BattleFlowProcessor.cpp 28 KB

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  1. /*
  2. * BattleFlowProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleFlowProcessor.h"
  12. #include "BattleProcessor.h"
  13. #include "../CGameHandler.h"
  14. #include "../TurnTimerHandler.h"
  15. #include "../../lib/CStack.h"
  16. #include "../../lib/battle/CBattleInfoCallback.h"
  17. #include "../../lib/battle/IBattleState.h"
  18. #include "../../lib/callback/GameRandomizer.h"
  19. #include "../../lib/entities/building/TownFortifications.h"
  20. #include "../../lib/mapObjects/CGTownInstance.h"
  21. #include "../../lib/networkPacks/PacksForClientBattle.h"
  22. #include "../../lib/spells/BonusCaster.h"
  23. #include "../../lib/spells/CSpellHandler.h"
  24. #include "../../lib/spells/ISpellMechanics.h"
  25. #include "../../lib/spells/ObstacleCasterProxy.h"
  26. #include <vstd/RNG.h>
  27. BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  28. : owner(owner)
  29. , gameHandler(newGameHandler)
  30. {
  31. }
  32. void BattleFlowProcessor::summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
  33. {
  34. int x = targetPosition.getX();
  35. int y = targetPosition.getY();
  36. const bool targetIsAttacker = side == BattleSide::ATTACKER;
  37. if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
  38. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
  39. else
  40. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
  41. //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
  42. if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
  43. {
  44. if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
  45. {
  46. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  47. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  48. }
  49. else
  50. { //add back-side guardians for two-hex target, side guardians for one-hex
  51. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false));
  52. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false));
  53. if (!targetIsTwoHex && x > 2) //back guard for one-hex
  54. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false));
  55. else if (targetIsTwoHex)//front-side guardians for two-hex target
  56. {
  57. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  58. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  59. if (x > 3) //back guard for two-hex
  60. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
  61. }
  62. }
  63. }
  64. else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
  65. {
  66. if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
  67. {
  68. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  69. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  70. }
  71. else
  72. {
  73. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false));
  74. output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false));
  75. if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
  76. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false));
  77. else if (targetIsTwoHex)
  78. {
  79. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  80. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  81. if (x < GameConstants::BFIELD_WIDTH - 4)
  82. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
  83. }
  84. }
  85. }
  86. else if (!targetIsAttacker && y % 2 == 0)
  87. {
  88. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
  89. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
  90. }
  91. else if (targetIsAttacker && y % 2 == 1)
  92. {
  93. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
  94. output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
  95. }
  96. }
  97. void BattleFlowProcessor::tryPlaceMoats(const CBattleInfoCallback & battle)
  98. {
  99. const auto * town = battle.battleGetDefendedTown();
  100. if (!town)
  101. return;
  102. const auto & fortifications = town->fortificationsLevel();
  103. //Moat should be initialized here, because only here we can use spellcasting
  104. if (fortifications.hasMoat)
  105. {
  106. const auto * h = battle.battleGetFightingHero(BattleSide::DEFENDER);
  107. const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
  108. auto moatCaster = spells::SilentCaster(battle.sideToPlayer(BattleSide::DEFENDER), actualCaster);
  109. auto cast = spells::BattleCast(&battle, &moatCaster, spells::Mode::PASSIVE, fortifications.moatSpell.toSpell());
  110. auto target = spells::Target();
  111. cast.cast(gameHandler->spellcastEnvironment(), target);
  112. }
  113. }
  114. void BattleFlowProcessor::onBattleStarted(const CBattleInfoCallback & battle)
  115. {
  116. tryPlaceMoats(battle);
  117. gameHandler->turnTimerHandler->onBattleStart(battle.getBattle()->getBattleID());
  118. if (battle.battleGetTacticDist() == 0)
  119. onTacticsEnded(battle);
  120. }
  121. void BattleFlowProcessor::trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack)
  122. {
  123. if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
  124. return;
  125. std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
  126. auto accessibility = battle.getAccessibility();
