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- /*
- * CBattleCallback.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 "CBattleInfoCallback.h"
- #include "../CStack.h"
- #include "BattleInfo.h"
- #include "../NetPacks.h"
- #include "../spells/CSpellHandler.h"
- #include "../mapObjects/CGTownInstance.h"
- namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
- {
- static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack * turret, double & outMinDmg, double & outMaxDmg)
- {
- assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
- assert(town);
- assert(turret->position >= -4 && turret->position <= -2);
- float multiplier = (turret->position == -2) ? 1 : 0.5;
- int baseMin = 6;
- int baseMax = 10;
- outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
- outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
- }
- static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
- {
- static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
- return lineToHex[line];
- }
- static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
- {
- const int wallInStackLine = lineToWallHex(pos1.getY());
- const int wallInDestLine = lineToWallHex(pos2.getY());
- const bool stackLeft = pos1 < wallInStackLine;
- const bool destLeft = pos2 < wallInDestLine;
- return stackLeft == destLeft;
- }
- // parts of wall
- static const std::pair<int, EWallPart::EWallPart> wallParts[] =
- {
- std::make_pair(50, EWallPart::KEEP),
- std::make_pair(183, EWallPart::BOTTOM_TOWER),
- std::make_pair(182, EWallPart::BOTTOM_WALL),
- std::make_pair(130, EWallPart::BELOW_GATE),
- std::make_pair(78, EWallPart::OVER_GATE),
- std::make_pair(29, EWallPart::UPPER_WALL),
- std::make_pair(12, EWallPart::UPPER_TOWER),
- std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
- std::make_pair(96, EWallPart::GATE),
- std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
- };
- static EWallPart::EWallPart hexToWallPart(BattleHex hex)
- {
- for(auto & elem : wallParts)
- {
- if(elem.first == hex)
- return elem.second;
- }
- return EWallPart::INVALID; //not found!
- }
- static BattleHex WallPartToHex(EWallPart::EWallPart part)
- {
- for(auto & elem : wallParts)
- {
- if(elem.second == part)
- return elem.first;
- }
- return BattleHex::INVALID; //not found!
- }
- }
- using namespace SiegeStuffThatShouldBeMovedToHandlers;
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const ISpellCaster * caster, ECastingMode::ECastingMode mode) const
- {
- RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
- if(caster == nullptr)
- {
- logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
- return ESpellCastProblem::INVALID;
- }
- const PlayerColor player = caster->getOwner();
- const auto side = playerToSide(player);
- if(!side)
- return ESpellCastProblem::INVALID;
- if(!battleDoWeKnowAbout(side.get()))
- {
- logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
- return ESpellCastProblem::INVALID;
- }
- if(battleTacticDist())
- return ESpellCastProblem::ONGOING_TACTIC_PHASE;
- switch (mode)
- {
- case ECastingMode::HERO_CASTING:
- {
- if(battleCastSpells(side.get()) > 0)
- return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
- auto hero = dynamic_cast<const CGHeroInstance *>(caster);
- if(!hero)
- return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
- if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
- return ESpellCastProblem::MAGIC_IS_BLOCKED;
- }
- break;
- default:
- break;
- }
- return ESpellCastProblem::OK;
- }
- si8 CBattleInfoCallback::battleHasWallPenalty(const CStack * stack, BattleHex destHex) const
- {
- return battleHasWallPenalty(stack, stack->position, destHex);
- }
- si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
- return false;
- const int wallInStackLine = lineToWallHex(shooterPosition.getY());
- const int wallInDestLine = lineToWallHex(destHex.getY());
- const bool stackLeft = shooterPosition < wallInStackLine;
- const bool destRight = destHex > wallInDestLine;
- if (stackLeft && destRight) //shooting from outside to inside
- {
- int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
- if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
- row -= 2;
- const int wallPos = lineToWallHex(row);
- if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
- }
- return false;
- }
- si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if (!getAccesibility(stack).accessible(destHex, stack))
- return false;
- const ui8 siegeLevel = battleGetSiegeLevel();
- //check for wall
- //advanced teleport can pass wall of fort|citadel, expert - of castle
- if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
- return sameSideOfWall(stack->position, destHex);
- return true;
- }
- std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
- {
- std::set<BattleHex> attackedHexes;
