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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 "../CGameHandler.h"
 
- #include "../CVCMIServer.h"
 
- #include "../processors/HeroPoolProcessor.h"
 
- #include "../queries/CQuery.h"
 
- #include "../../lib/ArtifactUtils.h"
 
- #include "../../lib/CGeneralTextHandler.h"
 
- #include "../../lib/CModHandler.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/CondSh.h"
 
- #include "../../lib/GameSettings.h"
 
- #include "../../lib/ScopeGuard.h"
 
- #include "../../lib/TerrainHandler.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/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;}
 
- CondSh<bool> battleMadeAction(false);
 
- CondSh<BattleResult *> battleResult(nullptr);
 
- boost::recursive_mutex battleActionMutex;
 
- static EndAction end_action;
 
- static void giveExp(BattleResult &r)
 
- {
 
- 	if (r.winner > 1)
 
- 	{
 
- 		// draw
 
- 		return;
 
- 	}
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 	{
 
- 		r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
 
- 	}
 
- }
 
- static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
 
- {
 
- 	int x = targetPosition.getX();
 
- 	int y = targetPosition.getY();
 
- 	const bool targetIsAttacker = side == BattleSide::ATTACKER;
 
- 	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...
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 	else
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 	//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
 
- 	if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
 
- 	{
 
- 		if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 		}
 
- 		else
 
- 		{	//add back-side guardians for two-hex target, side guardians for one-hex
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 			if (!targetIsTwoHex && x > 2) //back guard for one-hex
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 			else if (targetIsTwoHex)//front-side guardians for two-hex target
 
- 			{
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 				if (x > 3) //back guard for two-hex
 
- 					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
 
- 	{
 
- 		if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
 
- 			BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 			if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 			else if (targetIsTwoHex)
 
- 			{
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 				BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 				if (x < GameConstants::BFIELD_WIDTH - 4)
 
- 					BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (!targetIsAttacker && y % 2 == 0)
 
- 	{
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
 
- 	}
 
- 	else if (targetIsAttacker && y % 2 == 1)
 
- 	{
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
 
- 		BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
 
- 	}
 
- }
 
- CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
 
- 	army(battleSide.armyObject)
 
- {
 
- 	heroWithDeadCommander = ObjectInstanceID();
 
- 	PlayerColor color = battleSide.color;
 
- 	for(CStack * st : bat->stacks)
 
- 	{
 
- 		if(st->summoned) //don't take into account temporary summoned stacks
 
- 			continue;
 
- 		if(st->unitOwner() != color) //remove only our stacks
 
- 			continue;
 
- 		logGlobal->debug("Calculating casualties for %s", st->nodeName());
 
- 		st->health.takeResurrected();
 
- 		if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
 
- 		{
 
- 			logGlobal->debug("Ignored arrow towers stack.");
 
- 		}
 
- 		else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
 
- 		{
 
- 			auto warMachine = st->unitType()->warMachine;
 
- 			if(warMachine == ArtifactID::NONE)
 
- 			{
 
- 				logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			//catapult artifact remain even if "creature" killed in siege
 
- 			else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
 
- 			{
 
- 				logGlobal->debug("War machine has been destroyed");
 
- 				auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
 
- 				if (hero)
 
- 					removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
 
- 				else
 
- 					logGlobal->error("War machine in army without hero");
 
- 			}
 
- 		}
 
- 		else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if(st->alive() && st->getCount() > 0)
 
- 			{
 
- 				logGlobal->debug("Permanently summoned %d units.", st->getCount());
 
- 				const CreatureID summonedType = st->creatureId();
 
- 				summoned[summonedType] += st->getCount();
 
- 			}
 
- 		}
 
- 		else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
 
- 		{
 
- 			if (nullptr == st->base)
 
- 			{
 
- 				logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 			else
 
- 			{
 
- 				auto c = dynamic_cast <const CCommanderInstance *>(st->base);
 
- 				if(c)
 
- 				{
 
- 					auto h = dynamic_cast <const CGHeroInstance *>(army);
 
- 					if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
 
- 					{
 
- 						logGlobal->debug("Commander is dead.");
 
- 						heroWithDeadCommander = army->id; //TODO: unify commander handling
 
- 					}
 
- 				}
 
- 				else
 
- 					logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
 
- 			}
 
- 		}
 
- 		else if(st->base && !army->slotEmpty(st->unitSlot()))
 
- 		{
 
- 			logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
 
- 			if(st->getCount() == 0 || !st->alive())
 
- 			{
 
- 				logGlobal->debug("Stack has been destroyed.");
 
- 				StackLocation sl(army, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
 