  127. CreatureID creatureData = summonInfo->subtype.as<CreatureID>();
  128. BattleHexArray targetHexes;
  129. const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
  130. const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
  131. /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
  132. For one-hex targets there are four guardians - front, back and one per side (up + down).
  133. Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
  134. Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
  135. if (!guardianIsBig)
  136. targetHexes = stack->getSurroundingHexes();
  137. else
  138. summonGuardiansHelper(battle, targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
  139. for(const auto & hex : targetHexes)
  140. {
  141. if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
  142. {
  143. battle::UnitInfo info;
  144. info.id = battle.battleNextUnitId();
  145. info.count = std::max(1, stack->getCount() * summonInfo->val / 100);
  146. info.type = creatureData;
  147. info.side = stack->unitSide();
  148. info.position = hex;
  149. info.summoned = true;
  150. BattleUnitsChanged pack;
  151. pack.battleID = battle.getBattle()->getBattleID();
  152. pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
  153. info.save(pack.changedStacks.back().data);
  154. gameHandler->sendAndApply(pack);
  155. }
  156. }
  157. // send empty event to client
  158. // temporary(?) workaround to force animations to trigger
  159. StacksInjured fakeEvent;
  160. fakeEvent.battleID = battle.getBattle()->getBattleID();
  161. gameHandler->sendAndApply(fakeEvent);
  162. }
  163. void BattleFlowProcessor::castOpeningSpells(const CBattleInfoCallback & battle)
  164. {
  165. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  166. {
  167. const auto * h = battle.battleGetFightingHero(i);
  168. if (!h)
  169. continue;
  170. TConstBonusListPtr bl = h->getBonusesOfType(BonusType::OPENING_BATTLE_SPELL);
  171. for (const auto & b : *bl)
  172. {
  173. spells::BonusCaster caster(h, b);
  174. const CSpell * spell = b->subtype.as<SpellID>().toSpell();
  175. spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
  176. int32_t spellLevel = b->additionalInfo != CAddInfo::NONE ? b->additionalInfo[0] : 3;
  177. parameters.setSpellLevel(spellLevel);
  178. parameters.setEffectDuration(b->val);
  179. parameters.massive = true;
  180. parameters.castIfPossible(gameHandler->spellcastEnvironment(), spells::Target());
  181. }
  182. }
  183. }
  184. void BattleFlowProcessor::onTacticsEnded(const CBattleInfoCallback & battle)
  185. {
  186. //initial stacks appearance triggers, e.g. built-in bonus spells
  187. auto initialStacks = battle.battleGetAllStacks(true);
  188. for (const CStack * stack : initialStacks)
  189. {
  190. trySummonGuardians(battle, stack);
  191. stackEnchantedTrigger(battle, stack);
  192. }
  193. castOpeningSpells(battle);
  194. // it is possible that due to opening spells one side was eliminated -> check for end of battle
  195. if (owner->checkBattleStateChanges(battle))
  196. return;
  197. startNextRound(battle, true);
  198. activateNextStack(battle);
  199. }
  200. void BattleFlowProcessor::startNextRound(const CBattleInfoCallback & battle, bool isFirstRound)
  201. {
  202. BattleNextRound bnr;
  203. bnr.battleID = battle.getBattle()->getBattleID();
  204. logGlobal->debug("Next round starts");
  205. gameHandler->sendAndApply(bnr);
  206. // operate on copy - removing obstacles will invalidate iterator on 'battle' container
  207. auto obstacles = battle.battleGetAllObstacles();
  208. for (const auto & obstPtr : obstacles)
  209. {
  210. const auto * sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get());
  211. if (sco && sco->turnsRemaining == 0)
  212. removeObstacle(battle, *obstPtr);
  213. }
  214. for(const auto * stack : battle.battleGetAllStacks(true))
  215. {
  216. if(stack->alive() && !isFirstRound)
  217. stackEnchantedTrigger(battle, stack);
  218. }
  219. }
  220. const CStack * BattleFlowProcessor::getNextStack(const CBattleInfoCallback & battle)
  221. {
  222. std::vector<battle::Units> q;
  223. battle.battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
  224. if(q.empty())
  225. return nullptr;
  226. if(q.front().empty())
  227. return nullptr;
  228. const auto * next = q.front().front();
  229. const auto * stack = dynamic_cast<const CStack *>(next);
  230. // regeneration takes place before everything else but only during first turn attempt in each round
  231. // also works under blind and similar effects
  232. if(stack && stack->alive() && !stack->waiting)
  233. {
  234. BattleTriggerEffect bte;
  235. bte.battleID = battle.getBattle()->getBattleID();
  236. bte.stackID = stack->unitId();
  237. bte.effect = BonusType::HP_REGENERATION;
