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- /*
- * BattleResultProcessor.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 "BattleResultProcessor.h"
- #include "battle/BattleInfo.h"
- #include "../CGameHandler.h"
- #include "../TurnTimerHandler.h"
- #include "../processors/HeroPoolProcessor.h"
- #include "../queries/QueriesProcessor.h"
- #include "../queries/BattleQueries.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/IGameSettings.h"
- #include "../../lib/battle/SideInBattle.h"
- #include "../../lib/entities/artifact/ArtifactUtils.h"
- #include "../../lib/entities/artifact/CArtifactFittingSet.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/networkPacks/PacksForClientBattle.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include <boost/lexical_cast.hpp>
- BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
- // : owner(owner)
- : gameHandler(newGameHandler)
- {
- }
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
- army(battle.battleGetArmyObject(sideInBattle))
- {
- heroWithDeadCommander = ObjectInstanceID();
- PlayerColor color = battle.sideToPlayer(sideInBattle);
- auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
- if (stack->summoned)//don't take into account temporary summoned stacks
- return false;
- if(stack->unitOwner() != color) //remove only our stacks
- return false;
- if (stack->isTurret())
- return false;
- return true;
- });
- for(const CStack * stConst : allStacks)
- {
- // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
- // TODO: better solution
- CStack * st = const_cast<CStack*>(stConst);
- logGlobal->debug("Calculating casualties for %s", st->nodeName());
- st->health.takeResurrected();
- if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
- {
- auto warMachine = st->unitType()->warMachine;
- if(warMachine == ArtifactID::NONE)
- {
- logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
- }
- //catapult artifact remain even if "creature" killed in siege
- else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
- {
- logGlobal->debug("War machine has been destroyed");
- auto hero = dynamic_cast<const CGHeroInstance*> (army);
- if (hero)
- removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
- else
- logGlobal->error("War machine in army without hero");
- }
- }
- else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
- {
- if(st->alive() && st->getCount() > 0)
- {
- logGlobal->debug("Permanently summoned %d units.", st->getCount());
- const CreatureID summonedType = st->creatureId();
- summoned[summonedType] += st->getCount();
- }
- }
- else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
- {
- if (nullptr == st->base)
- {
- logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
- }
- else
- {
- auto c = dynamic_cast <const CCommanderInstance *>(st->base);
- if(c)
- {
- auto h = dynamic_cast <const CGHeroInstance *>(army);
- if(h && h->getCommander() == c && (st->getCount() == 0 || !st->alive()))
- {
- logGlobal->debug("Commander is dead.");
- heroWithDeadCommander = army->id; //TODO: unify commander handling
- }
- }
- else
- logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
- }
- }
- else if(st->base && !army->slotEmpty(st->unitSlot()))
- {
- logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
- if(st->getCount() == 0 || !st->alive())
- {
- logGlobal->debug("Stack has been destroyed.");
- StackLocation sl(army->id, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
- }
- else if(st->getCount() != army->getStackCount(st->unitSlot()))
- {
- logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
- StackLocation sl(army->id, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
- }
- }
- else
- {
- logGlobal->warn("Unable to process stack: %s", st->nodeName());
- }
- }
- }
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
- {
- if (gh->getObjInstance(army->id) == nullptr)
- throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
- for (TStackAndItsNewCount &ncount : newStackCounts)
- {
- if (ncount.second > 0)
- gh->changeStackCount(ncount.first, ncount.second, true);
- else
- gh->eraseStack(ncount.first, true);
- }
- for (auto summoned_iter : summoned)
- {
- SlotID slot = army->getSlotFor(summoned_iter.first);
- if (slot.validSlot())
- {
- StackLocation location(army->id, slot);
- gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
- }
- else
- {
- //even if it will be possible to summon anything permanently it should be checked for free slot
- //necromancy is handled separately
- gh->complain("No free slot to put summoned creature");
- }
- }
- for (auto al : removedWarMachines)
- {
- gh->removeArtifact(al);
- }
- if (heroWithDeadCommander != ObjectInstanceID())
- {
- SetCommanderProperty scp;
- scp.heroid = heroWithDeadCommander;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 0;
- gh->sendAndApply(scp);
- }
- }
- FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
- {
- const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
- const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
- if (result.winner == BattleSide::ATTACKER)
- {
- winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
- loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
- victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
- loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
- }
- else
- {
- winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
- loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
- victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
- loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
- }
- winnerSide = result.winner;
- this->remainingBattleQueriesCount = remainingBattleQueriesCount;
- }
- void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
- {
- auto const & giveExp = [&battle](BattleResult &r)
- {
- if (r.winner == BattleSide::NONE)
- {
- // draw
- return;
- }
- r.exp[BattleSide::ATTACKER] = 0;
- r.exp[BattleSide::DEFENDER] = 0;
- for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
- {
- r.exp[r.winner] += i->first.toCreature()->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
- }
- };
- LOG_TRACE(logGlobal);
- auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