- 			}
 
- 			else if(st->getCount() < army->getStackCount(st->unitSlot()))
 
- 			{
 
- 				logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
 
- 				StackLocation sl(army, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 			else if(st->getCount() > army->getStackCount(st->unitSlot()))
 
- 			{
 
- 				logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
 
- 				StackLocation sl(army, st->unitSlot());
 
- 				newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			logGlobal->warn("Unable to process stack: %s", st->nodeName());
 
- 		}
 
- 	}
 
- }
 
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
 
- {
 
- 	for (TStackAndItsNewCount &ncount : newStackCounts)
 
- 	{
 
- 		if (ncount.second > 0)
 
- 			gh->changeStackCount(ncount.first, ncount.second, true);
 
- 		else
 
- 			gh->eraseStack(ncount.first, true);
 
- 	}
 
- 	for (auto summoned_iter : summoned)
 
- 	{
 
- 		SlotID slot = army->getSlotFor(summoned_iter.first);
 
- 		if (slot.validSlot())
 
- 		{
 
- 			StackLocation location(army, slot);
 
- 			gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
 
- 		}
 
- 		else
 
- 		{
 
- 			//even if it will be possible to summon anything permanently it should be checked for free slot
 
- 			//necromancy is handled separately
 
- 			gh->complain("No free slot to put summoned creature");
 
- 		}
 
- 	}
 
- 	for (auto al : removedWarMachines)
 
- 	{
 
- 		gh->removeArtifact(al);
 
- 	}
 
- 	if (heroWithDeadCommander != ObjectInstanceID())
 
- 	{
 
- 		SetCommanderProperty scp;
 
- 		scp.heroid = heroWithDeadCommander;
 
- 		scp.which = SetCommanderProperty::ALIVE;
 
- 		scp.amount = 0;
 
- 		gh->sendAndApply(&scp);
 
- 	}
 
- }
 
- BattleProcessor::BattleProcessor(CGameHandler * gameHandler):
 
- 	visitObjectAfterVictory(false),
 
- 	gameHandler(gameHandler)
 
- {
 
- }
 
- BattleProcessor::BattleProcessor():
 
- 	visitObjectAfterVictory(false),
 
- 	gameHandler(nullptr)
 
- {
 
- }
 
- BattleProcessor::~BattleProcessor()
 
- {
 
- 	if (battleThread)
 
- 	{
 
- 		//Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
 
- 		battleMadeAction.setn(true);
 
- 		battleThread->join();
 
- 	}
 
- }
 
- FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int remainingBattleQueriesCount)
 
- {
 
- 	assert(Query->result);
 
- 	assert(Query->bi);
 
- 	auto &result = *Query->result;
 
- 	auto &info = *Query->bi;
 
- 	winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
 
- 	loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
 
- 	victor = info.sides[result.winner].color;
 
- 	loser = info.sides[!result.winner].color;
 
- 	winnerSide = result.winner;
 
- 	this->remainingBattleQueriesCount = remainingBattleQueriesCount;
 
- }
 
- FinishingBattleHelper::FinishingBattleHelper()
 
- {
 
- 	winnerHero = loserHero = nullptr;
 
- 	winnerSide = 0;
 
- 	remainingBattleQueriesCount = 0;
 
- }
 
- 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);
 
- 	this->battleThread = std::make_unique<boost::thread>(boost::thread(&BattleProcessor::runBattle, this));
 
- }
 
- 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::runBattle()
 
- {
 
- 	boost::unique_lock lock(battleActionMutex);
 
- 	gameHandler->setBattle(gameHandler->gameState()->curB);
 
- 	assert(gameHandler->gameState()->curB);
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//Moat should be initialized here, because only here we can use spellcasting
 
- 	if (gameHandler->gameState()->curB->town && gameHandler->gameState()->curB->town->fortLevel() >= CGTownInstance::CITADEL)
 
- 	{
 
- 		const auto * h = gameHandler->gameState()->curB->battleGetFightingHero(BattleSide::DEFENDER);
 
- 		const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
 
- 		auto moatCaster = spells::SilentCaster(gameHandler->gameState()->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
 
- 		auto cast = spells::BattleCast(gameHandler->gameState()->curB, &moatCaster, spells::Mode::PASSIVE, gameHandler->gameState()->curB->town->town->moatAbility.toSpell());
 
- 		auto target = spells::Target();
 
- 		cast.cast(gameHandler->spellEnv, target);
 
- 	}
 
- 	//tactic round
 
- 	{
 
- 		while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && gameHandler->gameState()->curB->tacticDistance && !battleResult.get())
 
- 		{
 
- 			auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 		}
 
- 	}
 
- 	//initial stacks appearance triggers, e.g. built-in bonus spells
 
- 	auto initialStacks = gameHandler->gameState()->curB->stacks; //use temporary variable to outclude summoned stacks added to gameHandler->gameState()->curB->stacks from processing
 
- 	for (CStack * stack : initialStacks)
 
- 	{
 
- 		if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
 
- 		{
 
- 			std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
 
- 			auto accessibility = gameHandler->getAccesibility();
 
- 			CreatureID creatureData = CreatureID(summonInfo->subtype);
 
- 			std::vector<BattleHex> targetHexes;
 
- 			const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
 
- 			const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
 
- 			/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
 
- 			For one-hex targets there are four guardians - front, back and one per side (up + down).
 
