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							- /*
 
-  * BattleActionProcessor.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 "BattleActionProcessor.h"
 
- #include "BattleProcessor.h"
 
- #include "../CGameHandler.h"
 
- #include "../../lib/texts/CGeneralTextHandler.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/GameSettings.h"
 
- #include "../../lib/battle/CBattleInfoCallback.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- #include "../../lib/battle/IBattleState.h"
 
- #include "../../lib/battle/BattleAction.h"
 
- #include "../../lib/entities/building/TownFortifications.h"
 
- #include "../../lib/gameState/CGameState.h"
 
- #include "../../lib/networkPacks/PacksForClientBattle.h"
 
- #include "../../lib/networkPacks/SetStackEffect.h"
 
- #include "../../lib/spells/AbilityCaster.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/spells/Problem.h"
 
- #include <vstd/RNG.h>
 
- BattleActionProcessor::BattleActionProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
 
- 	: owner(owner)
 
- 	, gameHandler(newGameHandler)
 
- {
 
- }
 
- bool BattleActionProcessor::doEmptyAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doEndTacticsAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doWaitAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doRetreatAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	if (!battle.battleCanFlee(battle.sideToPlayer(ba.side)))
 
- 	{
 
- 		gameHandler->complain("Cannot retreat!");
 
- 		return false;
 
- 	}
 
- 	owner->setBattleResult(battle, EBattleResult::ESCAPE, battle.otherSide(ba.side));
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doSurrenderAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	PlayerColor player = battle.sideToPlayer(ba.side);
 
- 	int cost = battle.battleGetSurrenderCost(player);
 
- 	if (cost < 0)
 
- 	{
 
- 		gameHandler->complain("Cannot surrender!");
 
- 		return false;
 
- 	}
 
- 	if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
 
- 	{
 
- 		gameHandler->complain("Not enough gold to surrender!");
 
- 		return false;
 
- 	}
 
- 	gameHandler->giveResource(player, EGameResID::GOLD, -cost);
 
- 	owner->setBattleResult(battle, EBattleResult::SURRENDER, battle.otherSide(ba.side));
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doHeroSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CGHeroInstance *h = battle.battleGetFightingHero(ba.side);
 
- 	if (!h)
 
- 	{
 
- 		logGlobal->error("Wrong caster!");
 
- 		return false;
 
- 	}
 
- 	if (!ba.spell.hasValue())
 
- 	{
 
- 		logGlobal->error("Wrong spell id (%d)!", ba.spell.getNum());
 
- 		return false;
 
- 	}
 
- 	const CSpell * s = ba.spell.toSpell();
 
- 	spells::BattleCast parameters(&battle, h, spells::Mode::HERO, s);
 
- 	spells::detail::ProblemImpl problem;
 
- 	auto m = s->battleMechanics(¶meters);
 
- 	if(!m->canBeCast(problem))//todo: should we check aimed cast?
 
- 	{
 
- 		logGlobal->warn("Spell cannot be cast!");
 
- 		std::vector<std::string> texts;
 
- 		problem.getAll(texts);
 
- 		for(auto s : texts)
 
- 			logGlobal->warn(s);
 
- 		return false;
 
- 	}
 
- 	parameters.cast(gameHandler->spellEnv, ba.getTarget(&battle));
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doWalkAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	if(target.size() < 1)
 
- 	{
 
- 		gameHandler->complain("Destination required for move action.");
 
- 		return false;
 
- 	}
 
- 	int walkedTiles = moveStack(battle, ba.stackNumber, target.at(0).hexValue); //move
 
- 	if (!walkedTiles)
 
- 	{
 
- 		gameHandler->complain("Stack failed movement!");
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doDefendAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
 
- 	SetStackEffect sse;
 
- 	sse.battleID = battle.getBattle()->getBattleID();
 
- 	Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::PERCENT_TO_ALL);
 
- 	Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE), BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
 
- 	Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, BonusSourceID(), BonusSubtypeID(PrimarySkill::DEFENSE), BonusValueType::ADDITIVE_VALUE);
 
- 	BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(PrimarySkill::DEFENSE)));
 
- 	int oldDefenceValue = defence.totalValue();
 
- 	defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
 
- 	defence.push_back(std::make_shared<Bonus>(bonus2));
 
- 	int difference = defence.totalValue() - oldDefenceValue;
 
- 	std::vector<Bonus> buffer;
 
- 	if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
 
- 	{
 
- 		difference = 1;
 
- 		buffer.push_back(alternativeWeakCreatureBonus);
 
- 	}
 
- 	else
 
- 	{
 
- 		buffer.push_back(defenseBonusToAdd);
 
- 	}
 
- 	buffer.push_back(bonus2);
 
- 	sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
 
- 	gameHandler->sendAndApply(&sse);
 
- 	BattleLogMessage message;
 
- 	message.battleID = battle.getBattle()->getBattleID();
 
- 	MetaString text;
 
- 	stack->addText(text, EMetaText::GENERAL_TXT, 120);
 
- 	stack->addNameReplacement(text);
 
- 	text.replaceNumber(difference);
 
- 	message.lines.push_back(text);
 
- 	gameHandler->sendAndApply(&message);
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doAttackAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	if(target.size() < 2)
 
- 	{
 
- 		gameHandler->complain("Two destinations required for attack action.");
 
- 		return false;
 
- 	}
 
- 	BattleHex attackPos = target.at(0).hexValue;
 
- 	BattleHex destinationTile = target.at(1).hexValue;
 
- 	const CStack * destinationStack = battle.battleGetStackByPos(destinationTile, true);
 
- 	if(!destinationStack)
 
- 	{
 
- 		gameHandler->complain("Invalid target to attack");
 
- 		return false;
 
- 	}
 
- 	BattleHex startingPos = stack->getPosition();
 
- 	int distance = moveStack(battle, ba.stackNumber, attackPos);
 
- 	logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
 
- 	if(stack->getPosition() != attackPos && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false))) )
 
- 	{
 
- 		// we were not able to reach destination tile, nor occupy specified hex
 
- 		// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
 
- 		return true;
 
- 	}
 
- 	if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
 
- 	{
 
- 		destinationStack = nullptr;
 
- 	}
 
- 	if(!destinationStack)
 
- 	{
 
- 		gameHandler->complain("Unit can not attack itself");
 
- 		return false;
 
- 	}
 
- 	if(!CStack::isMeleeAttackPossible(stack, destinationStack))
 
- 	{
 
- 		gameHandler->complain("Attack cannot be performed!");
 
- 		return false;
 
- 	}
 
- 	//attack
 
- 	int totalAttacks = stack->totalAttacks.getMeleeValue();
 
