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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 "../CGameHandler.h"
 
- #include "../processors/HeroPoolProcessor.h"
 
- #include "../queries/QueriesProcessor.h"
 
- #include "../queries/BattleQueries.h"
 
- #include "../../lib/ArtifactUtils.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/GameSettings.h"
 
- #include "../../lib/battle/CBattleInfoCallback.h"
 
- #include "../../lib/battle/IBattleState.h"
 
- #include "../../lib/battle/SideInBattle.h"
 
- #include "../../lib/gameState/CGameState.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/serializer/Cast.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner)
 
- //	: owner(owner)
 
- 	: gameHandler(nullptr)
 
- {
 
- }
 
- void BattleResultProcessor::setGameHandler(CGameHandler * newGameHandler)
 
- {
 
- 	gameHandler = newGameHandler;
 
- }
 
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
 
- 	army(battle.battleGetArmyObject(sideInBattle))
 
- {
 
- 	heroWithDeadCommander = ObjectInstanceID();
 
- 	PlayerColor color = battle.sideToPlayer(sideInBattle);
 
- 	for(const CStack * stConst : battle.battleGetAllStacks(true))
 
- 	{
 
- 		// Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
 
- 		// TODO: better solution
 
- 		CStack * st = const_cast<CStack*>(stConst);
 
- 		if(st->summoned) //don't take into account temporary summoned stacks
 
- 			continue;
 
- 		if(st->unitOwner() != color) //remove only our stacks
 
- 			continue;
 
- 		logGlobal->debug("Calculating casualties for %s", st->nodeName());
 
- 		st->health.takeResurrected();
 
- 		if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
 
- 		{
 
- 			logGlobal->debug("Ignored arrow towers stack.");
 
- 		}
 
- 		else 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_ptr_cast<CGHeroInstance> (army);
 
- 				if (hero)
 
- 					removedWarMachines.push_back (ArtifactLocation(hero, 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->commander == 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, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
 
- 			}
 
- 			else if(st->getCount() < army->getStackCount(st->unitSlot()))
 
- 			{
 
- 				logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
 
- 				StackLocation sl(army, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 			else if(st->getCount() > army->getStackCount(st->unitSlot()))
 
- 			{
 
- 				logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
 
- 				StackLocation sl(army, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Unable to process stack: %s", st->nodeName());
 
- 		}
 
- 	}
 
- }
 
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
 
- {
 
- 	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, 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)
 
- {
 
- 	if (result.winner == BattleSide::ATTACKER)
 
- 	{
 
- 		winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
 
- 		loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
 
- 		victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
 
- 		loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
 
- 	}
 
- 	else
 
- 	{
 
- 		winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
 
- 		loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
 
- 		victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
 
- 		loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
 
- 	}
 
- 	winnerSide = result.winner;
 
- 	this->remainingBattleQueriesCount = remainingBattleQueriesCount;
 
- }
 
- //FinishingBattleHelper::FinishingBattleHelper()
 
- //{
 
- //	winnerHero = loserHero = nullptr;
 
- //	winnerSide = 0;
 
- //	remainingBattleQueriesCount = 0;
 
- //}
 
- void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
 
- {
 
- 	auto const & giveExp = [](BattleResult &r)
 
- 	{
 
- 		if (r.winner > 1)
 
- 		{
 
- 			// draw
 
- 			return;
 
- 		}
 
- 		r.exp[0] = 0;
 
- 		r.exp[1] = 0;
 
- 		for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 		{
 
- 			r.exp[r.winner] += VLC->creh->objects.at(i->first)->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[1] += 500;
 
- 		if(heroDefender)
 
- 			battleResult->exp[0] += 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[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
 
- 	if(heroDefender)
 
- 		battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
 
- 	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
 
- 	if (!battleQuery)
 
- 	{
 
- 		logGlobal->error("Cannot find battle query!");
 
- 		gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " 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
 
- 	if (!battle.sideToPlayer(1).isValidPlayer())
 
- 	{
 
- 		auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle());
 
- 		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(0)));
 
- 	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();
 
- 	const EBattleResult result = battleResult->result;
 
- 	//calculate casualties before deleting battle
 
- 	CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
 
- 	CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
 
- 	ChangeSpells cs; //for Eagle Eye
 
- 	if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
 
- 	{
 
- 		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
 
- 		{
 
- 			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
 
- 			for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
 
- 			{
 
- 				auto spell = spellId.toSpell(VLC->spells());
 
- 				if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
 
- 					cs.spells.insert(spell->getId());
 
- 			}
 
- 		}
 
- 	}
 
- 	std::vector<const CArtifactInstance *> arts; //display them in window
 
- 	if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
 
- 	{
 
- 		auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
 
- 		{
 
- 			const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
 
- 			if(slot != ArtifactPosition::PRE_FIRST)
 
- 			{
 
- 				arts.push_back(art);
 
- 				ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
 
- 				if(ArtifactUtils::isSlotBackpack(slot))
 
- 					ma->askAssemble = false;
 
- 				gameHandler->sendAndApply(ma);
 
- 			}
 
- 		};
 
- 		if (finishingBattle->loserHero)
 
- 		{
 
- 			//TODO: wrap it into a function, somehow (std::variant -_-)
 
- 			auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig() &&
 
- 					art->artType->getId() != ArtifactID::SPELLBOOK)
 
- 						// don't move war machines or locked arts (spellbook)
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
 
- 			{
 
- 				//we assume that no big artifacts can be found
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero,
 
- 					ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
 
- 			{
 
- 				artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
 
- 				for (auto artSlot : artifactsWorn)
 
- 				{
 
- 					MoveArtifact ma;
 
- 					ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
 
- 					const CArtifactInstance * art =  ma.src.getArt();
 
- 					if (art && !art->artType->isBig())
 
- 					{
 
- 						sendMoveArtifact(art, &ma);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		auto loser = battle.otherSide(battleResult->winner);
 
- 		for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
 
- 		{
 
- 			auto artifactsWorn = armySlot.second->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(armySlot.second, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig())
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if (arts.size()) //display loot
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
 
- 		for (auto art : arts) //TODO; separate function to display loot for various ojects?
 