- RETURN_IF_NOT_BATTLE(attackedHexes);
- AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
- for (BattleHex tile : at.hostileCreaturePositions)
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- attackedHexes.insert(tile);
- }
- }
- for (BattleHex tile : at.friendlyCreaturePositions)
- {
- if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedHexes.insert(tile);
- }
- }
- return attackedHexes;
- }
- SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
- {
- switch (mode)
- {
- case RANDOM_GENIE:
- return getRandomBeneficialSpell(rand, stack); //target
- break;
- case RANDOM_AIMED:
- return getRandomCastedSpell(rand, stack); //caster
- break;
- default:
- logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
- return SpellID::NONE;
- }
- }
- const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- for(auto s : battleGetAllStacks(true))
- if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
- return s;
- return nullptr;
- }
- void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
- {
- RETURN_IF_NOT_BATTLE();
- //let's define a huge lambda
- auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
- {
- const CStack * ret = nullptr;
- unsigned i, //fastest stack
- j=0; //fastest stack of the other side
- for(i = 0; i < st.size(); i++)
- if(st[i])
- break;
- //no stacks left
- if(i == st.size())
- return nullptr;
- const CStack * fastest = st[i], *other = nullptr;
- int bestSpeed = fastest->Speed(turn);
- //FIXME: comparison between bool and integer. Logic does not makes sense either
- if(fastest->side != lastMoved)
- {
- ret = fastest;
- }
- else
- {
- for(j = i + 1; j < st.size(); j++)
- {
- if(!st[j]) continue;
- if(st[j]->side != lastMoved || st[j]->Speed(turn) != bestSpeed)
- break;
- }
- if(j >= st.size())
- {
- ret = fastest;
- }
- else
- {
- other = st[j];
- if(other->Speed(turn) != bestSpeed)
- ret = fastest;
- else
- ret = other;
- }
- }
- assert(ret);
- if(ret == fastest)
- st[i] = nullptr;
- else
- st[j] = nullptr;
- lastMoved = ret->side;
- return ret;
- };
- //We'll split creatures with remaining movement to 4 buckets
- // [0] - turrets/catapult,
- // [1] - normal (unmoved) creatures, other war machines,
- // [2] - waited cres that had morale,
- // [3] - rest of waited cres
- std::vector<const CStack *> phase[4];
- int toMove = 0; //how many stacks still has move
- const CStack * active = battleActiveStack();
- //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
- if(!turn && active && active->willMove() && !active->waited())
- {
- out.push_back(active);
- if(out.size() == howMany)
- return;
- }
- auto allStacks = battleGetAllStacks(true);
- if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
- {
- //No stack will be able to move, battle is over.
- out.clear();
- return;
- }
- for(auto s : battleGetAllStacks(true))
- {
- if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
- || (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
- || (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
- {
- continue;
- }
- int p = -1; //in which phase this tack will move?
- if(turn <= 0 && s->waited()) //consider waiting state only for ongoing round
- {
- if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
- p = 2;
- else
- p = 3;
- }
- else if(s->getCreature()->idNumber == CreatureID::CATAPULT || s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
- {
- p = 0;
- }
- else
- {
- p = 1;
- }
- phase[p].push_back(s);
- toMove++;
- }
- for(int i = 0; i < 4; i++)
- boost::sort(phase[i], CMP_stack(i, turn > 0 ? turn : 0));
- for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
- out.push_back(phase[0][i]);
- if(out.size() == howMany)
- return;
- if(lastMoved == -1)
- {
- if(active)
- {
- //FIXME: both branches contain same code!!!
- if(out.size() && out.front() == active)
- lastMoved = active->side;
- else
- lastMoved = active->side;
- }
- else
- {
- lastMoved = 0;
- }
- }
- int pi = 1;
- while(out.size() < howMany)
- {
- const CStack * hlp = takeStack(phase[pi]);
- if(!hlp)
- {
- pi++;
- if(pi > 3)
- {
- //if(turn != 2)
- battleGetStackQueue(out, howMany, turn + 1, lastMoved);
- return;
- }
- }
- else
- {
- out.push_back(hlp);
- }
- }
- }
- void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
- {
- RETURN_IF_NOT_BATTLE();
- auto accessibility = getAccesibility();
- for(int i = 0; i < accessibility.size(); i++)
- ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
- }
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
- {
- std::vector<BattleHex> ret;
- RETURN_IF_NOT_BATTLE(ret);
- if(!stack->position.isValid()) //turrets
- return ret;
- auto reachability = getReachability(stack);
- for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
- {
- // If obstacles or other stacks makes movement impossible, it can't be helped.