  238. const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
  239. if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
  240. bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
  241. if(bte.val) // anything to heal
  242. gameHandler->sendAndApply(bte);
  243. }
  244. if(!next || !next->willMove())
  245. return nullptr;
  246. return stack;
  247. }
  248. void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
  249. {
  250. // Find next stack that requires manual control
  251. for (;;)
  252. {
  253. // battle has ended
  254. if (owner->checkBattleStateChanges(battle))
  255. return;
  256. const CStack * next = getNextStack(battle);
  257. if (!next)
  258. {
  259. // No stacks to move - start next round
  260. startNextRound(battle, false);
  261. next = getNextStack(battle);
  262. if (!next)
  263. throw std::runtime_error("Failed to find valid stack to act!");
  264. }
  265. BattleUnitsChanged removeGhosts;
  266. removeGhosts.battleID = battle.getBattle()->getBattleID();
  267. auto pendingGhosts = battle.battleGetStacksIf([](const CStack * stack){
  268. return stack->ghostPending;
  269. });
  270. for(const auto * stack : pendingGhosts)
  271. removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
  272. if(!removeGhosts.changedStacks.empty())
  273. gameHandler->sendAndApply(removeGhosts);
  274. gameHandler->turnTimerHandler->onBattleNextStack(battle.getBattle()->getBattleID(), *next);
  275. if (!tryMakeAutomaticAction(battle, next))
  276. {
  277. if(next->alive()) {
  278. setActiveStack(battle, next, BattleUnitTurnReason::TURN_QUEUE);
  279. break;
  280. }
  281. }
  282. }
  283. }
  284. bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
  285. {
  286. if(tryActivateMoralePenalty(battle, next))
  287. return true;
  288. if(tryActivateBerserkPenalty(battle, next))
  289. return true;
  290. if(tryAutomaticActionOfWarMachines(battle, next))
  291. return true;
  292. stackTurnTrigger(battle, next); //various effects
  293. if(next->fear)
  294. {
  295. makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
  296. return true;
  297. }
  298. return false;
  299. }
  300. bool BattleFlowProcessor::tryActivateMoralePenalty(const CBattleInfoCallback & battle, const CStack * next)
  301. {
  302. // check for bad morale => freeze
  303. int nextStackMorale = next->moraleVal();
  304. if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
  305. {
  306. ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
  307. if (gameHandler->randomizer->rollBadMorale(ownerArmy, -nextStackMorale))
  308. {
  309. //unit loses its turn - empty freeze action
  310. BattleAction ba;
  311. ba.actionType = EActionType::BAD_MORALE;
  312. ba.side = next->unitSide();
  313. ba.stackNumber = next->unitId();
  314. makeAutomaticAction(battle, next, ba);
  315. return true;
  316. }
  317. }
  318. return false;
  319. }
  320. bool BattleFlowProcessor::tryActivateBerserkPenalty(const CBattleInfoCallback & battle, const CStack * next)
  321. {
  322. if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
  323. {
  324. logGlobal->trace("Handle Berserk effect");
  325. std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
  326. if (attackInfo.first != nullptr)
  327. {
  328. BattleAction attack;
  329. attack.actionType = EActionType::WALK_AND_ATTACK;
  330. attack.side = next->unitSide();
  331. attack.stackNumber = next->unitId();
  332. attack.aimToHex(attackInfo.second);
  333. attack.aimToUnit(attackInfo.first);
  334. makeAutomaticAction(battle, next, attack);
  335. logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
  336. }
  337. else
  338. {
  339. makeStackDoNothing(battle, next);
  340. logGlobal->trace("No target found");
  341. }
  342. return true;
  343. }
  344. return false;
  345. }
  346. bool BattleFlowProcessor::tryAutomaticActionOfWarMachines(const CBattleInfoCallback & battle, const CStack * next)
  347. {
  348. if (tryMakeAutomaticActionOfBallistaOrTowers(battle, next))
  349. return true;
  350. if (tryMakeAutomaticActionOfCatapult(battle, next))
  351. return true;
  352. if (tryMakeAutomaticActionOfFirstAidTent(battle, next))
  353. return true;
  354. return false;
  355. }
  356. bool BattleFlowProcessor::tryMakeAutomaticActionOfBallistaOrTowers(const CBattleInfoCallback & battle, const CStack * next)
  357. {
  358. const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
  359. const CreatureID stackCreatureId = next->unitType()->getId();
  360. if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
  361. && (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(stackCreatureId)))))
  362. {
  363. BattleAction attack;
  364. attack.actionType = EActionType::SHOOT;
  365. attack.side = next->unitSide();
  366. attack.stackNumber = next->unitId();
  367. // TODO: unify logic with AI?
