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| #include "StdInc.h"#include "CBattleCallback.h"#include "BattleState.h"#include "CGameState.h"#include "NetPacks.h"#include "spells/CSpellHandler.h"#include "VCMI_Lib.h"#include "CTownHandler.h"/* * 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 * */#define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }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(62,  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(78,  EWallPart::INDESTRUCTIBLE_PART),		std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),		std::make_pair(147, 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;boost::shared_mutex& CCallbackBase::getGsMutex(){	return *gs->mx;}bool CCallbackBase::duringBattle() const{	return getBattle() != nullptr;}void CCallbackBase::setBattle(const BattleInfo *B){	battle = B;}boost::optional<PlayerColor> CCallbackBase::getPlayerID() const{	return player;}ETerrainType CBattleInfoEssentials::battleTerrainType() const{	RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);	return getBattle()->terrainType;}BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const{	RETURN_IF_NOT_BATTLE(BFieldType::NONE);	return getBattle()->battlefieldType;}std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const{	std::vector<shared_ptr<const CObstacleInstance> > ret;	RETURN_IF_NOT_BATTLE(ret);	if(!perspective)	{		//if no particular perspective request, use default one		perspective = battleGetMySide();	}	else	{		if(!!player && *perspective != battleGetMySide())		{            logGlobal->errorStream() << "Unauthorized access attempt!";			assert(0); //I want to notice if that happens			//perspective = battleGetMySide();		}	}	for(auto oi : getBattle()->obstacles)	{		if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))			ret.push_back(oi);	}	return ret;}bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const{	RETURN_IF_NOT_BATTLE(false);	return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));}bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const{	RETURN_IF_NOT_BATTLE(false);	for(const CStack *s : battleGetAllStacks())	{		if(s->attackerOwned == !side  &&  s->getCreature()->isItNativeTerrain(getBattle()->terrainType))			return true;	}	return false;}TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const{	return battleGetStacksIf([](const CStack * s){return true;},includeTurrets);}TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate, bool includeTurrets /*= false*/) const{	TStacks ret;	RETURN_IF_NOT_BATTLE(ret);		vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), [=](const CStack * s){		return predicate(s) && (includeTurrets || !(s->type->idNumber == CreatureID::ARROW_TOWERS));	});		return ret;}TStacks CBattleInfoEssentials::battleAliveStacks() const{	return battleGetStacksIf([](const CStack * s){		return s->alive();	});}TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const{	return battleGetStacksIf([=](const CStack * s){		return s->alive() && s->attackerOwned == !side;	});}int CBattleInfoEssentials::battleGetMoatDmg() const{	RETURN_IF_NOT_BATTLE(0);	auto town = getBattle()->town;	if(!town)		return 0;	return town->town->moatDamage;}const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const{	RETURN_IF_NOT_BATTLE(nullptr);	if(!getBattle() || getBattle()->town == nullptr)		return nullptr;	return getBattle()->town;}BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const{	RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);	if(!player)		return BattlePerspective::ALL_KNOWING;	if(*player == getBattle()->sides[0].color)		return BattlePerspective::LEFT_SIDE;	if(*player == getBattle()->sides[1].color)		return BattlePerspective::RIGHT_SIDE;    logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";    return BattlePerspective::INVALID;}const CStack * CBattleInfoEssentials::battleActiveStack() const{	RETURN_IF_NOT_BATTLE(nullptr);	return battleGetStackByID(getBattle()->activeStack);}const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const{	RETURN_IF_NOT_BATTLE(nullptr);	for(auto s : battleGetAllStacks(true))		if(s->ID == ID  &&  (!onlyAlive || s->alive()))			return s;	return nullptr;}bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const{	RETURN_IF_NOT_BATTLE(false);	auto p = battleGetMySide();	return p == BattlePerspective::ALL_KNOWING  ||  p == side;}si8 CBattleInfoEssentials::battleTacticDist() const{	RETURN_IF_NOT_BATTLE(0);	return getBattle()->tacticDistance;}si8 CBattleInfoEssentials::battleGetTacticsSide() const{	RETURN_IF_NOT_BATTLE(-1);	return getBattle()->tacticsSide;}const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const{	RETURN_IF_NOT_BATTLE(nullptr);	if(side > 1)	{        logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " wrong argument!";		return nullptr;	}	if(!battleDoWeKnowAbout(side))	{        logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " access check ";		return nullptr;	}	return getBattle()->sides[side].hero;}const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const{	RETURN_IF_NOT_BATTLE(nullptr);	if(side > 1)	{		logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " wrong argument!";		return nullptr;	}	if(!battleDoWeKnowAbout(side))	{		logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " access check ";		return nullptr;	}	return getBattle()->sides[side].armyObject;}InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const{	auto hero = getBattle()->sides[side].hero;	if(!hero)	{        logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";		return InfoAboutHero();	}	return InfoAboutHero(hero, battleDoWeKnowAbout(side));}int CBattleInfoEssentials::battleCastSpells(ui8 side) const{	RETURN_IF_NOT_BATTLE(-1);	return getBattle()->sides[side].castSpellsCount;}const IBonusBearer * CBattleInfoEssentials::getBattleNode() const{	return getBattle();}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const{	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);	const ui8 side = playerToSide(player);	if(!battleDoWeKnowAbout(side))	{        logGlobal->warnStream() << "You can't check if enemy can cast given spell!";		return ESpellCastProblem::INVALID;	}	switch (mode)	{	case ECastingMode::HERO_CASTING:		{			if(battleTacticDist())				return ESpellCastProblem::ONGOING_TACTIC_PHASE;			if(battleCastSpells(side) > 0)				return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;			auto hero = battleGetFightingHero(side);			if(!hero)				return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;			if(!hero->getArt(ArtifactPosition::SPELLBOOK))				return ESpellCastProblem::NO_SPELLBOOK;			if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))				return ESpellCastProblem::MAGIC_IS_BLOCKED;		}		break;	default:		break;	}	return ESpellCastProblem::OK;}bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const{	RETURN_IF_NOT_BATTLE(false);	ui8 mySide = playerToSide(player);	const CGHeroInstance *myHero = battleGetFightingHero(mySide);	//current player have no hero	if(!myHero)		return false;	//eg. one of heroes is wearing shakles of war	if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))		return false;	//we are besieged defender	if(mySide == BattleSide::DEFENDER  &&  battleGetSiegeLevel())	{		auto town = battleGetDefendedTown();		if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))			return false;	}	return true;}ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const{	RETURN_IF_NOT_BATTLE(-1);	int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });	if(ret < 0)        logGlobal->warnStream() << "Cannot find side for player " << player;	return ret;}ui8 CBattleInfoEssentials::battleGetSiegeLevel() const{	RETURN_IF_NOT_BATTLE(0);	return getBattle()->town ? getBattle()->town->fortLevel() : CGTownInstance::NONE;}bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const{	RETURN_IF_NOT_BATTLE(false);	//conditions like for fleeing + enemy must have a hero	return battleCanFlee(player) && battleHasHero(!playerToSide(player));}bool CBattleInfoEssentials::battleHasHero(ui8 side) const{	RETURN_IF_NOT_BATTLE(false);	assert(side < 2);	return getBattle()->sides[side].hero;}si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const{	RETURN_IF_NOT_BATTLE(0);	if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)		return EWallState::NONE;	assert(partOfWall >= 0 && partOfWall < EWallPart::PARTS_COUNT);	return getBattle()->si.wallState[partOfWall];}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;	if (battleGetSiegeLevel() && telportLevel < 2) //check for wall		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(const CStack * stack, ERandomSpell mode) const{	switch (mode)	{	case RANDOM_GENIE:		return getRandomBeneficialSpell(stack); //target		break;	case RANDOM_AIMED:		return getRandomCastedSpell(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->attackerOwned != lastMoved)		{			ret = fastest;		}		else		{			for(j = i + 1; j < st.size(); j++)			{				if(!st[j]) continue;				if(st[j]->attackerOwned != 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->attackerOwned;		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->attackerOwned;			else				lastMoved = active->attackerOwned;		}		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->attackerOwned)		{			//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(stack->attackerOwned))		{			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 (stack->owner == target->owner)		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;	if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness		return false;	if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures		return false;	//const CGHeroInstance * stackHero = battleGetOwner(stack);	if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter		&& stack->owner != dst->owner		&& dst->alive()		&& (!battleIsStackBlocked(stack)  ||  stack->hasBonusOfType(Bonus::FREE_SHOOTING))		&& stack->shots		)		return true;	return false;}TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,												 ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const{	return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);}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.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT		maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;	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 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 Bonus *slayerEffect = info.attackerBonuses->getEffect(SpellID::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?	