- if(!reachability.isReachable(i))
- continue;
- if(battleTacticDist() && battleGetTacticsSide() == stack->side)
- {
- //Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
- if(!isInTacticRange(i))
- continue;
- }
- else
- {
- //Not tactics phase -> destination must be reachable and within stack range.
- if(reachability.distances[i] > stack->Speed(0, true))
- continue;
- }
- ret.push_back(i);
- if(addOccupiable && stack->doubleWide())
- {
- //If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
- ret.push_back(stack->occupiedHex(i));
- }
- }
- if(attackable)
- {
- auto meleeAttackable = [&](BattleHex hex) -> bool
- {
- // Return true if given hex has at least one available neighbour.
- // Available hexes are already present in ret vector.
- auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
- {
- return BattleHex::mutualPosition(hex, availableHex) >= 0;
- });
- return availableNeighbor != ret.end();
- };
- for(const CStack * otherSt : battleAliveStacks(1-stack->side))
- {
- if(!otherSt->isValidTarget(false))
- continue;
- std::vector<BattleHex> occupied = otherSt->getHexes();
- if(battleCanShoot(stack, otherSt->position))
- {
- attackable->insert(attackable->end(), occupied.begin(), occupied.end());
- continue;
- }
- for(BattleHex he : occupied)
- {
- if(meleeAttackable(he))
- attackable->push_back(he);
- }
- }
- }
- //adding occupiable likely adds duplicates to ret -> clean it up
- boost::sort(ret);
- ret.erase(boost::unique(ret).end(), ret.end());
- return ret;
- }
- bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(battleTacticDist())
- return false;
- if (!stack || !target)
- return false;
- if(!battleMatchOwner(stack, target))
- return false;
- auto &id = stack->getCreature()->idNumber;
- if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
- return false;
- if (!target->alive())
- return false;
- return true;
- }
- bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(battleTacticDist()) //no shooting during tactics
- return false;
- const CStack * dst = battleGetStackByPos(dest);
- if(!stack || !dst)
- return false;
- //forgetfulness
- TBonusListPtr forgetfulList = stack->getBonuses(Selector::type(Bonus::FORGETFULL),"");
- if(!forgetfulList->empty())
- {
- int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
- //advanced+ level
- if(forgetful > 1)
- return false;
- }
- if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
- return false;
- if(stack->canShoot()
- && battleMatchOwner(stack, dst)
- && dst->alive()
- && (!battleIsStackBlocked(stack) || stack->hasBonusOfType(Bonus::FREE_SHOOTING)))
- return true;
- return false;
- }
- TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
- {
- auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
- {
- auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
- auto limitMatches = info.shooting
- ? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)
- : Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
- //any regular bonuses or just ones for melee/ranged
- return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
- };
- double additiveBonus = 1.0, multBonus = 1.0,
- minDmg = info.attackerBonuses->getMinDamage() * info.attackerHealth.getCount(),//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
- maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerHealth.getCount();
- const CCreature *attackerType = info.attacker->getCreature(),
- *defenderType = info.defender->getCreature();
- if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
- {
- SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
- }
- if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
- { //minDmg and maxDmg are multiplied by hero attack + 1
- auto retreiveHeroPrimSkill = [&](int skill) -> int
- {
- const std::shared_ptr<Bonus> b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
- return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
- };
- minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
- maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
- }
- int attackDefenceDifference = 0;
- double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
- attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
- double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
- attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
- if(const std::shared_ptr<Bonus> slayerEffect = info.attackerBonuses->getBonus(Selector::type(Bonus::SLAYER))) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
- {
- std::vector<int> affectedIds;
- int spLevel = slayerEffect->val;
- //FIXME: do not check all creatures
- for(int g = 0; g < VLC->creh->creatures.size(); ++g)
- {
- for(const std::shared_ptr<Bonus> b : VLC->creh->creatures[g]->getBonusList())
- {
- if ((b->type == Bonus::KING3 && spLevel >= 3) || //expert
- (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
- (b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
- {
- affectedIds.push_back(g);
- break;
- }
- }
- }
- for(auto & affectedId : affectedIds)
- {
- if(defenderType->idNumber == affectedId)
- {
- attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getPower(spLevel);
- break;
- }
- }
- }
- //bonus from attack/defense skills
- if(attackDefenceDifference < 0) //decreasing dmg
- {
- const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
- multBonus *= 1.0 - dec;
- }
- else //increasing dmg
- {
- const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
- additiveBonus += inc;
- }
- //applying jousting bonus