  368. // Find best target using logic similar to H3 AI
  369. const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
  370. {
  371. bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
  372. bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
  373. if (candidateInsideWalls != currentInsideWalls)
  374. return candidateInsideWalls > currentInsideWalls;
  375. // also check for war machines - shooters are more dangerous than war machines, ballista or catapult
  376. bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
  377. bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
  378. if (candidateCanShoot != currentCanShoot)
  379. return candidateCanShoot > currentCanShoot;
  380. int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
  381. int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
  382. return candidateTargetValue > currentTargetValue;
  383. };
  384. const battle::Unit * target = nullptr;
  385. for(auto & elem : battle.battleGetAllStacks(true))
  386. {
  387. if (elem->unitOwner() == next->unitOwner())
  388. continue;
  389. if (!elem->isValidTarget())
  390. continue;
  391. if (!battle.battleCanShoot(next, elem->getPosition()))
  392. continue;
  393. if (target && !isBetterTarget(elem, target))
  394. continue;
  395. target = elem;
  396. }
  397. if(target == nullptr)
  398. {
  399. makeStackDoNothing(battle, next);
  400. }
  401. else
  402. {
  403. attack.aimToUnit(target);
  404. makeAutomaticAction(battle, next, attack);
  405. }
  406. return true;
  407. }
  408. return false;
  409. }
  410. bool BattleFlowProcessor::tryMakeAutomaticActionOfCatapult(const CBattleInfoCallback & battle, const CStack * next)
  411. {
  412. const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
  413. if (next->unitType()->getId() == CreatureID::CATAPULT)
  414. {
  415. const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
  416. if (attackableBattleHexes.empty())
  417. {
  418. makeStackDoNothing(battle, next);
  419. return true;
  420. }
  421. if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::CATAPULT)))))
  422. {
  423. BattleAction attack;
  424. attack.actionType = EActionType::CATAPULT;
  425. attack.side = next->unitSide();
  426. attack.stackNumber = next->unitId();
  427. makeAutomaticAction(battle, next, attack);
  428. return true;
  429. }
  430. }
  431. return false;
  432. }
  433. bool BattleFlowProcessor::tryMakeAutomaticActionOfFirstAidTent(const CBattleInfoCallback & battle, const CStack * next)
  434. {
  435. const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
  436. if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
  437. {
  438. TStacks possibleStacks = battle.battleGetStacksIf([&next](const CStack * s)
  439. {
  440. return s->unitOwner() == next->unitOwner() && s->canBeHealed();
  441. });
  442. if (possibleStacks.empty())
  443. {
  444. makeStackDoNothing(battle, next);
  445. return true;
  446. }
  447. if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::FIRST_AID_TENT)))))
  448. {
  449. RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
  450. const CStack * toBeHealed = possibleStacks.front();
  451. BattleAction heal;
  452. heal.actionType = EActionType::STACK_HEAL;
  453. heal.aimToUnit(toBeHealed);
  454. heal.side = next->unitSide();
  455. heal.stackNumber = next->unitId();
  456. makeAutomaticAction(battle, next, heal);
  457. return true;
  458. }
  459. }
  460. return false;
  461. }
  462. bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
  463. {
  464. //check for good morale
  465. auto nextStackMorale = next->moraleVal();
  466. if( !next->hadMorale
  467. && !next->defending
  468. && !next->waited()
  469. && !next->fear
  470. && next->alive()
  471. && next->canMove()
  472. && nextStackMorale > 0)
  473. {
  474. ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
  475. if (gameHandler->randomizer->rollGoodMorale(ownerArmy, nextStackMorale))
  476. {
  477. BattleTriggerEffect bte;
  478. bte.battleID = battle.getBattle()->getBattleID();
  479. bte.stackID = next->unitId();
  480. bte.effect = BonusType::MORALE;
  481. bte.val = 1;
  482. bte.additionalInfo = 0;
  483. gameHandler->sendAndApply(bte); //play animation
  484. return true;
  485. }
  486. }
  487. return false;
  488. }
  489. void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
  490. {
  491. const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
  492. const auto * activeStack = battle.battleActiveUnit();
  493. if (ba.actionType == EActionType::END_TACTIC_PHASE)
  494. {
  495. onTacticsEnded(battle);
  496. return;
  497. }
  498. //we're after action, all results applied
  499. // check whether action has ended the battle
  500. if(owner->checkBattleStateChanges(battle))
  501. return;
  502. // tactics - next stack will be selected by player
  503. if(battle.battleGetTacticDist() != 0)
  504. return;
  505. // creature will not skip the turn after casting a spell if spell uses canCastWithoutSkip
  506. if(ba.actionType == EActionType::MONSTER_SPELL)
  507. {