- 	//TODO: move to CUnitState
 
- 	const auto * attackingHero = battle.battleGetFightingHero(ba.side);
 
- 	if(attackingHero)
 
- 	{
 
- 		totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId()));
 
- 	}
 
- 	static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeMelee));
 
- 	const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector);
 
- 	const bool retaliation = destinationStack->ableToRetaliate();
 
- 	bool ferocityApplied = false;
 
- 	int32_t defenderInitialQuantity = destinationStack->getCount();
 
- 	for (int i = 0; i < totalAttacks; ++i)
 
- 	{
 
- 		//first strike
 
- 		if(i == 0 && firstStrike && retaliation && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION))
 
- 		{
 
- 			makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 		}
 
- 		//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
 
- 		if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
 
- 		{
 
- 			makeAttack(battle, stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
 
- 			if(!ferocityApplied && stack->hasBonusOfType(BonusType::FEROCITY))
 
- 			{
 
- 				auto ferocityBonus = stack->getBonus(Selector::type()(BonusType::FEROCITY));
 
- 				int32_t requiredCreaturesToKill = ferocityBonus->additionalInfo != CAddInfo::NONE ? ferocityBonus->additionalInfo[0] : 1;
 
- 				if(defenderInitialQuantity - destinationStack->getCount() >= requiredCreaturesToKill)
 
- 				{
 
- 					ferocityApplied = true;
 
- 					int additionalAttacksCount = stack->valOfBonuses(BonusType::FEROCITY);
 
- 					totalAttacks += additionalAttacksCount;
 
- 				}
 
- 			}
 
- 		}
 
- 		//counterattack
 
- 		//we check retaliation twice, so if it unblocked during attack it will work only on next attack
 
- 		if(stack->alive()
 
- 			&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
 
- 			&& (i == 0 && !firstStrike)
 
- 			&& retaliation && destinationStack->ableToRetaliate())
 
- 		{
 
- 			makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 		}
 
- 	}
 
- 	//return
 
- 	if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
 
- 		&& target.size() == 3
 
- 		&& startingPos != stack->getPosition()
 
- 		&& startingPos == target.at(2).hexValue
 
- 		&& stack->alive())
 
- 	{
 
- 		moveStack(battle, ba.stackNumber, startingPos);
 
- 		//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doShootAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	if(target.size() < 1)
 
- 	{
 
- 		gameHandler->complain("Destination required for shot action.");
 
- 		return false;
 
- 	}
 
- 	auto destination = target.at(0).hexValue;
 
- 	const CStack * destinationStack = battle.battleGetStackByPos(destination);
 
- 	if (!battle.battleCanShoot(stack, destination))
 
- 	{
 
- 		gameHandler->complain("Cannot shoot!");
 
- 		return false;
 
- 	}
 
- 	if (!destinationStack)
 
- 	{
 
- 		gameHandler->complain("No target to shoot!");
 
- 		return false;
 
- 	}
 
- 	static const auto firstStrikeSelector = Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeAll).Or(Selector::typeSubtype(BonusType::FIRST_STRIKE, BonusCustomSubtype::damageTypeRanged));
 
- 	const bool firstStrike = destinationStack->hasBonus(firstStrikeSelector);
 
- 	if (!firstStrike)
 
- 		makeAttack(battle, stack, destinationStack, 0, destination, true, true, false);
 
- 	//ranged counterattack
 
- 	if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
 
- 		&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
 
- 		&& destinationStack->ableToRetaliate()
 
- 		&& battle.battleCanShoot(destinationStack, stack->getPosition())
 
- 		&& stack->alive()) //attacker may have died (fire shield)
 
- 	{
 
- 		makeAttack(battle, destinationStack, stack, 0, stack->getPosition(), true, true, true);
 
- 	}
 
- 	//allow more than one additional attack
 
- 	int totalRangedAttacks = stack->totalAttacks.getRangedValue();
 
- 	//TODO: move to CUnitState
 
- 	const auto * attackingHero = battle.battleGetFightingHero(ba.side);
 
- 	if(attackingHero)
 
- 	{
 
- 		totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, BonusSubtypeID(stack->creatureId()));
 
- 	}
 
- 	for(int i = firstStrike ? 0:1; i < totalRangedAttacks; ++i)
 
- 	{
 
- 		if(
 
- 			stack->alive()
 
- 			&& destinationStack->alive()
 
- 			&& stack->shots.canUse()
 
- 			)
 
- 		{
 
- 			makeAttack(battle, stack, destinationStack, 0, destination, false, true, false);
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doCatapultAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	std::shared_ptr<const Bonus> catapultAbility = stack->getFirstBonus(Selector::type()(BonusType::CATAPULT));
 
- 	if(!catapultAbility || catapultAbility->subtype == BonusSubtypeID())
 
- 	{
 
- 		gameHandler->complain("We do not know how to shoot :P");
 
- 	}
 
- 	else
 
- 	{
 
- 		const CSpell * spell = catapultAbility->subtype.as<SpellID>().toSpell();
 
- 		spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
 
- 		auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
 
- 		parameters.setSpellLevel(shotLevel);
 
- 		parameters.cast(gameHandler->spellEnv, target);
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doUnitSpellAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	SpellID spellID = ba.spell;
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
 
- 	std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, BonusSubtypeID(spellID)));
 
- 	if (!spellcaster && !randSpellcaster)
 
- 	{
 
- 		gameHandler->complain("That stack can't cast spells!");
 
- 		return false;
 
- 	}
 
- 	if (randSpellcaster)
 
- 	{
 
- 		if (target.size() != 1)
 
- 		{
 
- 			gameHandler->complain("Invalid target for random spellcaster!");
 
- 			return false;
 
- 		}
 
- 		const battle::Unit * subject = target[0].unitValue;
 
- 		if (target[0].unitValue == nullptr)
 
- 			subject = battle.battleGetStackByPos(target[0].hexValue, true);
 
- 		if (subject == nullptr)
 
- 		{
 
- 			gameHandler->complain("Invalid target for random spellcaster!");
 
- 			return false;
 
- 		}
 
- 		spellID = battle.getRandomBeneficialSpell(gameHandler->getRandomGenerator(), stack, subject);
 
- 		if (spellID == SpellID::NONE)
 
- 		{
 
- 			gameHandler->complain("That stack can't cast spells!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	const CSpell * spell = SpellID(spellID).toSpell();
 
- 	spells::BattleCast parameters(&battle, stack, spells::Mode::CREATURE_ACTIVE, spell);
 
- 	int32_t spellLvl = 0;
 
- 	if(spellcaster)
 
- 		vstd::amax(spellLvl, spellcaster->val);
 
- 	if(randSpellcaster)
 