- if(info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY))
- additiveBonus += info.chargedFields * 0.05;
- //handling secondary abilities and artifacts giving premies to them
- if(info.shooting)
- additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
- else
- additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
- if(info.defenderBonuses)
- multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
- //handling hate effect
- additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
- //luck bonus
- if (info.luckyHit)
- {
- additiveBonus += 1.0;
- }
- //unlucky hit, used only if negative luck is enabled
- if (info.unluckyHit)
- {
- additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
- }
- //ballista double dmg
- if(info.ballistaDoubleDamage)
- {
- additiveBonus += 1.0;
- }
- if (info.deathBlow) //Dread Knight and many WoGified creatures
- {
- additiveBonus += 1.0;
- }
- //handling spell effects
- if(!info.shooting) //eg. shield
- {
- multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
- }
- else if(info.shooting) //eg. air shield
- {
- multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
- }
- if(info.shooting)
- {
- //todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
- //get list first, total value of 0 also counts
- TBonusListPtr forgetfulList = info.attackerBonuses->getBonuses(Selector::type(Bonus::FORGETFULL),"");
- if(!forgetfulList->empty())
- {
- int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
- //none of basic level
- if(forgetful == 0 || forgetful == 1)
- multBonus *= 0.5;
- else
- logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
- }
- }
- TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
- TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
- int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
- double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo : 0;
- if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
- {
- multBonus *= 1.0 - curseMultiplicativePenalty/100;
- }
- auto isAdvancedAirShield = [](const Bonus* bonus)
- {
- return bonus->source == Bonus::SPELL_EFFECT
- && bonus->sid == SpellID::AIR_SHIELD
- && bonus->val >= SecSkillLevel::ADVANCED;
- };
- //wall / distance penalty + advanced air shield
- const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
- const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
- if(info.shooting)
- {
- if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
- {
- multBonus *= 0.5;
- }
- if (obstaclePenalty)
- {
- multBonus *= 0.5; //cumulative
- }
- }
- if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
- {
- multBonus *= 0.5;
- }
- // psychic elementals versus mind immune units 50%
- if(attackerType->idNumber == CreatureID::PSYCHIC_ELEMENTAL
- && info.defenderBonuses->hasBonusOfType(Bonus::MIND_IMMUNITY))
- {
- multBonus *= 0.5;
- }
- // TODO attack on petrified unit 50%
- // blinded unit retaliates
- minDmg *= additiveBonus * multBonus;
- maxDmg *= additiveBonus * multBonus;
- TDmgRange returnedVal;
- if(curseEffects->size()) //curse handling (rest)
- {
- minDmg += curseBlessAdditiveModifier;
- returnedVal = std::make_pair(int(minDmg), int(minDmg));
- }
- else if(blessEffects->size()) //bless handling
- {
- maxDmg += curseBlessAdditiveModifier;
- returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
- }
- else
- {
- returnedVal = std::make_pair(int(minDmg), int(maxDmg));
- }
- //damage cannot be less than 1
- vstd::amax(returnedVal.first, 1);
- vstd::amax(returnedVal.second, 1);
- return returnedVal;
- }
- TDmgRange CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
- {
- RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
- const bool shooting = battleCanShoot(attacker, defender->position);
- const BattleAttackInfo bai(attacker, defender, shooting);
- return battleEstimateDamage(rand, bai, retaliationDmg);
- }
- std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(CRandomGenerator & rand, const BattleAttackInfo & bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
- {
- RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
- //const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
- TDmgRange ret = calculateDmgRange(bai);
- if(retaliationDmg)
- {
- if(bai.shooting)
- {
- retaliationDmg->first = retaliationDmg->second = 0;
- }
- else
- {
- ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
- for (int i=0; i<2; ++i)
- {
- BattleStackAttacked bsa;
- bsa.damageAmount = ret.*pairElems[i];
- bai.defender->prepareAttacked(bsa, rand, bai.defenderHealth);
- auto retaliationAttack = bai.reverse();
- retaliationAttack.attackerHealth = retaliationAttack.attacker->healthAfterAttacked(bsa.damageAmount);
- retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
- }
- }
- }
- return ret;
- }
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
- {
- std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
- RETURN_IF_NOT_BATTLE(obstacles);
- for(auto & obs : battleGetAllObstacles())
- {
- if(vstd::contains(obs->getBlockedTiles(), tile)
- || (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
- {
- obstacles.push_back(obs);
- }
- }
- return obstacles;
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility() const
- {
- AccessibilityInfo ret;
- ret.fill(EAccessibility::ACCESSIBLE);
- //removing accessibility for side columns of hexes
- for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
- {
- ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
- ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
