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- /*
- * BattleProcessor.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "BattleProcessor.h"
- #include "BattleActionProcessor.h"
- #include "BattleFlowProcessor.h"
- #include "BattleResultProcessor.h"
- #include "../CGameHandler.h"
- #include "../CVCMIServer.h"
- #include "../processors/HeroPoolProcessor.h"
- #include "../queries/QueriesProcessor.h"
- #include "../queries/BattleQueries.h"
- #include "../../lib/ArtifactUtils.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CondSh.h"
- #include "../../lib/GameSettings.h"
- #include "../../lib/ScopeGuard.h"
- #include "../../lib/TerrainHandler.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/battle/BattleInfo.h"
- #include "../../lib/battle/CUnitState.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/mapping/CMap.h"
- #include "../../lib/modding/IdentifierStorage.h"
- #include "../../lib/serializer/Cast.h"
- #include "../../lib/spells/AbilityCaster.h"
- #include "../../lib/spells/BonusCaster.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/ObstacleCasterProxy.h"
- #include "../../lib/spells/Problem.h"
- #define COMPLAIN_RET_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return;}} while(0)
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return false;}} while(0)
- #define COMPLAIN_RET(txt) {gameHandler->complain(txt); return false;}
- #define COMPLAIN_RETF(txt, FORMAT) {gameHandler->complain(boost::str(boost::format(txt) % FORMAT)); return false;}
- BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
- : gameHandler(gameHandler)
- , flowProcessor(std::make_unique<BattleFlowProcessor>(this))
- , actionsProcessor(std::make_unique<BattleActionProcessor>(this))
- , resultProcessor(std::make_unique<BattleResultProcessor>(this))
- {
- setGameHandler(gameHandler);
- }
- BattleProcessor::BattleProcessor():
- BattleProcessor(nullptr)
- {
- }
- BattleProcessor::~BattleProcessor() = default;
- void BattleProcessor::engageIntoBattle(PlayerColor player)
- {
- //notify interfaces
- PlayerBlocked pb;
- pb.player = player;
- pb.reason = PlayerBlocked::UPCOMING_BATTLE;
- pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
- gameHandler->sendAndApply(&pb);
- }
- void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
- const CGTownInstance *town) //use hero=nullptr for no hero
- {
- if(gameHandler->gameState()->curB)
- gameHandler->gameState()->curB.dellNull();
- engageIntoBattle(army1->tempOwner);
- engageIntoBattle(army2->tempOwner);
- static const CArmedInstance *armies[2];
- armies[0] = army1;
- armies[1] = army2;
- static const CGHeroInstance*heroes[2];
- heroes[0] = hero1;
- heroes[1] = hero2;
- setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
- //existing battle query for retying auto-combat
- if(lastBattleQuery)
- {
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- SetMana restoreInitialMana;
- restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
- restoreInitialMana.hid = heroes[i]->id;
- gameHandler->sendAndApply(&restoreInitialMana);
- }
- }
- lastBattleQuery->bi = gameHandler->gameState()->curB;
- lastBattleQuery->result = std::nullopt;
- lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject;
- lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject;
- }
- auto nextBattleQuery = std::make_shared<CBattleQuery>(gameHandler, gameHandler->gameState()->curB);
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
- }
- }
- gameHandler->queries->addQuery(nextBattleQuery);
- flowProcessor->onBattleStarted();
- }
- void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
- {
- startBattlePrimary(army1, army2, tile,
- army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
- army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
- creatureBank);
- }
- void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
- {
- startBattleI(army1, army2, army2->visitablePos(), creatureBank);
- }
- void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- const auto & t = *gameHandler->getTile(tile);
- TerrainId terrain = t.terType->getId();
- if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
- terrain = ETerrainId::SAND;
- BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
- if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
- terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
- //send info about battles
- BattleStart bs;
- bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- engageIntoBattle(bs.info->sides[0].color);
- engageIntoBattle(bs.info->sides[1].color);
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->sides[0].color));
- bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
- gameHandler->sendAndApply(&bs);
- }
- void BattleProcessor::checkBattleStateChanges()
- {
- //check if drawbridge state need to be changes
- if (gameHandler->battleGetSiegeLevel() > 0)
- updateGateState();
- //check if battle ended
- if (auto result = gameHandler->battleIsFinished())
- {
- setBattleResult(EBattleResult::NORMAL, *result);
- }
- }
- void BattleProcessor::updateGateState()
- {
- // GATE_BRIDGE - leftmost tile, located over moat
- // GATE_OUTER - central tile, mostly covered by gate image
- // GATE_INNER - rightmost tile, inside the walls
- // GATE_OUTER or GATE_INNER:
- // - if defender moves unit on these tiles, bridge will open
- // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
- // - blocked to attacker if bridge is closed
- // GATE_BRIDGE
- // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
- // - if Force Field is cast here, bridge can't open (but can close, in any town)
- // - deals moat damage to attacker if bridge is closed (fortress only)
- bool hasForceFieldOnBridge = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
- bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
- bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
- bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
- bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- BattleUpdateGateState db;
- db.state = gameHandler->gameState()->curB->si.gateState;
- if (gameHandler->gameState()->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
- {
- db.state = EGateState::DESTROYED;
- }
- else if (db.state == EGateState::OPENED)
- {
- bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
- bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
- if (gateCanClose)
- db.state = EGateState::CLOSED;
- else
- db.state = EGateState::OPENED;
- }
- else // CLOSED or BLOCKED
- {
- bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
- if (gateBlocked)
- db.state = EGateState::BLOCKED;
- else
- db.state = EGateState::CLOSED;
- }
- if (db.state != gameHandler->gameState()->curB->si.gateState)
- gameHandler->sendAndApply(&db);
- }
- bool BattleProcessor::makeBattleAction(PlayerColor player, BattleAction &ba)
- {
- const BattleInfo * b = gameHandler->gameState()->curB;
- if(!b && gameHandler->complain("Can not make action - there is no battle ongoing!"))
- return false;
- if (ba.side != 0 && ba.side != 1 && gameHandler->complain("Can not make action - invalid battle side!"))
- return false;
- if(b->tacticDistance)
- {
- if(ba.actionType != EActionType::WALK && ba.actionType != EActionType::END_TACTIC_PHASE
- && ba.actionType != EActionType::RETREAT && ba.actionType != EActionType::SURRENDER)
- {
- gameHandler->complain("Can not make actions while in tactics mode!");
- return false;
- }
- if(player != b->sides[ba.side].color)
- {
- gameHandler->complain("Can not make actions in battles you are not part of!");
- return false;
- }
- }
- else
- {
- auto active = b->battleActiveUnit();
- if(!active && gameHandler->complain("No active unit in battle!"))
- return false;
- auto unitOwner = b->battleGetOwner(active);
- if(player != unitOwner && gameHandler->complain("Can not make actions in battles you are not part of!"))
- return false;
- }
- return makeBattleAction(ba);
- }
- void BattleProcessor::setBattleResult(EBattleResult resultType, int victoriusSide)
- {
- resultProcessor->setBattleResult(resultType, victoriusSide);
- resultProcessor->endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
- }
- bool BattleProcessor::makeBattleAction(const BattleAction &ba)
- {
- bool result = actionsProcessor->makeBattleAction(ba);
- flowProcessor->onActionMade(ba);
- return result;
- }
- void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
- {
- resultProcessor->endBattleConfirm(battleInfo);
- }
- void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
- {
- resultProcessor->battleAfterLevelUp(result);
- }
- void BattleProcessor::setGameHandler(CGameHandler * newGameHandler)
- {
- gameHandler = newGameHandler;
- actionsProcessor->setGameHandler(newGameHandler);
- flowProcessor->setGameHandler(newGameHandler);
- resultProcessor->setGameHandler(newGameHandler);
- }
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