- 		vstd::amax(spellLvl, randSpellcaster->val);
 
- 	parameters.setSpellLevel(spellLvl);
 
- 	parameters.cast(gameHandler->spellEnv, target);
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::doHealAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	battle::Target target = ba.getTarget(&battle);
 
- 	if (!canStackAct(battle, stack))
 
- 		return false;
 
- 	if(target.size() < 1)
 
- 	{
 
- 		gameHandler->complain("Destination required for heal action.");
 
- 		return false;
 
- 	}
 
- 	const battle::Unit * destStack = nullptr;
 
- 	std::shared_ptr<const Bonus> healerAbility = stack->getFirstBonus(Selector::type()(BonusType::HEALER));
 
- 	if(target.at(0).unitValue)
 
- 		destStack = target.at(0).unitValue;
 
- 	else
 
- 		destStack = battle.battleGetUnitByPos(target.at(0).hexValue);
 
- 	if(stack == nullptr || destStack == nullptr || !healerAbility || !healerAbility->subtype.hasValue())
 
- 	{
 
- 		gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
 
- 	}
 
- 	else
 
- 	{
 
- 		const CSpell * spell = healerAbility->subtype.as<SpellID>().toSpell();
 
- 		spells::BattleCast parameters(&battle, stack, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
 
- 		auto dest = battle::Destination(destStack, target.at(0).hexValue);
 
- 		parameters.setSpellLevel(0);
 
- 		parameters.cast(gameHandler->spellEnv, {dest});
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::canStackAct(const CBattleInfoCallback & battle, const CStack * stack)
 
- {
 
- 	if (!stack)
 
- 	{
 
- 		gameHandler->complain("No such stack!");
 
- 		return false;
 
- 	}
 
- 	if (!stack->alive())
 
- 	{
 
- 		gameHandler->complain("This stack is dead: " + stack->nodeName());
 
- 		return false;
 
- 	}
 
- 	if (battle.battleTacticDist())
 
- 	{
 
- 		if (stack && stack->unitSide() != battle.battleGetTacticsSide())
 
- 		{
 
- 			gameHandler->complain("This is not a stack of side that has tactics!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if (stack != battle.battleActiveUnit())
 
- 		{
 
- 			gameHandler->complain("Action has to be about active stack!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- bool BattleActionProcessor::dispatchBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 		case EActionType::BAD_MORALE:
 
- 		case EActionType::NO_ACTION:
 
- 			return doEmptyAction(battle, ba);
 
- 		case EActionType::END_TACTIC_PHASE:
 
- 			return doEndTacticsAction(battle, ba);
 
- 		case EActionType::RETREAT:
 
- 			return doRetreatAction(battle, ba);
 
- 		case EActionType::SURRENDER:
 
- 			return doSurrenderAction(battle, ba);
 
- 		case EActionType::HERO_SPELL:
 
- 			return doHeroSpellAction(battle, ba);
 
- 		case EActionType::WALK:
 
- 			return doWalkAction(battle, ba);
 
- 		case EActionType::WAIT:
 
- 			return doWaitAction(battle, ba);
 
- 		case EActionType::DEFEND:
 
- 			return doDefendAction(battle, ba);
 
- 		case EActionType::WALK_AND_ATTACK:
 
- 			return doAttackAction(battle, ba);
 
- 		case EActionType::SHOOT:
 
- 			return doShootAction(battle, ba);
 
- 		case EActionType::CATAPULT:
 
- 			return doCatapultAction(battle, ba);
 
- 		case EActionType::MONSTER_SPELL:
 
- 			return doUnitSpellAction(battle, ba);
 
- 		case EActionType::STACK_HEAL:
 
- 			return doHealAction(battle, ba);
 
- 	}
 
- 	gameHandler->complain("Unrecognized action type received!!");
 
- 	return false;
 
- }
 
- bool BattleActionProcessor::makeBattleActionImpl(const CBattleInfoCallback & battle, const BattleAction &ba)
 
- {
 
- 	logGlobal->trace("Making action: %s", ba.toString());
 
- 	const CStack * stack = battle.battleGetStackByID(ba.stackNumber);
 
- 	// for these events client does not expects StartAction/EndAction wrapper
 
- 	if (!ba.isBattleEndAction())
 
- 	{
 
- 		StartAction startAction(ba);
 
- 		startAction.battleID = battle.getBattle()->getBattleID();
 
- 		gameHandler->sendAndApply(&startAction);
 
- 	}
 
- 	bool result = dispatchBattleAction(battle, ba);
 
- 	if (!ba.isBattleEndAction())
 
- 	{
 
- 		EndAction endAction;
 
- 		endAction.battleID = battle.getBattle()->getBattleID();
 
- 		gameHandler->sendAndApply(&endAction);
 
- 	}
 
- 	if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
 
- 		battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
 
- 	return result;
 
- }
 
- int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int stack, BattleHex dest)
 
- {
 
- 	int ret = 0;
 
- 	const CStack *curStack = battle.battleGetStackByID(stack);
 
- 	const CStack *stackAtEnd = battle.battleGetStackByPos(dest);
 
- 	assert(curStack);
 
- 	assert(dest < GameConstants::BFIELD_SIZE);
 
- 	if (battle.battleGetTacticDist())
 
- 	{
 
- 		assert(battle.isInTacticRange(dest));
 
- 	}
 
- 	auto start = curStack->getPosition();
 
- 	if (start == dest)
 
- 		return 0;
 
- 	//initing necessary tables
 
- 	auto accessibility = battle.getAccessibility(curStack);
 
- 	std::set<BattleHex> passed;
 
- 	//Ignore obstacles on starting position
 
- 	passed.insert(curStack->getPosition());
 
- 	if(curStack->doubleWide())
 
- 		passed.insert(curStack->occupiedHex());
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
 
- 		if(accessibility.accessible(shifted, curStack))
 
- 			dest = shifted;
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		gameHandler->complain("Given destination is not accessible!");
 
- 		return 0;
 
- 	}
 
- 	bool canUseGate = false;
 
- 	auto dbState = battle.battleGetGateState();
 
- 	if(battle.battleGetFortifications().wallsHealth > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
 
- 		dbState != EGateState::DESTROYED &&
 
- 		dbState != EGateState::BLOCKED)
 
- 	{
 
- 		canUseGate = true;
 
- 	}
 
- 	std::pair< std::vector<BattleHex>, int > path = battle.getPath(start, dest, curStack);
 
- 	ret = path.second;
 
- 	int creSpeed = curStack->getMovementRange(0);
 
- 	if (battle.battleGetTacticDist() > 0 && creSpeed > 0)
 
- 		creSpeed = GameConstants::BFIELD_SIZE;
 