  508. assert(activeStack != nullptr);
  509. assert(actedStack != nullptr);
  510. // NOTE: in case of random spellcaster, (e.g. Master Genie) spell has been selected by server and was not present in action received from player
  511. if(actedStack->castSpellThisTurn && ba.spell.hasValue() && ba.spell.toSpell()->canCastWithoutSkip())
  512. {
  513. setActiveStack(battle, actedStack, BattleUnitTurnReason::UNIT_SPELLCAST);
  514. return;
  515. }
  516. }
  517. if (ba.isUnitAction())
  518. {
  519. assert(activeStack != nullptr);
  520. assert(actedStack != nullptr);
  521. if (rollGoodMorale(battle, actedStack))
  522. {
  523. // Good morale - same stack makes 2nd turn
  524. setActiveStack(battle, actedStack, BattleUnitTurnReason::MORALE);
  525. return;
  526. }
  527. }
  528. else
  529. {
  530. if (activeStack && activeStack->alive())
  531. {
  532. bool activeStackAffectedBySpell = !activeStack->canMove() ||
  533. tryActivateBerserkPenalty(battle, battle.battleGetStackByID(battle.getBattle()->getActiveStackID()));
  534. // this is action made by hero AND unit is neither killed nor affected by reflected spell like blind or berserk
  535. // keep current active stack for next action
  536. if (!activeStackAffectedBySpell)
  537. {
  538. setActiveStack(battle, activeStack, BattleUnitTurnReason::HERO_SPELLCAST);
  539. return;
  540. }
  541. }
  542. }
  543. activateNextStack(battle);
  544. }
  545. void BattleFlowProcessor::makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next)
  546. {
  547. BattleAction doNothing;
  548. doNothing.actionType = EActionType::NO_ACTION;
  549. doNothing.side = next->unitSide();
  550. doNothing.stackNumber = next->unitId();
  551. makeAutomaticAction(battle, next, doNothing);
  552. }
  553. bool BattleFlowProcessor::makeAutomaticAction(const CBattleInfoCallback & battle, const CStack *stack, const BattleAction &ba)
  554. {
  555. BattleSetActiveStack bsa;
  556. bsa.battleID = battle.getBattle()->getBattleID();
  557. bsa.stack = stack->unitId();
  558. bsa.reason = BattleUnitTurnReason::AUTOMATIC_ACTION;
  559. gameHandler->sendAndApply(bsa);
  560. bool ret = owner->makeAutomaticBattleAction(battle, ba);
  561. return ret;
  562. }
  563. void BattleFlowProcessor::stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * st)
  564. {
  565. auto bl = *(st->getBonusesOfType(BonusType::ENCHANTED));
  566. for(const auto & b : bl)
  567. {
  568. if (!b->subtype.as<SpellID>().hasValue())
  569. continue;
  570. const CSpell * sp = b->subtype.as<SpellID>().toSpell();
  571. const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
  572. const int32_t level = ((val > 3) ? (val - 3) : val);
  573. spells::BattleCast battleCast(&battle, st, spells::Mode::PASSIVE, sp);
  574. //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
  575. battleCast.setEffectDuration(50);
  576. battleCast.setSpellLevel(level);
  577. spells::Target target;
  578. if(val > 3)
  579. {
  580. for(const auto * s : battle.battleGetAllStacks())
  581. if(battle.battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
  582. target.emplace_back(s);
  583. }
  584. else
  585. {
  586. target.emplace_back(st);
  587. }
  588. battleCast.applyEffects(gameHandler->spellcastEnvironment(), target, false, true);
  589. }
  590. }
  591. void BattleFlowProcessor::removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle)
  592. {
  593. BattleObstaclesChanged obsRem;
  594. obsRem.battleID = battle.getBattle()->getBattleID();
  595. obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
  596. gameHandler->sendAndApply(obsRem);
  597. }
  598. void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, const CStack *st)
  599. {
  600. BattleTriggerEffect bte;
  601. bte.battleID = battle.getBattle()->getBattleID();
  602. bte.stackID = st->unitId();
  603. bte.effect = BonusType::NONE;
  604. bte.val = 0;
  605. bte.additionalInfo = 0;
  606. if (st->alive())
  607. {
  608. //unbind
  609. if (st->hasBonusOfType(BonusType::BIND_EFFECT))
  610. {
  611. bool unbind = true;
  612. BonusList bl = *(st->getBonusesOfType(BonusType::BIND_EFFECT));
  613. auto adjacent = battle.battleAdjacentUnits(st);
  614. for (const auto & b : bl)
  615. {
  616. if(b->additionalInfo != CAddInfo::NONE)
  617. {
  618. const CStack * stack = battle.battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
  619. if(stack && vstd::contains(adjacent, stack)) //binding stack is still present
  620. unbind = false;
  621. }
  622. else
  623. {
  624. unbind = false;
  625. }
  626. }
  627. if (unbind)
  628. {
  629. BattleSetStackProperty ssp;
  630. ssp.battleID = battle.getBattle()->getBattleID();
  631. ssp.which = BattleSetStackProperty::UNBIND;
  632. ssp.stackID = st->unitId();
  633. gameHandler->sendAndApply(ssp);
  634. }
  635. }
  636. if (st->hasBonusOfType(BonusType::POISON))
  637. {
  638. std::shared_ptr<const Bonus> b = st->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::POISON))).And(Selector::type()(BonusType::STACK_HEALTH)));
  639. if (b) //TODO: what if not?...