- const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
- const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
- //Fill BattleResult structure with exp info
- giveExp(*battleResult);
- if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
- {
- if(heroAttacker)
- battleResult->exp[BattleSide::DEFENDER] += 500;
- if(heroDefender)
- battleResult->exp[BattleSide::ATTACKER] += 500;
- }
- // Give 500 exp to winner if a town was conquered during the battle
- const auto * defendedTown = battle.battleGetDefendedTown();
- if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
- battleResult->exp[BattleSide::ATTACKER] += 500;
- if(heroAttacker)
- battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
- if(heroDefender)
- battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
- if(!battleQuery)
- battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
- if (!battleQuery)
- {
- logGlobal->error("Cannot find battle query!");
- gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
- return;
- }
- battleQuery->result = std::make_optional(*battleResult);
- //Check how many battle gameHandler->queries were created (number of players blocked by battle)
- const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
- assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
- finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
- // in battles against neutrals, 1st player can ask to replay battle manually
- const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
- const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
- bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
- bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
- bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
- // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
- if(onlyOnePlayerHuman)
- {
- auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
- battleResult->queryID = battleDialogQuery->queryID;
- gameHandler->queries->addQuery(battleDialogQuery);
- }
- else
- battleResult->queryID = QueryID::NONE;
- //set same battle result for all gameHandler->queries
- for(auto q : gameHandler->queries->allQueries())
- {
- auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
- if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
- otherBattleQuery->result = battleQuery->result;
- }
- gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
- gameHandler->sendAndApply(*battleResult);
- if (battleResult->queryID == QueryID::NONE)
- endBattleConfirm(battle);
- }
- void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
- {
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
- if(!battleQuery)
- battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
- if(!battleQuery)
- {
- logGlobal->trace("No battle query, battle end was confirmed by another player");
- return;
- }
- auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
- auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
- //calculate casualties before deleting battle
- CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
- CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
- cab1.updateArmy(gameHandler);
- cab2.updateArmy(gameHandler); //take casualties after battle is deleted
- const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
- const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
- if(battleResult->winner == BattleSide::DEFENDER
- && winnerHero
- && winnerHero->getVisitedTown()
- && !winnerHero->isGarrisoned()
- && winnerHero->getVisitedTown()->getGarrisonHero() == winnerHero)
- {
- gameHandler->swapGarrisonOnSiege(winnerHero->getVisitedTown()->id); //return defending visitor from garrison to its rightful place
- }
- //give exp
- if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && winnerHero)
- gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
- // Add statistics
- if(loserHero && !finishingBattle->isDraw())
- {
- const CGHeroInstance * strongestHero = nullptr;
- for(auto & hero : gameHandler->gameState().getPlayerState(finishingBattle->loser)->getHeroes())
- if(!strongestHero || hero->exp > strongestHero->exp)
- strongestHero = hero;
- if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
- gameHandler->gameState().statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState().getDate(Date::DAY);
- }
- if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
- {
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
- if(!finishingBattle->isDraw())
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
- }
- else
- {
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
- if(!finishingBattle->isDraw())
- gameHandler->gameState().statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
- }
- BattleResultAccepted raccepted;
- raccepted.battleID = battle.getBattle()->getBattleID();
- raccepted.heroResult[finishingBattle->winnerSide].heroID = winnerHero ? winnerHero->id : ObjectInstanceID::NONE;
- raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroID = loserHero ? loserHero->id : ObjectInstanceID::NONE;
- raccepted.heroResult[BattleSide::ATTACKER].armyID = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
- raccepted.heroResult[BattleSide::DEFENDER].armyID = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
- raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
- raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
- raccepted.winnerSide = finishingBattle->winnerSide;
- gameHandler->sendAndApply(raccepted);
- gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution.
- //--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query
- }
- void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result)
- {
- LOG_TRACE(logGlobal);
- assert(finishingBattles.count(battleID) != 0);
- if(finishingBattles.count(battleID) == 0)
- return;
- auto & finishingBattle = finishingBattles[battleID];
- finishingBattle->remainingBattleQueriesCount--;
- logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
- if (finishingBattle->remainingBattleQueriesCount > 0)
- //Battle results will be handled when all battle gameHandler->queries are closed
- return;
- //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
- // but the battle consequences are applied after final player is unblocked. Hard to abuse...