- 	bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
 
- 	{
 
- 		return obst->obstacleType == CObstacleInstance::MOAT;
 
- 	});
 
- 	auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
 
- 			return true;
 
- 		if (hex == BattleHex::GATE_OUTER)
 
- 			return true;
 
- 		if (hex == BattleHex::GATE_INNER)
 
- 			return true;
 
- 		return false;
 
- 	};
 
- 	auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (isGateDrawbridgeHex(hex))
 
- 			return true;
 
- 		if (curStack->doubleWide())
 
- 		{
 
- 			BattleHex otherHex = curStack->occupiedHex(hex);
 
- 			if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (curStack->hasBonusOfType(BonusType::FLYING))
 
- 	{
 
- 		if (path.second <= creSpeed && path.first.size() > 0)
 
- 		{
 
- 			if (canUseGate && dbState != EGateState::OPENED &&
 
- 				occupyGateDrawbridgeHex(dest))
 
- 			{
 
- 				BattleUpdateGateState db;
 
- 				db.battleID = battle.getBattle()->getBattleID();
 
- 				db.state = EGateState::OPENED;
 
- 				gameHandler->sendAndApply(&db);
 
- 			}
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.battleID = battle.getBattle()->getBattleID();
 
- 			sm.stack = curStack->unitId();
 
- 			std::vector<BattleHex> tiles;
 
- 			tiles.push_back(path.first[0]);
 
- 			sm.tilesToMove = tiles;
 
- 			sm.distance = path.second;
 
- 			sm.teleporting = false;
 
- 			gameHandler->sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		std::vector<BattleHex> tiles;
 
- 		const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
 
- 		int v = (int)path.first.size()-1;
 
- 		path.first.push_back(start);
 
- 		// check if gate need to be open or closed at some point
 
- 		BattleHex openGateAtHex, gateMayCloseAtHex;
 
- 		if (canUseGate)
 
- 		{
 
- 			for (int i = (int)path.first.size()-1; i >= 0; i--)
 
- 			{
 
- 				auto needOpenGates = [&](BattleHex hex) -> bool
 
- 				{
 
- 					if (hasWideMoat && hex == BattleHex::GATE_BRIDGE)
 
- 						return true;
 
- 					if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
 
- 						return true;
 
- 					else if (hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
 
- 						return true;
 
- 					return false;
 
- 				};
 
- 				auto hex = path.first[i];
 
- 				if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
 
- 				{
 
- 					if (needOpenGates(hex))
 
- 						openGateAtHex = path.first[i+1];
 
- 					//TODO we need find batter way to handle double-wide stacks
 
- 					//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
 
- 					if (curStack->doubleWide() && i + 2 < path.first.size())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						if (otherHex.isValid() && needOpenGates(otherHex))
 
- 							openGateAtHex = path.first[i+2];
 
- 					}
 
- 					//gate may be opened and then closed during stack movement, but not other way around
 
- 					if (openGateAtHex.isValid())
 
- 						dbState = EGateState::OPENED;
 
- 				}
 
- 				if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
 
- 				{
 
- 					if (hex == BattleHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 					if (hasWideMoat)
 
- 					{
 
- 						if (hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 						else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 &&
 
- 							path.first[i-1] != BattleHex::GATE_INNER &&
 
- 							path.first[i-1] != BattleHex::GATE_BRIDGE)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 					}
 
- 					else if (hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		bool stackIsMoving = true;
 
- 		while(stackIsMoving)
 
- 		{
 
- 			if (v<tilesToMove)
 
- 			{
 
- 				logGlobal->error("Movement terminated abnormally");
 
- 				break;
 
- 			}
 
- 			bool gateStateChanging = false;
 
- 			//special handling for opening gate on from starting hex
 
- 			if (openGateAtHex.isValid() && openGateAtHex == start)
 
- 				gateStateChanging = true;
 
- 			else
 
- 			{
 
- 				for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
 
- 				{
 
- 					BattleHex hex = path.first[v];
 
- 					tiles.push_back(hex);
 
- 					if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
 
- 						(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
 
- 					{
 
- 						gateStateChanging = true;
 
- 					}
 
- 					//if we walked onto something, finalize this portion of stack movement check into obstacle
 
- 					if(!battle.battleGetAllObstaclesOnPos(hex, false).empty())
 
- 						obstacleHit = true;
 
- 					if (curStack->doubleWide())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						//two hex creature hit obstacle by backside
 
- 						auto obstacle2 = battle.battleGetAllObstaclesOnPos(otherHex, false);
 
- 						if(otherHex.isValid() && !obstacle2.empty())
 
- 							obstacleHit = true;
 
- 					}
 
- 					if(!obstacleHit)
 
- 						passed.insert(hex);
 
- 				}
 
- 			}
 
- 			if (!tiles.empty())
 
- 			{
 
- 				//commit movement
 
- 				BattleStackMoved sm;
 
- 				sm.battleID = battle.getBattle()->getBattleID();
 
- 				sm.stack = curStack->unitId();
 
- 				sm.distance = path.second;
 
- 				sm.teleporting = false;
 
- 				sm.tilesToMove = tiles;
 
- 				gameHandler->sendAndApply(&sm);
 
- 				tiles.clear();
 
- 			}
 
- 			//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
 
- 			if (curStack->getPosition() != dest)
 
- 			{
 
- 				if(stackIsMoving && start != curStack->getPosition())
 
- 				{
 
- 					stackIsMoving = battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
 
- 					passed.insert(curStack->getPosition());
 
- 					if(curStack->doubleWide())
 
- 						passed.insert(curStack->occupiedHex());
 
- 				}
 
- 				if (gateStateChanging)
 
- 				{
 
- 					if (curStack->getPosition() == openGateAtHex)
 
- 					{
 
- 						openGateAtHex = BattleHex();
 
- 						//only open gate if stack is still alive
 
- 						if (curStack->alive())
 
- 						{
 
- 							BattleUpdateGateState db;
 
- 							db.battleID = battle.getBattle()->getBattleID();
 
- 							db.state = EGateState::OPENED;
 
- 							gameHandler->sendAndApply(&db);
 
- 						}
 
- 					}
 
- 					else if (curStack->getPosition() == gateMayCloseAtHex)
 
- 					{
 
- 						gateMayCloseAtHex = BattleHex();
 
- 						owner->updateGateState(battle);
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 				//movement finished normally: we reached destination
 
- 				stackIsMoving = false;
 
- 		}
 
- 	}
 
- 	//handle last hex separately for deviation
 
- 	if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
 
- 	{
 
- 		if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
 
- 			|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
 
- 			passed.clear(); //Just empty passed, obstacles will handled automatically
 
- 	}
 
- 	if(dest == start) 	//If dest is equal to start, then we should handle obstacles for it anyway
 