- 			Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
 
- 			Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
 
- 			if (!guardianIsBig)
 
- 				targetHexes = stack->getSurroundingHexes();
 
- 			else
 
- 				summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
 
- 			for(auto hex : targetHexes)
 
- 			{
 
- 				if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
 
- 				{
 
- 					battle::UnitInfo info;
 
- 					info.id = gameHandler->gameState()->curB->battleNextUnitId();
 
- 					info.count =  std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
 
- 					info.type = creatureData;
 
- 					info.side = stack->unitSide();
 
- 					info.position = hex;
 
- 					info.summoned = true;
 
- 					BattleUnitsChanged pack;
 
- 					pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
 
- 					info.save(pack.changedStacks.back().data);
 
- 					gameHandler->sendAndApply(&pack);
 
- 				}
 
- 			}
 
- 		}
 
- 		stackEnchantedTrigger(stack);
 
- 	}
 
- 	//spells opening battle
 
- 	for (int i = 0; i < 2; ++i)
 
- 	{
 
- 		auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
 
- 		if (h)
 
- 		{
 
- 			TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
 
- 			for (auto b : *bl)
 
- 			{
 
- 				spells::BonusCaster caster(h, b);
 
- 				const CSpell * spell = SpellID(b->subtype).toSpell();
 
- 				spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 				parameters.setSpellLevel(3);
 
- 				parameters.setEffectDuration(b->val);
 
- 				parameters.massive = true;
 
- 				parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
 
- 			}
 
- 		}
 
- 	}
 
- 	// it is possible that due to opening spells one side was eliminated -> check for end of battle
 
- 	checkBattleStateChanges();
 
- 	bool firstRound = true;//FIXME: why first round is -1?
 
- 	//main loop
 
- 	while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		BattleNextRound bnr;
 
- 		bnr.round = gameHandler->gameState()->curB->round + 1;
 
- 		logGlobal->debug("Round %d", bnr.round);
 
- 		gameHandler->sendAndApply(&bnr);
 
- 		auto obstacles = gameHandler->gameState()->curB->obstacles; //we copy container, because we're going to modify it
 
- 		for (auto &obstPtr : obstacles)
 
- 		{
 
- 			if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
 
- 				if (sco->turnsRemaining == 0)
 
- 					removeObstacle(*obstPtr);
 
- 		}
 
- 		const BattleInfo & curB = *gameHandler->gameState()->curB;
 
- 		for(auto stack : curB.stacks)
 
- 		{
 
- 			if(stack->alive() && !firstRound)
 
- 				stackEnchantedTrigger(stack);
 
- 		}
 
- 		//stack loop
 
- 		auto getNextStack = [this]() -> const CStack *
 
- 		{
 
- 			if(battleResult.get())
 
- 				return nullptr;
 
- 			std::vector<battle::Units> q;
 
- 			gameHandler->gameState()->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
 
- 			if(!q.empty())
 
- 			{
 
- 				if(!q.front().empty())
 
- 				{
 
- 					auto next = q.front().front();
 
- 					const auto stack = dynamic_cast<const CStack *>(next);
 
- 					// regeneration takes place before everything else but only during first turn attempt in each round
 
- 					// also works under blind and similar effects
 
- 					if(stack && stack->alive() && !stack->waiting)
 
- 					{
 
- 						BattleTriggerEffect bte;
 
- 						bte.stackID = stack->unitId();
 
- 						bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
 
- 						const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
 
- 						if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
 
- 							bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
 
- 						if(bte.val) // anything to heal
 
- 							gameHandler->sendAndApply(&bte);
 
- 					}
 
- 					if(next->willMove())
 
- 						return stack;
 
- 				}
 
- 			}
 
- 			return nullptr;
 
- 		};
 
- 		const CStack * next = nullptr;
 
- 		while((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && (next = getNextStack()))
 
- 		{
 
- 			BattleUnitsChanged removeGhosts;
 
- 			for(auto stack : curB.stacks)
 
