. throw std::runtime_error("Invalid unit id in BattleInfo update");
  603. if(!changedStack->alive() && healthDelta > 0)
  604. {
  605. //checking if we resurrect a stack that is under a living stack
  606. auto accessibility = getAccesibility();
  607. if(!accessibility.accessible(changedStack->getPosition(), changedStack))
  608. {
  609. logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
  610. return; //position is already occupied
  611. }
  612. }
  613. bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
  614. bool resurrected = !changedStack->alive() && healthDelta > 0;
  615. //applying changes
  616. changedStack->load(data);
  617. if(healthDelta < 0)
  618. {
  619. changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
  620. }
  621. resurrected = resurrected || (killed && changedStack->alive());
  622. if(killed)
  623. {
  624. if(changedStack->cloneID >= 0)
  625. {
  626. //remove clone as well
  627. CStack * clone = getStack(changedStack->cloneID);
  628. if(clone)
  629. clone->makeGhost();
  630. changedStack->cloneID = -1;
  631. }
  632. }
  633. if(resurrected || killed)
  634. {
  635. //removing all spells effects
  636. auto selector = [](const Bonus * b)
  637. {
  638. //Special case: DISRUPTING_RAY is absolutely permanent
  639. return b->source == Bonus::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
  640. };
  641. changedStack->removeBonusesRecursive(selector);
  642. }
  643. if(!changedStack->alive() && changedStack->isClone())
  644. {
  645. for(CStack * s : stacks)
  646. {
  647. if(s->cloneID == changedStack->unitId())
  648. s->cloneID = -1;
  649. }
  650. }
  651. }
  652. void BattleInfo::removeUnit(uint32_t id)
  653. {
  654. std::set<uint32_t> ids;
  655. ids.insert(id);
  656. while(!ids.empty())
  657. {
  658. auto toRemoveId = *ids.begin();
  659. auto toRemove = getStack(toRemoveId, false);
  660. if(!toRemove)
  661. {
  662. logGlobal->error("Cannot find stack %d", toRemoveId);
  663. return;
  664. }
  665. if(!toRemove->ghost)
  666. {
  667. toRemove->onRemoved();
  668. toRemove->detachFromAll();
  669. //stack may be removed instantly (not being killed first)
  670. //handle clone remove also here
  671. if(toRemove->cloneID >= 0)
  672. {
  673. ids.insert(toRemove->cloneID);
  674. toRemove->cloneID = -1;
  675. }
  676. //cleanup remaining clone links if any
  677. for(auto s : stacks)
  678. {
  679. if(s->cloneID == toRemoveId)
  680. s->cloneID = -1;
  681. }
  682. }
  683. ids.erase(toRemoveId);
  684. }
  685. }
  686. void BattleInfo::updateUnit(uint32_t id, const JsonNode & data)
  687. {
  688. //TODO
  689. }
  690. void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  691. {
  692. CStack * sta = getStack(id, false);
  693. if(!sta)
  694. {
  695. logGlobal->error("Cannot find stack %d", id);
  696. return;
  697. }
  698. for(const Bonus & b : bonus)
  699. addOrUpdateUnitBonus(sta, b, true);
  700. }
  701. void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  702. {
  703. CStack * sta = getStack(id, false);
  704. if(!sta)
  705. {
  706. logGlobal->error("Cannot find stack %d", id);
  707. return;
  708. }
  709. for(const Bonus & b : bonus)
  710. addOrUpdateUnitBonus(sta, b, false);
  711. }
  712. void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  713. {
  714. CStack * sta = getStack(id, false);
  715. if(!sta)
  716. {
  717. logGlobal->error("Cannot find stack %d", id);
  718. return;
  719. }
  720. for(const Bonus & one : bonus)
  721. {
  722. auto selector = [one](const Bonus * b)
  723. {
  724. //compare everything but turnsRemain, limiter and propagator
  725. return one.duration == b->duration
  726. && one.type == b->type
  727. && one.subtype == b->subtype
  728. && one.source == b->source
  729. && one.val == b->val
  730. && one.sid == b->sid
  731. && one.valType == b->valType