- 		passed.clear();	//Just empty passed, obstacles will handled automatically
 
- 	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
 
- 	battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
 
- 	return ret;
 
- }
 
- void BattleActionProcessor::makeAttack(const CBattleInfoCallback & battle, const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
 
- {
 
- 	if(first && !counter)
 
- 		handleAttackBeforeCasting(battle, ranged, attacker, defender);
 
- 	FireShieldInfo fireShield;
 
- 	BattleAttack bat;
 
- 	BattleLogMessage blm;
 
- 	blm.battleID = battle.getBattle()->getBattleID();
 
- 	bat.battleID = battle.getBattle()->getBattleID();
 
- 	bat.attackerChanges.battleID = battle.getBattle()->getBattleID();
 
- 	bat.stackAttacking = attacker->unitId();
 
- 	bat.tile = targetHex;
 
- 	std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
 
- 	if(ranged)
 
- 		bat.flags |= BattleAttack::SHOT;
 
- 	if(counter)
 
- 		bat.flags |= BattleAttack::COUNTER;
 
- 	const int attackerLuck = attacker->luckVal();
 
- 	if(attackerLuck > 0)
 
- 	{
 
- 		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
 
- 		size_t diceIndex = std::min<size_t>(diceSize.size(), attackerLuck) - 1; // array index, so 0-indexed
 
- 		if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 			bat.flags |= BattleAttack::LUCKY;
 
- 	}
 
- 	if(attackerLuck < 0)
 
- 	{
 
- 		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
 
- 		size_t diceIndex = std::min<size_t>(diceSize.size(), -attackerLuck) - 1; // array index, so 0-indexed
 
- 		if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 			bat.flags |= BattleAttack::UNLUCKY;
 
- 	}
 
- 	if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
 
- 	{
 
- 		bat.flags |= BattleAttack::DEATH_BLOW;
 
- 	}
 
- 	const auto * owner = battle.battleGetFightingHero(attacker->unitSide());
 
- 	if(owner)
 
- 	{
 
- 		int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, BonusSubtypeID(attacker->creatureId()));
 
- 		if (chance > gameHandler->getRandomGenerator().nextInt(99))
 
- 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
 
- 	}
 
- 	battle::HealInfo healInfo;
 
- 	// only primary target
 
- 	if(defender->alive())
 
- 		applyBattleEffects(battle, bat, attackerState, fireShield, defender, healInfo, distance, false);
 
- 	//multiple-hex normal attack
 
- 	std::set<const CStack*> attackedCreatures = battle.getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
 
- 	for(const CStack * stack : attackedCreatures)
 
- 	{
 
- 		if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
 
- 	}
 
- 	std::shared_ptr<const Bonus> bonus = attacker->getFirstBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
 
- 	if(bonus && ranged && bonus->subtype.hasValue()) //TODO: make it work in melee?
 
- 	{
 
- 		//this is need for displaying hit animation
 
- 		bat.flags |= BattleAttack::SPELL_LIKE;
 
- 		bat.spellID = bonus->subtype.as<SpellID>();
 
- 		//TODO: should spell override creature`s projectile?
 
- 		auto spell = bat.spellID.toSpell();
 
- 		battle::Target target;
 
- 		target.emplace_back(defender, targetHex);
 
- 		spells::BattleCast event(&battle, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
 
- 		event.setSpellLevel(bonus->val);
 
- 		auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
 
- 		//TODO: get exact attacked hex for defender
 
- 		for(const CStack * stack : attackedCreatures)
 
- 		{
 
- 			if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			{
 
- 				applyBattleEffects(battle, bat, attackerState, fireShield, stack, healInfo, distance, true);
 
- 			}
 
- 		}
 
- 		//now add effect info for all attacked stacks
 
- 		for (BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
 
- 			{
 
- 				//this is need for displaying affect animation
 
- 				bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
 
- 				bsa.spellID = bonus->subtype.as<SpellID>();
 
- 			}
 
- 		}
 
- 	}
 
- 	attackerState->afterAttack(ranged, counter);
 
- 	{
 
- 		UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
 
- 		attackerState->save(info.data);
 
- 		bat.attackerChanges.changedStacks.push_back(info);
 
- 	}
 
- 	if (healInfo.healedHealthPoints > 0)
 
- 		bat.flags |= BattleAttack::LIFE_DRAIN;
 
- 	for (BattleStackAttacked & bsa : bat.bsa)
 
- 		bsa.battleID = battle.getBattle()->getBattleID();
 
- 	gameHandler->sendAndApply(&bat);
 
- 	{
 
- 		const bool multipleTargets = bat.bsa.size() > 1;
 
- 		int64_t totalDamage = 0;
 
- 		int32_t totalKills = 0;
 
- 		for(const BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			totalDamage += bsa.damageAmount;
 
- 			totalKills += bsa.killedAmount;
 
- 		}
 
- 		addGenericDamageLog(blm, attackerState, totalDamage);
 
- 		addGenericKilledLog(blm, defender, totalKills, multipleTargets);
 
- 	}
 
- 	// drain life effect (as well as log entry) must be applied after the attack
 
- 	if(healInfo.healedHealthPoints > 0)
 
- 	{
 
- 		addGenericDrainedLifeLog(blm, attackerState, defender, healInfo.healedHealthPoints);
 
- 		addGenericResurrectedLog(blm, attackerState, defender, healInfo.resurrectedCount);
 
- 	}
 
- 	if(!fireShield.empty())
 
- 	{
 
- 		//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
 
- 		const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
 
- 		int64_t totalDamage = 0;
 
- 		for(const auto & item : fireShield)
 
- 		{
 
- 			const CStack * actor = item.first;
 
- 			int64_t rawDamage = item.second;
 
- 			const CGHeroInstance * actorOwner = battle.battleGetFightingHero(actor->unitSide());
 
- 			if(actorOwner)
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
 
- 			}
 
- 			else
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
 
- 			}
 
- 			totalDamage+=rawDamage;
 
- 			//FIXME: add custom effect on actor
 
- 		}
 
- 		if (totalDamage > 0)
 
- 		{
 
- 			BattleStackAttacked bsa;
 
- 			bsa.battleID = battle.getBattle()->getBattleID();
 
- 			bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
 
- 			bsa.stackAttacked = attacker->unitId(); //invert
 
- 			bsa.attackerID = defender->unitId();
 
- 			bsa.damageAmount = totalDamage;
 
- 			attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
 
- 			StacksInjured pack;
 
- 			pack.battleID = battle.getBattle()->getBattleID();
 
- 			pack.stacks.push_back(bsa);
 