{		std::vector<int> affectedIds;		int spLevel = slayerEffect->val;		for(int g = 0; g < VLC->creh->creatures.size(); ++g)		{			for(const 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;	}	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))->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;	}	// TODO attack on petrified unit 50%	// psychic elementals versus mind immune units 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::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,	bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const{	BattleAttackInfo bai(attacker, defender, shooting);	bai.attackerCount = attackerCount;	bai.chargedFields = charge;	bai.luckyHit = lucky;	bai.unluckyHit = unlucky;	bai.deathBlow = deathBlow;	bai.ballistaDoubleDamage = ballistaDoubleDmg;	return calculateDmgRange(bai);}TDmgRange CBattleInfoCallback::battleEstimateDamage(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(bai, retaliationDmg);}std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(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	//const ui8 mySide = !attacker->attackerOwned;	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, gs->getRandomGenerator(), bai.defenderCount);				auto retaliationAttack = bai.reverse();				retaliationAttack.attackerCount = bsa.newAmount;				retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];			}		}	}	return ret;}shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const{	RETURN_IF_NOT_BATTLE(shared_ptr<const CObstacleInstance>());	for(auto &obs : battleGetAllObstacles())	{		if(vstd::contains(obs->getBlockedTiles(), tile)			|| (!onlyBlocking  &&  vstd::contains(obs->getAffectedTiles(), tile)))		{			return obs;		}	}	return shared_ptr<const CObstacleInstance>();}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 && battleGetWallState(EWallPart::GATE) != EWallState::DESTROYED)	{		ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes	}	//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, 78, 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(182)), std::make_pair(3, BattleHex(130)),			std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};		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 ¶ms) 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.attackerOwned);			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, boost::logic::tribool attackerOwned) 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 != closest && s->alive() && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);	}, false);		for(const CStack * st : possibleStacks)		for(BattleHex hex : avHexes)			if(CStack::isMeleeAttackPossible(closest, st, hex))			{				DistStack hlp = {reachability.distances[st->position], 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->attackerOwned))	{		//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.attackerOwned))		{			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->attackerOwned;	AttackableTiles at;	RETURN_IF_NOT_BATTLE(at);	const int WN = GameConstants::BFIELD_WIDTH;	ui16 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)	{		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 interfacebool 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 interfacebool 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;}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode) const{	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);	if(caster == nullptr)	{		logGlobal->errorStream() << "CBattleInfoCallback::battleCanCastThisSpell: no spellcaster.";		return ESpellCastProblem::INVALID;	}	const PlayerColor player = caster->getOwner();	const ui8 side = playerToSide(player);	if(!battleDoWeKnowAbout(side))		return ESpellCastProblem::INVALID;	ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);	if(genProblem != ESpellCastProblem::OK)		return genProblem;	switch(mode)	{	case ECastingMode::HERO_CASTING:		{			const CGHeroInstance * castingHero = dynamic_cast<const CGHeroInstance *>(caster);//todo: unify hero|creature spell cost			assert(castingHero);			if(!castingHero->canCastThisSpell(spell))				return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;			if(castingHero->mana < battleGetSpellCost(spell, castingHero)) //not enough mana				return ESpellCastProblem::NOT_ENOUGH_MANA;		}		break;	}	if(!spell->combatSpell)		return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;	const ESpellCastProblem::ESpellCastProblem specificProblem = spell->canBeCast(this, player);		if(specificProblem != ESpellCastProblem::OK)		return specificProblem;		if(spell->isNegative() || spell->hasEffects())	{		bool allStacksImmune = true;		//we are interested only in enemy stacks when casting offensive spells		//TODO: should hero be able to cast non-smart negative spell if all enemy stacks are immune?		