BattleState.h 14 KB

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  1. #pragma once
  2. #include "BattleHex.h"
  3. #include "HeroBonus.h"
  4. #include "CCreatureSet.h"
  5. #include "CObjectHandler.h"
  6. #include "CCreatureHandler.h"
  7. #include "CObstacleInstance.h"
  8. #include "ConstTransitivePtr.h"
  9. #include "GameConstants.h"
  10. #include "CBattleCallback.h"
  11. /*
  12. * BattleState.h, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. class CGHeroInstance;
  21. class CStack;
  22. class CArmedInstance;
  23. class CGTownInstance;
  24. class CStackInstance;
  25. struct BattleStackAttacked;
  26. //only for use in BattleInfo
  27. struct DLL_LINKAGE SiegeInfo
  28. {
  29. ui8 wallState[EWallParts::PARTS_COUNT];
  30. template <typename Handler> void serialize(Handler &h, const int version)
  31. {
  32. h & wallState;
  33. }
  34. };
  35. struct DLL_LINKAGE SideInBattle
  36. {
  37. PlayerColor color;
  38. const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
  39. const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
  40. ui8 castSpellsCount; //how many spells each side has cast this turn
  41. std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
  42. si16 enchanterCounter; //tends to pass through 0, so sign is needed
  43. SideInBattle();
  44. void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
  45. template <typename Handler> void serialize(Handler &h, const int version)
  46. {
  47. h & color & hero & armyObject;
  48. h & castSpellsCount & usedSpellsHistory & enchanterCounter;
  49. }
  50. };
  51. struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
  52. {
  53. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  54. si32 round, activeStack, selectedStack;
  55. CGTownInstance::EFortLevel siege;
  56. const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
  57. int3 tile; //for background and bonuses
  58. std::vector<CStack*> stacks;
  59. std::vector<shared_ptr<CObstacleInstance> > obstacles;
  60. SiegeInfo si;
  61. BFieldType battlefieldType; //like !!BA:B
  62. ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  63. ui8 tacticsSide; //which side is requested to play tactics phase
  64. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  65. template <typename Handler> void serialize(Handler &h, const int version)
  66. {
  67. h & sides;
  68. h & round & activeStack & selectedStack & siege & town & tile & stacks & obstacles
  69. & si & battlefieldType & terrainType;
  70. h & tacticsSide & tacticDistance;
  71. h & static_cast<CBonusSystemNode&>(*this);
  72. }
  73. //////////////////////////////////////////////////////////////////////////
  74. BattleInfo();
  75. ~BattleInfo(){};
  76. //////////////////////////////////////////////////////////////////////////
  77. CStack * getStackT(BattleHex tileID, bool onlyAlive = true);
  78. CStack * getStack(int stackID, bool onlyAlive = true);
  79. using CBattleInfoEssentials::battleGetArmyObject;
  80. CArmedInstance * battleGetArmyObject(ui8 side) const;
  81. using CBattleInfoEssentials::battleGetFightingHero;
  82. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  83. const CStack * getNextStack() const; //which stack will have turn after current one
  84. //void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  85. //void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
  86. //static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  87. int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
  88. //void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  89. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  90. //std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
  91. //bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
  92. shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
  93. std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
  94. ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
  95. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  96. //void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
  97. //std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  98. //std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  99. static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
  100. CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  101. CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  102. int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
  103. //std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
  104. bool resurrects(SpellID spellid) const; //TODO: move it to spellHandler?
  105. const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
  106. std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::vector<const CStack*> affectedCreatures, PlayerColor casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const;
  107. const CStack * battleGetStack(BattleHex pos, bool onlyAlive); //returns stack at given tile
  108. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; nullptr if none
  109. void localInit();
  110. void localInitStack(CStack * s);
  111. static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  112. //bool hasNativeStack(ui8 side) const;
  113. PlayerColor theOtherPlayer(PlayerColor player) const;
  114. ui8 whatSide(PlayerColor player) const;
  115. static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
  116. static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
  117. };
  118. class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor
  119. {
  120. public:
  121. const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
  122. ui32 ID; //unique ID of stack
  123. ui32 baseAmount;
  124. ui32 firstHPleft; //HP of first creature in stack
  125. PlayerColor owner; //owner - player colour (255 for neutrals)
  126. SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
  127. bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  128. BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  129. ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
  130. si16 shots; //how many shots left
  131. ui8 casts; //how many casts left
  132. TQuantity resurrected; // these units will be taken back after battle is over
  133. std::set<EBattleStackState::EBattleStackState> state;
  134. //overrides
  135. const CCreature* getCreature() const {return type;}
  136. CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
  137. CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
  138. CStack(); //c-tor
  139. ~CStack();
  140. std::string nodeName() const override;
  141. void init(); //set initial (invalid) values
  142. void postInit(); //used to finish initialization when inheriting creature parameters is working
  143. std::string getName() const; //plural or singular
  144. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  145. bool ableToRetaliate() const; //if stack can retaliate after attacked
  146. bool moved(int turn = 0) const; //if stack was already moved this turn
  147. bool waited(int turn = 0) const;
  148. bool canMove(int turn = 0) const; //if stack can move
  149. bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
  150. ui32 level() const;
  151. si32 magicResistance() const override; //include aura of resistance
  152. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  153. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  154. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
  155. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
  156. {
  157. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  158. hb.effectRange = limit;
  159. return hb;
  160. }
  161. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  162. bool doubleWide() const;
  163. BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  164. BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
  165. std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
  166. std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
  167. static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
  168. bool coversPos(BattleHex position) const; //checks also if unit is double-wide
  169. std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
  170. std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
  171. void prepareAttacked(BattleStackAttacked &bsa, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
  172. template <typename Handler> void serialize(Handler &h, const int version)
  173. {
  174. assert(isIndependentNode());
  175. h & static_cast<CBonusSystemNode&>(*this);
  176. h & static_cast<CStackBasicDescriptor&>(*this);
  177. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
  178. & shots & casts & count & resurrected;
  179. const CArmedInstance *army = (base ? base->armyObj : nullptr);
  180. SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
  181. if(h.saving)
  182. {
  183. h & army & slot;
  184. }
  185. else
  186. {
  187. h & army & slot;
  188. if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
  189. {
  190. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  191. assert (hero);
  192. base = hero->commander;
  193. }
  194. else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
  195. {
  196. base = nullptr;
  197. logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
  198. }
  199. else
  200. {
  201. base = &army->getStack(slot);
  202. }
  203. }
  204. }
  205. bool alive() const //determines if stack is alive
  206. {
  207. return vstd::contains(state,EBattleStackState::ALIVE);
  208. }
  209. bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
  210. };
  211. class DLL_LINKAGE CMP_stack
  212. {
  213. int phase; //rules of which phase will be used
  214. int turn;
  215. public:
  216. bool operator ()(const CStack* a, const CStack* b);
  217. CMP_stack(int Phase = 1, int Turn = 0);
  218. };