- 			gameHandler->sendAndApply(&pack);
 
- 			// TODO: this is already implemented in Damage::describeEffect()
 
- 			{
 
- 				MetaString text;
 
- 				text.appendLocalString(EMetaText::GENERAL_TXT, 376);
 
- 				text.replaceName(SpellID(SpellID::FIRE_SHIELD));
 
- 				text.replaceNumber(totalDamage);
 
- 				blm.lines.push_back(std::move(text));
 
- 			}
 
- 			addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
 
- 		}
 
- 	}
 
- 	gameHandler->sendAndApply(&blm);
 
- 	handleAfterAttackCasting(battle, ranged, attacker, defender);
 
- }
 
- void BattleActionProcessor::attackCasting(const CBattleInfoCallback & battle, bool ranged, BonusType attackMode, const battle::Unit * attacker, const CStack * defender)
 
- {
 
- 	if(attacker->hasBonusOfType(attackMode))
 
- 	{
 
- 		TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
 
- 		std::set<SpellID> spellsToCast = getSpellsForAttackCasting(spells, defender);
 
- 		for(SpellID spellID : spellsToCast)
 
- 		{
 
- 			bool castMe = false;
 
- 			if(!defender->alive())
 
- 			{
 
- 				logGlobal->debug("attackCasting: all attacked creatures have been killed");
 
- 				return;
 
- 			}
 
- 			int32_t spellLevel = 0;
 
- 			TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, BonusSubtypeID(spellID)));
 
- 			for(const auto & sf : *spellsByType)
 
- 			{
 
- 				int meleeRanged;
 
- 				vstd::amax(spellLevel, sf->additionalInfo[0]);
 
- 				meleeRanged = sf->additionalInfo[1];
 
- 				if (meleeRanged == CAddInfo::NONE || meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
 
- 					castMe = true;
 
- 			}
 
- 			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, BonusSubtypeID(spellID))));
 
- 			vstd::amin(chance, 100);
 
- 			const CSpell * spell = SpellID(spellID).toSpell();
 
- 			spells::AbilityCaster caster(attacker, spellLevel);
 
- 			spells::Target target;
 
- 			target.emplace_back(defender);
 
- 			spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
 
- 			auto m = spell->battleMechanics(¶meters);
 
- 			spells::detail::ProblemImpl ignored;
 
- 			if(!m->canBeCastAt(target, ignored))
 
- 				continue;
 
- 			//check if spell should be cast (probability handling)
 
- 			if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
 
- 				continue;
 
- 			//casting
 
- 			if(castMe)
 
- 			{
 
- 				parameters.cast(gameHandler->spellEnv, target);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- std::set<SpellID> BattleActionProcessor::getSpellsForAttackCasting(TConstBonusListPtr spells, const CStack *defender)
 
- {
 
- 	std::set<SpellID> spellsToCast;
 
- 	constexpr int unlayeredItemsInternalLayer = -1;
 
- 	std::map<int, std::vector<std::shared_ptr<Bonus>>> spellsWithBackupLayers;
 
- 	for(int i = 0; i < spells->size(); i++)
 
- 	{
 
- 		std::shared_ptr<Bonus> bonus = spells->operator[](i);
 
- 		int layer = bonus->additionalInfo[2];
 
- 		vstd::amax(layer, -1);
 
- 		spellsWithBackupLayers[layer].push_back(bonus);
 
- 	}
 
- 	auto addSpellsFromLayer = [&](int layer) -> void
 
- 	{
 
- 		assert(spellsWithBackupLayers.find(layer) != spellsWithBackupLayers.end());
 
- 		for(const auto & spell : spellsWithBackupLayers[layer])
 
- 		{
 
- 			if (spell->subtype.as<SpellID>() != SpellID())
 
- 				spellsToCast.insert(spell->subtype.as<SpellID>());
 
- 			else
 
- 				logGlobal->error("Invalid spell to cast during attack!");
 
- 		}
 
- 	};
 
- 	if(spellsWithBackupLayers.find(unlayeredItemsInternalLayer) != spellsWithBackupLayers.end())
 
- 	{
 
- 		addSpellsFromLayer(unlayeredItemsInternalLayer);
 
- 		spellsWithBackupLayers.erase(unlayeredItemsInternalLayer);
 
- 	}
 
- 	for(auto item : spellsWithBackupLayers)
 
- 	{
 
- 		bool areCurrentLayerSpellsApplied = std::all_of(item.second.begin(), item.second.end(),
 
- 			[&](const std::shared_ptr<Bonus> spell)
 
- 			{
 
- 				std::vector<SpellID> activeSpells = defender->activeSpells();
 
- 				return vstd::find(activeSpells, spell->subtype.as<SpellID>()) != activeSpells.end();
 
- 			});
 
- 		if(!areCurrentLayerSpellsApplied || item.first == spellsWithBackupLayers.rbegin()->first)
 
- 		{
 
- 			addSpellsFromLayer(item.first);
 
- 			break;
 
- 		}
 
- 	}
 
- 	return spellsToCast;
 
- }
 
- void BattleActionProcessor::handleAttackBeforeCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	attackCasting(battle, ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
 
- }
 
- void BattleActionProcessor::handleDeathStare(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	// mechanics of Death Stare as in H3:
 
- 	// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
 
- 	//original formula x = min(x, (gorgons_count + 9)/10);
 
- 	/* mechanics of Accurate Shot as in HotA:
 
- 		* each creature in an attacking stack has a X% chance of killing a creature in the attacked squad,
 
- 		* but the total number of killed creatures cannot be more than (number of creatures in an attacking squad) * X/100 (rounded up).
 
- 		* X = 3 multiplier for shooting without penalty and X = 2 if shooting with penalty. Ability doesn't work if shooting at creatures behind walls.
 