auto stacks = spell->isNegative() ? battleAliveStacks(!side) : battleAliveStacks();		for(auto stack : stacks)		{			if(ESpellCastProblem::OK == spell->isImmuneByStack(caster, stack))			{				allStacksImmune = false;				break;			}		}		if(allStacksImmune)			return ESpellCastProblem::NO_APPROPRIATE_TARGET;	}	if(battleMaxSpellLevel(side) < spell->level) //effect like Recanter's Cloak or Orb of Inhibition		return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;	//checking if there exists an appropriate target	switch(spell->getTargetType())	{	case CSpell::CREATURE:		if(mode == ECastingMode::HERO_CASTING)		{			const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));			bool targetExists = false;            for(const CStack * stack : battleGetAllStacks()) //dead stacks will be immune anyway			{				bool immune =  ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);				bool casterStack = stack->owner == caster->getOwner();				                if(!immune)                {					switch (spell->positiveness)					{					case CSpell::POSITIVE:						if(casterStack || !ti.smart)						{							targetExists = true;							break;						}						break;					case CSpell::NEUTRAL:							targetExists = true;							break;					case CSpell::NEGATIVE:						if(!casterStack || !ti.smart)						{							targetExists = true;							break;						}						break;					}                }			}            if(!targetExists)			{				return ESpellCastProblem::NO_APPROPRIATE_TARGET;			}		}		break;	case CSpell::OBSTACLE:		break;	}	return ESpellCastProblem::OK;}std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const{	std::vector<BattleHex> ret;	RETURN_IF_NOT_BATTLE(ret);	switch(spell->getTargetType())	{	case CSpell::CREATURE:		{			const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO			const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell));						for(const CStack * stack : battleAliveStacks())			{				bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);				bool casterStack = stack->owner == caster->getOwner();								if(!immune)					switch (spell->positiveness)					{					case CSpell::POSITIVE:						if(casterStack || ti.smart)							ret.push_back(stack->position);						break;					case CSpell::NEUTRAL:						ret.push_back(stack->position);						break;					case CSpell::NEGATIVE:						if(!casterStack || ti.smart)							ret.push_back(stack->position);						break;					}			}		}		break;	default:        logGlobal->errorStream() << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType();	}	return ret;}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;}ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpellHere(const ISpellCaster * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const{	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);	if(caster == nullptr)	{		logGlobal->errorStream() << "CBattleInfoCallback::battleCanCastThisSpellHere: no spellcaster.";		return ESpellCastProblem::INVALID;	}		const PlayerColor player = caster->getOwner();	ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(caster, spell, mode);	if(moreGeneralProblem != ESpellCastProblem::OK)		return moreGeneralProblem;	if(spell->getTargetType() == CSpell::OBSTACLE)	{		if(spell->id == SpellID::REMOVE_OBSTACLE)		{			if(auto obstacle = battleGetObstacleOnPos(dest, false))			{				switch (obstacle->obstacleType)				{				case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles can't be removed				case CObstacleInstance::MOAT:					return ESpellCastProblem::NO_APPROPRIATE_TARGET;				case CObstacleInstance::USUAL:					return ESpellCastProblem::OK;// 				//TODO FIRE_WALL only for ADVANCED level casters// 				case CObstacleInstance::FIRE_WALL:// 					return// 				//TODO other magic obstacles for EXPERT// 				case CObstacleInstance::QUICKSAND:// 				case CObstacleInstance::LAND_MINE:// 				case CObstacleInstance::FORCE_FIELD:// 					return				default://					assert(0);					return ESpellCastProblem::OK;				}			}		}		//isObstacleOnTile(dest)		//		//		//TODO		//assert that it's remove obstacle		//rules whether we can remove spell-created obstacle		return ESpellCastProblem::NO_APPROPRIATE_TARGET;	}	//get dead stack if we cast resurrection or animate dead	const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->coversPos(dest); });	const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->coversPos(dest);});	if(spell->isRisingSpell())	{		if(!deadStack && !aliveStack)			return ESpellCastProblem::NO_APPROPRIATE_TARGET;		if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well			return ESpellCastProblem::NO_APPROPRIATE_TARGET;	}	else if(spell->getTargetType() == CSpell::CREATURE)	{		if(!aliveStack)			return ESpellCastProblem::NO_APPROPRIATE_TARGET;		if(spell->isNegative() && aliveStack->owner == player)			return ESpellCastProblem::NO_APPROPRIATE_TARGET;		if(spell->isPositive() && aliveStack->owner != player)			return ESpellCastProblem::NO_APPROPRIATE_TARGET;	}	return spell->isImmuneAt(this, caster, mode, dest);}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;}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(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)	{		if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, spellID)			//TODO: this ability has special limitations			|| battleCanCastThisSpellHere(subject, spellID.toSpell(), 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->shots;				});				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->hasBonusOfType(Bonus::SHOOTER) && stack->shots;				});				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 = (ui8)subject->attackerOwned;				//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->firstHPleft >= subject->MaxHealth())					continue;			}			break;		case SpellID::BLOODLUST:			