  732. && one.additionalInfo == b->additionalInfo
  733. && one.effectRange == b->effectRange
  734. && one.description == b->description;
  735. };
  736. sta->removeBonusesRecursive(selector);
  737. }
  738. }
  739. uint32_t BattleInfo::nextUnitId() const
  740. {
  741. return static_cast<uint32_t>(stacks.size());
  742. }
  743. void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
  744. {
  745. if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
  746. {
  747. //no such effect or cumulative - add new
  748. logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
  749. sta->addNewBonus(std::make_shared<Bonus>(value));
  750. }
  751. else
  752. {
  753. logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
  754. for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize
  755. {
  756. if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype)
  757. {
  758. stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
  759. }
  760. }
  761. CBonusSystemNode::treeHasChanged();
  762. }
  763. }
  764. void BattleInfo::setWallState(EWallPart partOfWall, EWallState state)
  765. {
  766. si.wallState[partOfWall] = state;
  767. }
  768. void BattleInfo::addObstacle(const ObstacleChanges & changes)
  769. {
  770. std::shared_ptr<SpellCreatedObstacle> obstacle = std::make_shared<SpellCreatedObstacle>();
  771. obstacle->fromInfo(changes);
  772. obstacles.push_back(obstacle);
  773. }
  774. void BattleInfo::updateObstacle(const ObstacleChanges& changes)
  775. {
  776. std::shared_ptr<SpellCreatedObstacle> changedObstacle = std::make_shared<SpellCreatedObstacle>();
  777. changedObstacle->fromInfo(changes);
  778. for(int i = 0; i < obstacles.size(); ++i)
  779. {
  780. if(obstacles[i]->uniqueID == changes.id) // update this obstacle
  781. {
  782. SpellCreatedObstacle * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacles[i].get());
  783. assert(spellObstacle);
  784. // Currently we only support to update the "revealed" property
  785. spellObstacle->revealed = changedObstacle->revealed;
  786. break;
  787. }
  788. }
  789. }
  790. void BattleInfo::removeObstacle(uint32_t id)
  791. {
  792. for(int i=0; i < obstacles.size(); ++i)
  793. {
  794. if(obstacles[i]->uniqueID == id) //remove this obstacle
  795. {
  796. obstacles.erase(obstacles.begin() + i);
  797. break;
  798. }
  799. }
  800. }
  801. CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
  802. {
  803. return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
  804. }
  805. CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
  806. {
  807. return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
  808. }
  809. #if SCRIPTING_ENABLED
  810. scripting::Pool * BattleInfo::getContextPool() const
  811. {
  812. //this is real battle, use global scripting context pool
  813. //TODO: make this line not ugly
  814. return IObjectInterface::cb->getGlobalContextPool();
  815. }
  816. #endif
  817. bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
  818. {
  819. switch(phase)
  820. {
  821. case 0: //catapult moves after turrets
  822. return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
  823. case 1:
  824. case 2:
  825. case 3:
  826. {
  827. int as = a->getInitiative(turn), bs = b->getInitiative(turn);
  828. if(as != bs)
  829. return as > bs;
  830. if(a->unitSide() == b->unitSide())
  831. return a->unitSlot() < b->unitSlot();
  832. return (a->unitSide() == side || b->unitSide() == side)
  833. ? a->unitSide() != side
  834. : a->unitSide() < b->unitSide();
  835. }
  836. default:
  837. assert(false);
  838. return false;
  839. }
  840. assert(false);
  841. return false;
  842. }
  843. CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side)
  844. {
  845. phase = Phase;
  846. turn = Turn;
  847. side = Side;
  848. }
  849. VCMI_LIB_NAMESPACE_END