- 		*/
 
- 	auto subtype = BonusCustomSubtype::deathStareGorgon;
 
- 	if (ranged)
 
- 	{
 
- 		bool rangePenalty = battle.battleHasDistancePenalty(attacker, attacker->getPosition(), defender->getPosition());
 
- 		bool obstaclePenalty = battle.battleHasWallPenalty(attacker, attacker->getPosition(), defender->getPosition());
 
- 		if(rangePenalty)
 
- 		{
 
- 			if(obstaclePenalty)
 
- 				subtype = BonusCustomSubtype::deathStareRangeObstaclePenalty;
 
- 			else
 
- 				subtype = BonusCustomSubtype::deathStareRangePenalty;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(obstaclePenalty)
 
- 				subtype = BonusCustomSubtype::deathStareObstaclePenalty;
 
- 			else
 
- 				subtype = BonusCustomSubtype::deathStareNoRangePenalty;
 
- 		}
 
- 	}
 
- 	int singleCreatureKillChancePercent = attacker->valOfBonuses(BonusType::DEATH_STARE, subtype);
 
- 	double chanceToKill = singleCreatureKillChancePercent / 100.0;
 
- 	vstd::amin(chanceToKill, 1); //cap at 100%
 
- 	int killedCreatures = gameHandler->getRandomGenerator().nextBinomialInt(attacker->getCount(), chanceToKill);
 
- 	int maxToKill = vstd::divideAndCeil(attacker->getCount() * singleCreatureKillChancePercent, 100);
 
- 	vstd::amin(killedCreatures, maxToKill);
 
- 	killedCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, BonusCustomSubtype::deathStareCommander)) / defender->level();
 
- 	if(killedCreatures)
 
- 	{
 
- 		//TODO: death stare or accurate shot was not originally available for multiple-hex attacks, but...
 
- 		SpellID spellID = SpellID(SpellID::DEATH_STARE); //also used as fallback spell for ACCURATE_SHOT
 
- 		auto bonus = attacker->getBonus(Selector::typeSubtype(BonusType::DEATH_STARE, subtype));
 
- 		if(bonus && bonus->additionalInfo[0] != SpellID::NONE)
 
- 			spellID = SpellID(bonus->additionalInfo[0]);
 
- 		const CSpell * spell = spellID.toSpell();
 
- 		spells::AbilityCaster caster(attacker, 0);
 
- 		spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
 
- 		spells::Target target;
 
- 		target.emplace_back(defender);
 
- 		parameters.setEffectValue(killedCreatures);
 
- 		parameters.cast(gameHandler->spellEnv, target);
 
- 	}
 
- }
 
- void BattleActionProcessor::handleAfterAttackCasting(const CBattleInfoCallback & battle, bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	if(!attacker->alive() || !defender->alive()) // can be already dead
 
- 		return;
 
- 	attackCasting(battle, ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
 
- 	if(!defender->alive())
 
- 	{
 
- 		//don't try death stare or acid breath on dead stack (crash!)
 
- 		return;
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
 
- 		handleDeathStare(battle, ranged, attacker, defender);
 
- 	if(!defender->alive())
 
- 		return;
 
- 	int64_t acidDamage = 0;
 
- 	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
 
- 	for(const auto & b : *acidBreath)
 
- 	{
 
- 		if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
 
- 			acidDamage += b->val;
 
- 	}
 
- 	if(acidDamage > 0)
 
- 	{
 
- 		const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
 
- 		spells::AbilityCaster caster(attacker, 0);
 
- 		spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
 
- 		spells::Target target;
 
- 		target.emplace_back(defender);
 
- 		parameters.setEffectValue(acidDamage * attacker->getCount());
 
- 		parameters.cast(gameHandler->spellEnv, target);
 
- 	}
 
- 	if(!defender->alive())
 
- 		return;
 
- 	if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
 
- 	{
 
- 		double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
 
- 		vstd::amin(chanceToTrigger, 1); //cap at 100%
 
- 		if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger)
 
- 			return;
 
- 		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
 
- 		if(defender->unitType()->getIndex() == bonusAdditionalInfo ||
 
- 			(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
 
- 			return;
 
- 		battle::UnitInfo resurrectInfo;
 
- 		resurrectInfo.id = battle.battleNextUnitId();
 
- 		resurrectInfo.summoned = false;
 
- 		resurrectInfo.position = defender->getPosition();
 
- 		resurrectInfo.side = defender->unitSide();
 
- 		if(bonusAdditionalInfo != CAddInfo::NONE)
 
- 			resurrectInfo.type = CreatureID(bonusAdditionalInfo);
 
- 		else
 
- 			resurrectInfo.type = attacker->creatureId();
 
- 		if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerHealth))
 
- 			resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
 
- 		else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), BonusCustomSubtype::transmutationPerUnit))
 
- 			resurrectInfo.count = defender->getCount();
 
- 		else
 
- 			return; //wrong subtype
 
- 		BattleUnitsChanged addUnits;
 
- 		addUnits.battleID = battle.getBattle()->getBattleID();
 
- 		addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
 
- 		resurrectInfo.save(addUnits.changedStacks.back().data);
 
- 		BattleUnitsChanged removeUnits;
 
- 		removeUnits.battleID = battle.getBattle()->getBattleID();
 
- 		removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
 
- 		gameHandler->sendAndApply(&removeUnits);
 
- 		gameHandler->sendAndApply(&addUnits);
 
- 		// send empty event to client
 
- 		// temporary(?) workaround to force animations to trigger
 
- 		StacksInjured fakeEvent;
 
- 		fakeEvent.battleID = battle.getBattle()->getBattleID();
 
- 		gameHandler->sendAndApply(&fakeEvent);
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) || attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount))
 
- 	{
 
- 		double chanceToTrigger = 0;
 
- 		int amountToDie = 0;
 
- 		if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage)) //killing by percentage
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillPercentage) / 100.0f;
 
- 			int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillPercentage)))->additionalInfo[0];
 
- 			amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
 
- 		}
 
- 		else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount)) //killing by count
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, BonusCustomSubtype::destructionKillAmount) / 100.0f;
 
- 			amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(BonusCustomSubtype::destructionKillAmount)))->additionalInfo[0];
 
- 		}
 
- 		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
 
- 		if(gameHandler->getRandomGenerator().nextDouble(0, 1) > chanceToTrigger)
 
- 			return;
 
- 		BattleStackAttacked bsa;
 
- 		bsa.attackerID = -1;
 
- 		bsa.stackAttacked = defender->unitId();
 
- 		bsa.damageAmount = amountToDie * defender->getMaxHealth();
 
- 		bsa.flags = BattleStackAttacked::SPELL_EFFECT;
 
- 		bsa.spellID = SpellID::SLAYER;
 
- 		defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
 
- 		StacksInjured si;
 
- 		si.battleID = battle.getBattle()->getBattleID();
 
- 		si.stacks.push_back(bsa);
 
- 		gameHandler->sendAndApply(&si);
 
- 		sendGenericKilledLog(battle, defender, bsa.killedAmount, false);
 
- 	}
 
- }
 
- void BattleActionProcessor::applyBattleEffects(const CBattleInfoCallback & battle, BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, battle::HealInfo & healInfo, int distance, bool secondary) const
 
- {
 
- 	BattleStackAttacked bsa;
 
- 	if(secondary)
 
- 		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
 
- 	bsa.attackerID = attackerState->unitId();
 
- 	bsa.stackAttacked = def->unitId();
 
- 	{
 
- 		BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
 
- 		bai.deathBlow = bat.deathBlow();
 