- 		{
 
- 			iw.components.emplace_back(
 
- 				Component::EComponentType::ARTIFACT, art->artType->getId(),
 
- 				art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : SpellID(0), 0);
 
- 			if (iw.components.size() >= 14)
 
- 			{
 
- 				gameHandler->sendAndApply(&iw);
 
- 				iw.components.clear();
 
- 			}
 
- 		}
 
- 		if (iw.components.size())
 
- 		{
 
- 			gameHandler->sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	//Eagle Eye secondary skill handling
 
- 	if (!cs.spells.empty())
 
- 	{
 
- 		cs.learn = 1;
 
- 		cs.hid = finishingBattle->winnerHero->id;
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
 
- 		iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
 
- 		std::ostringstream names;
 
- 		for (int i = 0; i < cs.spells.size(); i++)
 
- 		{
 
- 			names << "%s";
 
- 			if (i < cs.spells.size() - 2)
 
- 				names << ", ";
 
- 			else if (i < cs.spells.size() - 1)
 
- 				names << "%s";
 
- 		}
 
- 		names << ".";
 
- 		iw.text.replaceRawString(names.str());
 
- 		auto it = cs.spells.begin();
 
- 		for (int i = 0; i < cs.spells.size(); i++, it++)
 
- 		{
 
- 			iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
 
- 			if (i == cs.spells.size() - 2) //we just added pre-last name
 
- 				iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
 
- 			iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
 
- 		}
 
- 		gameHandler->sendAndApply(&iw);
 
- 		gameHandler->sendAndApply(&cs);
 
- 	}
 
- 	cab1.updateArmy(gameHandler);
 
- 	cab2.updateArmy(gameHandler); //take casualties after battle is deleted
 
- 	if(finishingBattle->loserHero) //remove beaten hero
 
- 	{
 
- 		RemoveObject ro(finishingBattle->loserHero->id, battle.battleGetArmyObject(0)->getOwner());
 
- 		gameHandler->sendAndApply(&ro);
 
- 	}
 
- 	if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
 
- 	{
 
- 		RemoveObject ro(finishingBattle->winnerHero->id, battle.battleGetArmyObject(0)->getOwner());
 
- 		gameHandler->sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult->winner == BattleSide::DEFENDER
 
- 	   && finishingBattle->winnerHero
 
- 	   && finishingBattle->winnerHero->visitedTown
 
- 	   && !finishingBattle->winnerHero->inTownGarrison
 
- 	   && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
 
- 	{
 
- 		gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
 
- 	}
 
- 	//give exp
 
- 	if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
 
- 		gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult->exp[finishingBattle->winnerSide]);
 
- 	BattleResultAccepted raccepted;
 
- 	raccepted.battleID = battle.getBattle()->getBattleID();
 
- 	raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(0));
 
- 	raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(1));
 
- 	raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(0));
 
- 	raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(1));
 
- 	raccepted.heroResult[0].exp = battleResult->exp[0];
 
- 	raccepted.heroResult[1].exp = battleResult->exp[1];
 
- 	raccepted.winnerSide = finishingBattle->winnerSide; 
 
- 	gameHandler->sendAndApply(&raccepted);
 
- 	gameHandler->queries->popIfTop(battleQuery);
 
- 	//--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
 
- }
 
- void BattleResultProcessor::battleAfterLevelUp(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.
 
- 	// Necromancy if applicable.
 
- 	const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
 
- 	// Give raised units to winner and show dialog, if any were raised,
 
- 	// units will be given after casualties are taken
 
- 	const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
 
- 	if (necroSlot != SlotID())
 
- 	{
 
- 		finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
 
- 		gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
 
- 	}
 
- 	BattleResultsApplied resultsApplied;
 
- 	resultsApplied.battleID = battleID;
 
- 	resultsApplied.player1 = finishingBattle->victor;
 
- 	resultsApplied.player2 = finishingBattle->loser;
 
- 	gameHandler->sendAndApply(&resultsApplied);
 
- 	//handle victory/loss of engaged players
 
- 	std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
 
- 	gameHandler->checkVictoryLossConditions(playerColors);
 
- 	if (result.result == EBattleResult::SURRENDER)
 
- 		gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
 
- 	if (result.result == EBattleResult::ESCAPE)
 
- 		gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
 
- 	if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
 
- 		&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
 
- 	{
 
- 		RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
 
- 		gameHandler->sendAndApply(&ro);
 
- 		if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
 
- 			gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
 
- 	}
 
- 	finishingBattles.erase(battleID);
 
- 	battleResults.erase(battleID);
 
- }
 
- void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int 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
 
- 	for(const auto & st : battle.battleGetAllStacks(true)) //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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