- }
- //gate -> should be before stacks
- if(battleGetSiegeLevel() > 0)
- {
- EAccessibility accessability = EAccessibility::ACCESSIBLE;
- switch(battleGetGateState())
- {
- case EGateState::CLOSED:
- accessability = EAccessibility::GATE;
- break;
- case EGateState::BLOCKED:
- accessability = EAccessibility::UNAVAILABLE;
- break;
- }
- ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
- }
- //tiles occupied by standing stacks
- for(auto stack : battleAliveStacks())
- {
- for(auto hex : stack->getHexes())
- if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
- ret[hex] = EAccessibility::ALIVE_STACK;
- }
- //obstacles
- for(const auto &obst : battleGetAllObstacles())
- {
- for(auto hex : obst->getBlockedTiles())
- ret[hex] = EAccessibility::OBSTACLE;
- }
- //walls
- if(battleGetSiegeLevel() > 0)
- {
- static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
- for(auto hex : permanentlyLocked)
- ret[hex] = EAccessibility::UNAVAILABLE;
- //TODO likely duplicated logic
- static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
- {
- //which part of wall, which hex is blocked if this part of wall is not destroyed
- std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
- std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
- std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
- std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
- };
- for(auto & elem : lockedIfNotDestroyed)
- {
- if(battleGetWallState(elem.first) != EWallState::DESTROYED)
- ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
- }
- }
- return ret;
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack * stack) const
- {
- return getAccesibility(stack->getHexes());
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
- {
- auto ret = getAccesibility();
- for(auto hex : accessibleHexes)
- if(hex.isValid())
- ret[hex] = EAccessibility::ACCESSIBLE;
- return ret;
- }
- ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
- {
- ReachabilityInfo ret;
- ret.accessibility = accessibility;
- ret.params = params;
- ret.predecessors.fill(BattleHex::INVALID);
- ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
- if(!params.startPosition.isValid()) //if got call for arrow turrets
- return ret;
- const std::set<BattleHex> quicksands = getStoppers(params.perspective);
- //const bool twoHexCreature = params.doubleWide;
- std::queue<BattleHex> hexq; //bfs queue
- //first element
- hexq.push(params.startPosition);
- ret.distances[params.startPosition] = 0;
- while(!hexq.empty()) //bfs loop
- {
- const BattleHex curHex = hexq.front();
- hexq.pop();
- //walking stack can't step past the quicksands
- //TODO what if second hex of two-hex creature enters quicksand
- if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
- continue;
- const int costToNeighbour = ret.distances[curHex] + 1;
- for(BattleHex neighbour : curHex.neighbouringTiles())
- {
- const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.side);
- const int costFoundSoFar = ret.distances[neighbour];
- if(accessible && costToNeighbour < costFoundSoFar)
- {
- hexq.push(neighbour);
- ret.distances[neighbour] = costToNeighbour;
- ret.predecessors[neighbour] = curHex;
- }
- }
- }
- return ret;
- }
- ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack * stack) const
- {
- return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
- }
- std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
- {
- std::set<BattleHex> ret;
- RETURN_IF_NOT_BATTLE(ret);
- for(auto &oi : battleGetAllObstacles(whichSidePerspective))
- {
- if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
- {
- range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
- }
- }
- return ret;
- }
- std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, BattleSideOpt side) const
- {
- auto reachability = getReachability(closest);
- auto avHexes = battleGetAvailableHexes(closest, false);
- // I hate std::pairs with their undescriptive member names first / second
- struct DistStack
- {
- int distanceToPred;
- BattleHex destination;
- const CStack * stack;
- };
- std::vector<DistStack> stackPairs;
- std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
- {
- return s->isValidTarget(false) && s != closest && (!side || side.get() == s->side);
- });
- for(const CStack * st : possibleStacks)
- for(BattleHex hex : avHexes)
- if(CStack::isMeleeAttackPossible(closest, st, hex))
- {
- DistStack hlp = {reachability.distances[hex], hex, st};
- stackPairs.push_back(hlp);
- }
- if (stackPairs.size())
- {
- auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
- auto minimal = boost::min_element(stackPairs, comparator);
- return std::make_pair(minimal->stack, minimal->destination);
- }
- else
- return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
- }
- si8 CBattleInfoCallback::battleGetTacticDist() const
- {
- RETURN_IF_NOT_BATTLE(0);
- //TODO get rid of this method
- if(battleDoWeKnowAbout(battleGetTacticsSide()))
- return battleTacticDist();
- return 0;
- }
- bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- auto side = battleGetTacticsSide();
- auto dist = battleGetTacticDist();
- return ((!side && dest.getX() > 0 && dest.getX() <= dist)
- || (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
- }
- ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
- {
- ReachabilityInfo::Parameters params(stack);
- if(!battleDoWeKnowAbout(stack->side))
- {
- //Stack is held by enemy, we can't use his perspective to check for reachability.
- // Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
- params.perspective = battleGetMySide();
- }
- return getReachability(params);
- }
- ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
- {
- if(params.flying)
- return getFlyingReachability(params);
- else
- return makeBFS(getAccesibility(params.knownAccessible), params);
- }
- ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
- {
- ReachabilityInfo ret;
- ret.accessibility = getAccesibility(params.knownAccessible);
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- if(ret.accessibility.accessible(i, params.doubleWide, params.side))
- {
- ret.predecessors[i] = params.startPosition;
- ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
- }
- }
- return ret;
- }
- AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
- {
- //does not return hex attacked directly
- //TODO: apply rotation to two-hex attackers
- bool isAttacker = attacker->side == BattleSide::ATTACKER;
- AttackableTiles at;
- RETURN_IF_NOT_BATTLE(at);
- const int WN = GameConstants::BFIELD_WIDTH;
- BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
- //FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
- bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
- if (reverse && attacker->doubleWide())
- {
- hex = attacker->occupiedHex(hex); //the other hex stack stands on
- }
- if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
- {
- boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
- }
- if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
- {
- std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
- for (BattleHex tile : hexes)
- {
- if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- at.hostileCreaturePositions.insert(tile);
- }
- }
- }
- }
- if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
- {
- std::vector<BattleHex> hexes; //only one, in fact
- int pseudoVector = destinationTile.hex - hex;
- switch (pseudoVector)
- {
- case 1:
- case -1:
- BattleHex::checkAndPush (destinationTile.hex + pseudoVector, hexes);
- break;
- case WN: //17 //left-down or right-down
- case -WN: //-17 //left-up or right-up
- case WN + 1: //18 //right-down
- case -WN + 1: //-16 //right-up
- BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : -1), hexes);
- break;
- case WN-1: //16 //left-down
- case -WN-1: //-18 //left-up
- BattleHex::checkAndPush (destinationTile.hex + pseudoVector + (((hex/WN)%2) ? 1 : 0), hexes);
- break;
- }
- for (BattleHex tile : hexes)
- {
- //friendly stacks can also be damaged by Dragon Breath
- if (battleGetStackByPos (tile, true))
- at.friendlyCreaturePositions.insert (tile);
- }
- }
- return at;
- }
- std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
- {
- std::set<const CStack*> attackedCres;
- RETURN_IF_NOT_BATTLE(attackedCres);
- AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
- for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- attackedCres.insert(st);
- }
- }
- for (BattleHex tile : at.friendlyCreaturePositions)
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- //TODO: this should apply also to mechanics and cursor interface
- bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
- {
- int fromX = hexFrom.getX();
- int fromY = hexFrom.getY();
- int toX = hexTo.getX();
- int toY = hexTo.getY();
- if (curDir) // attacker, facing right
- {
- if (fromX < toX)
- return false;
- if (fromX > toX)
- return true;
- if (fromY % 2 == 0 && toY % 2 == 1)
- return true;
- return false;
- }
- else // defender, facing left
- {
- if(fromX < toX)
- return true;
- if(fromX > toX)
- return false;
- if (fromY % 2 == 1 && toY % 2 == 0)
- return true;
- return false;
- }
- }
- //TODO: this should apply also to mechanics and cursor interface
- bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
- {
- if (hexTo < 0 || hexFrom < 0) //turret
- return false;
- if (toDoubleWide)
- {
- if (isToReverseHlp (hexFrom, hexTo, curDir))
- {
- if (toDir)
- return isToReverseHlp (hexFrom, hexTo-1, curDir);
- else
- return isToReverseHlp (hexFrom, hexTo+1, curDir);
- }
- return false;
- }
- else
- {
- return isToReverseHlp(hexFrom, hexTo, curDir);
- }
- }
- ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
- {
- ReachabilityInfo::TDistances ret;
- ret.fill(-1);
- RETURN_IF_NOT_BATTLE(ret);
- ReachabilityInfo::Parameters params(stack);
- params.perspective = battleGetMySide();
- params.startPosition = hex.isValid() ? hex : stack->position;
- auto reachability = getReachability(params);
- boost::copy(reachability.distances, ret.begin());
- if(predecessors)
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- predecessors[i] = reachability.predecessors[i];
- return ret;
- }
- si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
- {
- return battleHasDistancePenalty(stack, stack->position, destHex);
- }
- si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
- return false;
- if(const CStack * dstStack = battleGetStackByPos(destHex, false))
- {
- //If any hex of target creature is within range, there is no penalty
- for(auto hex : dstStack->getHexes())
- if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
- return false;
- //TODO what about two-hex shooters?