- // Still, it looks like a hole.
- const auto battle = std::find_if(gameHandler->gameState().currentBattles.begin(), gameHandler->gameState().currentBattles.end(),
- [battleID](const auto & desiredBattle)
- {
- return desiredBattle->battleID == battleID;
- });
- assert(battle != gameHandler->gameState().currentBattles.end());
- const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
- const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
- BattleResultsApplied resultsApplied;
- // Eagle Eye handling
- if(!finishingBattle->isDraw() && winnerHero)
- {
- if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
- {
- resultsApplied.learnedSpells.learn = 1;
- resultsApplied.learnedSpells.hid = finishingBattle->winnerId;
- for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner)))
- {
- const auto spell = spellId.toEntity(LIBRARY->spells());
- if(spell
- && spell->getLevel() <= eagleEyeLevel
- && !winnerHero->spellbookContainsSpell(spell->getId())
- && gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE))
- {
- resultsApplied.learnedSpells.spells.insert(spell->getId());
- }
- }
- }
- }
- // Artifacts handling
- if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
- {
- CArtifactFittingSet artFittingSet(*winnerHero);
- const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
- {
- assert(art);
- const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
- if(dstSlot != ArtifactPosition::PRE_FIRST)
- {
- pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot));
- if(ArtifactUtils::isSlotEquipment(dstSlot))
- pack.artsPack0.back().askAssemble = true;
- artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
- }
- };
- if(loserHero)
- {
- auto & packHero = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
- packHero.srcArtHolder = finishingBattle->loserId;
- for(const auto & slot : ArtifactUtils::commonWornSlots())
- {
- if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
- {
- addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
- }
- }
- for(const auto & artSlot : loserHero->artifactsInBackpack)
- {
- if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
- addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
- }
- if(loserHero->getCommander())
- {
- auto & packCommander = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
- packCommander.srcCreature = loserHero->findStack(loserHero->getCommander());
- for(const auto & artSlot : loserHero->getCommander()->artifactsWorn)
- addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
- }
- auto armyObj = dynamic_cast<const CArmedInstance*>(gameHandler->getObj(finishingBattle->loserId));
- for(const auto & armySlot : armyObj->stacks)
- {
- auto & packsArmy = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
- packsArmy.srcArtHolder = armyObj->id;
- packsArmy.srcCreature = armySlot.first;
- for(const auto & artSlot : armySlot.second->artifactsWorn)
- addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
- }
- }
- }
- // Necromancy handling
- // Give raised units to winner, if any were raised, units will be given after casualties are taken
- if(winnerHero)
- {
- resultsApplied.raisedStack = winnerHero->calculateNecromancy(result);
- const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID();
- if(necroSlot != SlotID() && !finishingBattle->isDraw())
- gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.getCount());
- }
- resultsApplied.battleID = battleID;
- resultsApplied.victor = finishingBattle->victor;
- resultsApplied.loser = finishingBattle->loser;
- gameHandler->sendAndApply(resultsApplied);
- //handle victory/loss of engaged players
- gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
- // Remove beaten hero
- if(loserHero)
- {
- RemoveObject ro(loserHero->id, finishingBattle->victor);
- gameHandler->sendAndApply(ro);
- }
- // For draw case both heroes should be removed
- if(finishingBattle->isDraw() && winnerHero)
- {
- RemoveObject ro(winnerHero->id, finishingBattle->loser);
- gameHandler->sendAndApply(ro);
- if(gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
- gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
- }
- if (result.result == EBattleResult::SURRENDER)
- {
- gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
- gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
- }
- if (result.result == EBattleResult::ESCAPE)
- {
- gameHandler->gameState().statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
- gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
- }
- finishingBattles.erase(battleID);
- battleResults.erase(battleID);
- }
- void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
- {
- assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
- battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
- auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
- battleResult->battleID = battle.getBattle()->getBattleID();
- battleResult->result = resultType;
- battleResult->winner = victoriusSide; //surrendering side loses
- auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
- if (stack->summoned)//don't take into account temporary summoned stacks
- return false;
- if (stack->isTurret())
- return false;
- return true;
- });
- for(const auto & st : allStacks) //setting casualties
- {
- si32 killed = st->getKilled();
- if(killed > 0)
- battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
- }
- }
- bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
- {
- return battleResults.count(battle.getBattle()->getBattleID()) != 0;
- }
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