{				if (subject->shots) //if can shoot - only if enemy uits are adjacent					continue;			}			break;		case SpellID::PRECISION:			{				if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))					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, gs->getRandomGenerator());	}	else	{		return SpellID::NONE;	}}SpellID CBattleInfoCallback::getRandomCastedSpell(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(Bonus * b : *bl)	{		totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1	}	int randomPos = gs->getRandomGenerator().nextInt(totalWeight - 1);	for(Bonus * 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;	int ret = 0;	double discount = 0;	for(const CStack *s : battleAliveStacks(playerToSide(Player)))		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->count;	if(const CGHeroInstance *h = battleGetFightingHero(playerToSide(Player)))		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[1-stack->attackerOwned] = true;		}	}	if(!hasStack[0] && !hasStack[1])		return 2;	if(!hasStack[1])		return 0;	if(!hasStack[0])		return 1;	return boost::none;}bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const{	return accessible(tile, stack->doubleWide(), stack->attackerOwned);}bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const{	// All hexes that stack would cover if standing on tile have to be accessible.	for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))	{        // If the hex is out of range then the tile isn't accessible        if(!hex.isValid())            return false;        // If we're no defender which step on gate and the hex isn't accessible, then the tile        // isn't accessible        else if(at(hex) != EAccessibility::ACCESSIBLE &&                !(at(hex) == EAccessibility::GATE && !attackerOwned))            return false;	}	return true;}bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const{	//obviously, we can occupy tile by standing on it	if(accessible(tile, stack))		return true;	if(stack->doubleWide())	{		//Check the tile next to -> if stack stands there, it'll also occupy considered hex		const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);		if(accessible(anotherTile, stack))			return true;	}	return false;}ReachabilityInfo::Parameters::Parameters(){	stack = nullptr;	perspective = BattlePerspective::ALL_KNOWING;	attackerOwned = doubleWide = flying = false;}ReachabilityInfo::Parameters::Parameters(const CStack *Stack){	stack = Stack;	perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);	startPosition = Stack->position;	doubleWide = stack->doubleWide();	attackerOwned = stack->attackerOwned;	flying = stack->hasBonusOfType(Bonus::FLYING);	knownAccessible = stack->getHexes();}ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const{	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);	ASSERT_IF_CALLED_WITH_PLAYER	const ISpellCaster * hero = battleGetMyHero();	if(hero == nullptr)		return ESpellCastProblem::INVALID;	else		return CBattleInfoCallback::battleCanCastThisSpell(hero, spell, ECastingMode::HERO_CASTING);}bool CPlayerBattleCallback::battleCanFlee() const{	RETURN_IF_NOT_BATTLE(false);	ASSERT_IF_CALLED_WITH_PLAYER	return CBattleInfoEssentials::battleCanFlee(*player);}TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const{	if(whose != MINE_AND_ENEMY)	{		ASSERT_IF_CALLED_WITH_PLAYER	}		return battleGetStacksIf([=](const CStack * s){		const bool ownerMatches = (whose == MINE_AND_ENEMY)			|| (whose == ONLY_MINE && s->owner == player)			|| (whose == ONLY_ENEMY && s->owner != player);		const bool alivenessMatches = s->alive()  ||  !onlyAlive;		return ownerMatches && alivenessMatches;			});}int CPlayerBattleCallback::battleGetSurrenderCost() const{	RETURN_IF_NOT_BATTLE(-3)	ASSERT_IF_CALLED_WITH_PLAYER	return CBattleInfoCallback::battleGetSurrenderCost(*player);}bool CPlayerBattleCallback::battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem /*= nullptr*/) const{	RETURN_IF_NOT_BATTLE(false);	ASSERT_IF_CALLED_WITH_PLAYER	auto problem = CBattleInfoCallback::battleCanCastSpell(*player, ECastingMode::HERO_CASTING);	if(outProblem)		*outProblem = problem;	return problem == ESpellCastProblem::OK;}const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const{	return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());}InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const{	return battleGetHeroInfo(!battleGetMySide());}BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting){	attacker = Attacker;	defender = Defender;	attackerBonuses = Attacker;	defenderBonuses = Defender;	attackerPosition = Attacker->position;	defenderPosition = Defender->position;	attackerCount = Attacker->count;	defenderCount = Defender->count;	shooting = Shooting;	chargedFields = 0;	luckyHit = false;	deathBlow = false;	ballistaDoubleDamage = false;}BattleAttackInfo BattleAttackInfo::reverse() const{	BattleAttackInfo ret = *this;	std::swap(ret.attacker, ret.defender);	std::swap(ret.attackerBonuses, ret.defenderBonuses);	std::swap(ret.attackerPosition, ret.defenderPosition);	std::swap(ret.attackerCount, ret.defenderCount);	ret.shooting = false;	ret.chargedFields = 0;	ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;	return ret;}
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