- }
- else
- {
- if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
- return false;
- }
- return true;
- }
- BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
- {
- RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
- return WallPartToHex(part);
- }
- EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
- {
- RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
- return hexToWallPart(hex);
- }
- bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
- {
- RETURN_IF_NOT_BATTLE(false);
- return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
- wallPart != EWallPart::INVALID;
- }
- std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
- {
- std::vector<BattleHex> attackableBattleHexes;
- RETURN_IF_NOT_BATTLE(attackableBattleHexes);
- for(auto & wallPartPair : wallParts)
- {
- if(isWallPartPotentiallyAttackable(wallPartPair.second))
- {
- auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
- if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
- {
- attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
- }
- }
- }
- return attackableBattleHexes;
- }
- ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- RETURN_IF_NOT_BATTLE(-1);
- //TODO should be replaced using bonus system facilities (propagation onto battle node)
- ui32 ret = caster->getSpellCost(sp);
- //checking for friendly stacks reducing cost of the spell and
- //enemy stacks increasing it
- si32 manaReduction = 0;
- si32 manaIncrease = 0;
- for(auto stack : battleAliveStacks())
- {
- if(stack->owner == caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
- {
- vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
- }
- if(stack->owner != caster->tempOwner && stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
- {
- vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
- }
- }
- return ret - manaReduction + manaIncrease;
- }
- const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- auto stacks = battleGetAllStacks();
- auto stackItr = range::find_if(stacks, pred);
- return stackItr == stacks.end() ? nullptr : *stackItr;
- }
- si8 CBattleInfoCallback::battleHasShootingPenalty(const CStack * stack, BattleHex destHex)
- {
- return battleHasDistancePenalty(stack, destHex) || battleHasWallPenalty(stack, destHex);
- }
- bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
- return false;
- for(const CStack * s : batteAdjacentCreatures(stack))
- {
- if (s->owner != stack->owner) //blocked by enemy stack
- return true;
- }
- return false;
- }
- std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
- {
- std::set<const CStack*> stacks;
- RETURN_IF_NOT_BATTLE(stacks);
- for (BattleHex hex : stack->getSurroundingHexes())
- if(const CStack * neighbour = battleGetStackByPos(hex, true))
- stacks.insert(neighbour);
- return stacks;
- }
- SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
- {
- RETURN_IF_NOT_BATTLE(SpellID::NONE);
- //This is complete list. No spells from mods.