- 		bai.doubleDamage = bat.ballistaDoubleDmg();
 
- 		bai.luckyStrike  = bat.lucky();
 
- 		bai.unluckyStrike  = bat.unlucky();
 
- 		auto range = battle.calculateDmgRange(bai);
 
- 		bsa.damageAmount = battle.getBattle()->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
 
- 		CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
 
- 	}
 
- 	//life drain handling
 
- 	if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
 
- 	{
 
- 		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
 
- 		healInfo += attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
 
- 	}
 
- 	//soul steal handling
 
- 	if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
 
- 	{
 
- 		//we can have two bonuses - one with subtype 0 and another with subtype 1
 
- 		//try to use permanent first, use only one of two
 
- 		for(const auto & subtype : { BonusCustomSubtype::soulStealBattle, BonusCustomSubtype::soulStealPermanent})
 
- 		{
 
- 			if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
 
- 			{
 
- 				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
 
- 				bool permanent = subtype == BonusCustomSubtype::soulStealPermanent;
 
- 				healInfo += attackerState->heal(toHeal, EHealLevel::OVERHEAL, (permanent ? EHealPower::PERMANENT : EHealPower::ONE_BATTLE));
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
 
- 	//fire shield handling
 
- 	if(!bat.shot() &&
 
- 		!def->isClone() &&
 
- 		def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
 
- 		!attackerState->hasBonusOfType(BonusType::SPELL_SCHOOL_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) &&
 
- 		!attackerState->hasBonusOfType(BonusType::NEGATIVE_EFFECTS_IMMUNITY, BonusSubtypeID(SpellSchool::FIRE)) &&
 
- 		attackerState->valOfBonuses(BonusType::SPELL_DAMAGE_REDUCTION, BonusSubtypeID(SpellSchool::FIRE)) < 100 &&
 
- 		CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
 
- 			)
 
- 	{
 
- 		//TODO: use damage with bonus but without penalties
 
- 		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
 
- 		fireShield.push_back(std::make_pair(def, fireShieldDamage));
 
- 	}
 
- }
 
- void BattleActionProcessor::sendGenericKilledLog(const CBattleInfoCallback & battle, const CStack * defender, int32_t killed, bool multiple)
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		BattleLogMessage blm;
 
- 		blm.battleID = battle.getBattle()->getBattleID();
 
- 		addGenericKilledLog(blm, defender, killed, multiple);
 
- 		gameHandler->sendAndApply(&blm);
 
- 	}
 
- }
 
- void BattleActionProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple) const
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		MetaString line;
 
- 		if (killed > 1)
 
- 		{
 
- 			line.appendTextID("core.genrltxt.379"); // %d %s perished
 
- 			line.replaceNumber(killed);
 
- 		}
 
- 		else
 
- 			line.appendTextID("core.genrltxt.378"); // One %s perishes
 
- 		if (multiple)
 
- 		{
 
- 			if (killed > 1)
 
- 				line.replaceTextID("core.genrltxt.43"); // creatures
 
- 			else
 
- 				line.replaceTextID("core.genrltxt.42"); // creature
 
- 		}
 
- 		else
 
- 			line.replaceName(defender->unitType()->getId(), killed);
 
- 		blm.lines.push_back(line);
 
- 	}
 
- }
 
- void BattleActionProcessor::addGenericDamageLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState> &attackerState, int64_t damageDealt) const
 
- {
 
- 	MetaString text;
 
- 	attackerState->addText(text, EMetaText::GENERAL_TXT, 376);
 
- 	attackerState->addNameReplacement(text);
 
- 	text.replaceNumber(damageDealt);
 
- 	blm.lines.push_back(std::move(text));
 
- }
 
- void BattleActionProcessor::addGenericDrainedLifeLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState>& attackerState, const CStack* defender, int64_t drainedLife) const
 
- {
 
- 	MetaString text;
 
- 	attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
 
- 	attackerState->addNameReplacement(text);
 
- 	text.replaceNumber(drainedLife);
 
- 	defender->addNameReplacement(text);
 
- 	blm.lines.push_back(std::move(text));
 
- }
 
- void BattleActionProcessor::addGenericResurrectedLog(BattleLogMessage& blm, const std::shared_ptr<battle::CUnitState>& attackerState, const CStack* defender, int64_t resurrected) const
 
- {
 
- 	if (resurrected > 0)
 
- 	{
 
- 		auto text = blm.lines.back().toString();
 
- 		text.pop_back();	// erase '.' at the end of line with life drain info
 
- 		MetaString ms = MetaString::createFromRawString(text);
 
- 		if (resurrected == 1)
 
- 		{
 
- 			ms.appendLocalString(EMetaText::GENERAL_TXT, 363);		// "\n and one rises from the dead."
 
- 		}
 
- 		else
 
- 		{
 
- 			ms.appendLocalString(EMetaText::GENERAL_TXT, 364);		// "\n and %d rise from the dead."
 
- 			ms.replaceNumber(resurrected);
 
- 		}
 
- 		blm.lines[blm.lines.size() - 1] = std::move(ms);
 
- 	}	
 
- }
 
- bool BattleActionProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba)
 
- {
 
- 	return makeBattleActionImpl(battle, ba);
 
- }
 
- bool BattleActionProcessor::makePlayerBattleAction(const CBattleInfoCallback & battle, PlayerColor player, const BattleAction &ba)
 
- {
 
- 	if (ba.side != BattleSide::ATTACKER && ba.side != BattleSide::DEFENDER && gameHandler->complain("Can not make action - invalid battle side!"))
 
- 		return false;
 
- 	if(battle.battleGetTacticDist() != 0)
 
- 	{
 
- 		if(!ba.isTacticsAction())
 
- 		{
 
- 			gameHandler->complain("Can not make actions while in tactics mode!");
 
- 			return false;
 
- 		}
 
- 		if(player != battle.sideToPlayer(ba.side))
 
- 		{
 
- 			gameHandler->complain("Can not make actions in battles you are not part of!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		auto active = battle.battleActiveUnit();
 
- 		if(!active)
 
- 		{
 
- 			gameHandler->complain("No active unit in battle!");
 
- 			return false;
 
- 		}
 
- 		if (ba.isUnitAction() && ba.stackNumber != active->unitId())
 
- 		{
 
- 			gameHandler->complain("Can not make actions - stack is not active!");
 
- 			return false;
 
- 		}
 
- 		auto unitOwner = battle.battleGetOwner(active);
 
- 		if(player != unitOwner)
 
- 		{
 
- 			gameHandler->complain("Can not make actions in battles you are not part of!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return makeBattleActionImpl(battle, ba);
 
- }
 
 
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