  640. {
  641. bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
  642. if (bte.val < b->val) //(negative) poison effect increases - update it
  643. {
  644. bte.effect = BonusType::POISON;
  645. gameHandler->sendAndApply(bte);
  646. }
  647. }
  648. }
  649. if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
  650. {
  651. const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
  652. if(opponentHero)
  653. {
  654. ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
  655. vstd::amin(manaDrained, opponentHero->mana);
  656. if(manaDrained)
  657. {
  658. bte.effect = BonusType::MANA_DRAIN;
  659. bte.val = manaDrained;
  660. bte.additionalInfo = opponentHero->id.getNum(); //for sanity
  661. gameHandler->sendAndApply(bte);
  662. }
  663. }
  664. }
  665. if (st->hasBonusOfType(BonusType::FEARFUL))
  666. {
  667. int chance = st->valOfBonuses(BonusType::FEARFUL);
  668. ObjectInstanceID opponentArmyID = battle.battleGetArmyObject(battle.otherSide(st->unitSide()))->id;
  669. if (gameHandler->randomizer->rollCombatAbility(opponentArmyID, chance))
  670. {
  671. bte.effect = BonusType::FEARFUL;
  672. gameHandler->sendAndApply(bte);
  673. }
  674. }
  675. BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
  676. bl.remove_if([](const Bonus * b)
  677. {
  678. return b->subtype.as<SpellID>() == SpellID::NONE;
  679. });
  680. BattleSide side = battle.playerToSide(st->unitOwner());
  681. if(st->canCast())
  682. {
  683. bool cast = false;
  684. while(!bl.empty() && !cast)
  685. {
  686. auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
  687. auto spellID = bonus->subtype.as<SpellID>();
  688. const CSpell * spell = SpellID(spellID).toSpell();
  689. bl.remove_if([&bonus](const Bonus * b)
  690. {
  691. return b == bonus.get();
  692. });
  693. if (battle.battleGetEnchanterCounter(side) != 0 && bonus->additionalInfo[0] != 0)
  694. continue; // cooldown
  695. spells::BattleCast parameters(&battle, st, spells::Mode::ENCHANTER, spell);
  696. parameters.setSpellLevel(bonus->val);
  697. //todo: recheck effect level
  698. if(parameters.castIfPossible(gameHandler->spellcastEnvironment(), spells::Target(1, parameters.massive ? spells::Destination() : spells::Destination(st))))
  699. {
  700. cast = true;
  701. int cooldown = bonus->additionalInfo[0];
  702. if (cooldown != 0)
  703. {
  704. BattleSetStackProperty ssp;
  705. ssp.battleID = battle.getBattle()->getBattleID();
  706. ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
  707. ssp.absolute = false;
  708. ssp.val = cooldown;
  709. ssp.stackID = st->unitId();
  710. gameHandler->sendAndApply(ssp);
  711. }
  712. }
  713. }
  714. }
  715. }
  716. }
  717. void BattleFlowProcessor::setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack, BattleUnitTurnReason reason)
  718. {
  719. assert(stack);
  720. BattleSetActiveStack sas;
  721. sas.battleID = battle.getBattle()->getBattleID();
  722. sas.stack = stack->unitId();
  723. sas.reason = reason;
  724. gameHandler->sendAndApply(sas);
  725. }