- //todo: this should be Spellbook of caster Stack
- static const std::set<SpellID> allPossibleSpells =
- {
- SpellID::AIR_SHIELD,
- SpellID::ANTI_MAGIC,
- SpellID::BLESS,
- SpellID::BLOODLUST,
- SpellID::COUNTERSTRIKE,
- SpellID::CURE,
- SpellID::FIRE_SHIELD,
- SpellID::FORTUNE,
- SpellID::HASTE,
- SpellID::MAGIC_MIRROR,
- SpellID::MIRTH,
- SpellID::PRAYER,
- SpellID::PRECISION,
- SpellID::PROTECTION_FROM_AIR,
- SpellID::PROTECTION_FROM_EARTH,
- SpellID::PROTECTION_FROM_FIRE,
- SpellID::PROTECTION_FROM_WATER,
- SpellID::SHIELD,
- SpellID::SLAYER,
- SpellID::STONE_SKIN
- };
- std::vector<SpellID> beneficialSpells;
- auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred)
- {
- return getStackIf([=](const CStack * stack)
- {
- return pred(stack) && stack->owner != subject->owner && stack->alive();
- });
- };
- for(const SpellID spellID : allPossibleSpells)
- {
- std::stringstream cachingStr;
- cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
- if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
- //TODO: this ability has special limitations
- || spellID.toSpell()->canBeCastAt(this, subject, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
- continue;
- switch (spellID)
- {
- case SpellID::SHIELD:
- case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
- {
- auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
- {
- return !stack->canShoot();
- });
- if (!walker)
- continue;
- }
- break;
- case SpellID::AIR_SHIELD: //only against active shooters
- {
- auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
- {
- return stack->canShoot();
- });
- if (!shooter)
- continue;
- }
- break;
- case SpellID::ANTI_MAGIC:
- case SpellID::MAGIC_MIRROR:
- case SpellID::PROTECTION_FROM_AIR:
- case SpellID::PROTECTION_FROM_EARTH:
- case SpellID::PROTECTION_FROM_FIRE:
- case SpellID::PROTECTION_FROM_WATER:
- {
- const ui8 enemySide = 1 - subject->side;
- //todo: only if enemy has spellbook
- if (!battleHasHero(enemySide)) //only if there is enemy hero
- continue;
- }
- break;
- case SpellID::CURE: //only damaged units
- {
- //do not cast on affected by debuffs
- if(!subject->canBeHealed())
- continue;
- }
- break;
- case SpellID::BLOODLUST:
- {
- if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
- continue;
- }
- break;
- case SpellID::PRECISION:
- {
- if(!subject->canShoot())
- continue;
- }
- break;
- case SpellID::SLAYER://only if monsters are present
- {
- auto kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
- {
- const auto isKing = Selector::type(Bonus::KING1)
- .Or(Selector::type(Bonus::KING2))
- .Or(Selector::type(Bonus::KING3));
- return stack->hasBonus(isKing);
- });
- if (!kingMonster)
- continue;
- }
- break;
- }
- beneficialSpells.push_back(spellID);
- }
- if(!beneficialSpells.empty())
- {
- return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
- }
- else
- {
- return SpellID::NONE;
- }
- }
- SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
- {
- RETURN_IF_NOT_BATTLE(SpellID::NONE);
- TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
- if (!bl->size())
- return SpellID::NONE;
- int totalWeight = 0;
- for(auto b : *bl)
- {
- totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
- }
- int randomPos = rand.nextInt(totalWeight - 1);
- for(auto b : *bl)
- {
- randomPos -= std::max(b->additionalInfo, 1);
- if(randomPos < 0)
- {
- return SpellID(b->subtype);
- }
- }
- return SpellID::NONE;
- }
- int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
- {
- RETURN_IF_NOT_BATTLE(-3);
- if(!battleCanSurrender(Player))
- return -1;
- const auto side = playerToSide(Player);
- if(!side)
- return -1;
- int ret = 0;
- double discount = 0;
- for(const CStack * s : battleAliveStacks(side.get()))
- if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
- ret += s->getCreature()->cost[Res::GOLD] * s->getCount(); //todo: extract CStack method
- if(const CGHeroInstance * h = battleGetFightingHero(side.get()))
- discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
- ret *= (100.0 - discount) / 100.0;
- vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
- return ret;
- }
- si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
- {
- const IBonusBearer *node = nullptr;
- if(const CGHeroInstance * h = battleGetFightingHero(side))
- node = h;
- else
- node = getBattleNode();
- if(!node)
- return GameConstants::SPELL_LEVELS;
- //We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
- auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
- if(b->size())
- return b->totalValue();
- return GameConstants::SPELL_LEVELS;
- }
- boost::optional<int> CBattleInfoCallback::battleIsFinished() const
- {
- auto stacks = battleGetAllStacks();
- //checking winning condition
- bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
- hasStack[0] = hasStack[1] = false;
- for(auto & stack : stacks)
- {
- if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
- {
- hasStack[stack->side] = true;
- }
- }
- if(!hasStack[0] && !hasStack[1])
- return 2;
- if(!hasStack[1])
- return 0;
- if(!hasStack[0])
- return 1;
- return boost::none;
- }
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