- 			{
 
- 				if(stack->ghostPending)
 
- 					removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
 
- 			}
 
- 			if(!removeGhosts.changedStacks.empty())
 
- 				gameHandler->sendAndApply(&removeGhosts);
 
- 			// check for bad morale => freeze
 
- 			int nextStackMorale = next->moraleVal();
 
- 			if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
 
- 			{
 
- 				auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
 
- 				size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
 
- 				if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = EActionType::BAD_MORALE;
 
- 					ba.side = next->unitSide();
 
- 					ba.stackNumber = next->unitId();
 
- 					makeAutomaticAction(next, ba);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
 
- 			{
 
- 				logGlobal->trace("Handle Berserk effect");
 
- 				std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
 
- 				if (attackInfo.first != nullptr)
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = EActionType::WALK_AND_ATTACK;
 
- 					attack.side = next->unitSide();
 
- 					attack.stackNumber = next->unitId();
 
- 					attack.aimToHex(attackInfo.second);
 
- 					attack.aimToUnit(attackInfo.first);
 
- 					makeAutomaticAction(next, attack);
 
- 					logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
 
- 				}
 
- 				else
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					logGlobal->trace("No target found");
 
- 				}
 
- 				continue;
 
- 			}
 
- 			const CGHeroInstance * curOwner = gameHandler->battleGetOwnerHero(next);
 
- 			const int stackCreatureId = next->unitType()->getId();
 
- 			if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
 
- 				&& (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
 
- 			{
 
- 				BattleAction attack;
 
- 				attack.actionType = EActionType::SHOOT;
 
- 				attack.side = next->unitSide();
 
- 				attack.stackNumber = next->unitId();
 
- 				//TODO: select target by priority
 
- 				const battle::Unit * target = nullptr;
 
- 				for(auto & elem : gameHandler->gameState()->curB->stacks)
 
- 				{
 
- 					if(elem->unitType()->getId() != CreatureID::CATAPULT
 
- 						&& elem->unitOwner() != next->unitOwner()
 
- 						&& elem->isValidTarget()
 
- 						&& gameHandler->gameState()->curB->battleCanShoot(next, elem->getPosition()))
 
- 					{
 
- 						target = elem;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(target == nullptr)
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 				}
 
- 				else
 
- 				{
 
- 					attack.aimToUnit(target);
 
- 					makeAutomaticAction(next, attack);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			if (next->unitType()->getId() == CreatureID::CATAPULT)
 
- 			{
 
- 				const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
 
- 				if (attackableBattleHexes.empty())
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					continue;
 
- 				}
 
- 				if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = EActionType::CATAPULT;
 
- 					attack.side = next->unitSide();
 
- 					attack.stackNumber = next->unitId();
 
- 					makeAutomaticAction(next, attack);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
 
- 			{
 
- 				TStacks possibleStacks = gameHandler->battleGetStacksIf([=](const CStack * s)
 
- 				{
 
- 					return s->unitOwner() == next->unitOwner() && s->canBeHealed();
 
- 				});
 
- 				if (!possibleStacks.size())
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					continue;
 
- 				}
 
- 				if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
 
- 				{
 
- 					RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
 
- 					const CStack * toBeHealed = possibleStacks.front();
 
- 					BattleAction heal;
 
- 					heal.actionType = EActionType::STACK_HEAL;
 
- 					heal.aimToUnit(toBeHealed);
 
- 					heal.side = next->unitSide();
 
- 					heal.stackNumber = next->unitId();
 
- 					makeAutomaticAction(next, heal);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			int numberOfAsks = 1;
 
- 			bool breakOuter = false;
 
- 			do
 
- 			{//ask interface and wait for answer
 
- 				if (!battleResult.get())
 
- 				{
 
- 					stackTurnTrigger(next); //various effects
 
- 					if(next->fear)
 
- 					{
 
- 						makeStackDoNothing(next); //end immediately if stack was affected by fear
 
- 					}
 
- 					else
 
- 					{
 
- 						logGlobal->trace("Activating %s", next->nodeName());
 
- 						auto nextId = next->unitId();
 
- 						BattleSetActiveStack sas;
 
- 						sas.stack = nextId;
 
- 						gameHandler->sendAndApply(&sas);
 
- 						auto actionWasMade = [&]() -> bool
 
- 						{
 
- 							if (battleMadeAction.data)//active stack has made its action
 
- 								return true;
 
- 							if (battleResult.get())// battle is finished
 
- 								return true;
 
- 							if (next == nullptr)//active stack was been removed
 
- 								return true;
 
- 							return !next->alive();//active stack is dead
 
- 						};
 
- 						boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 						battleMadeAction.data = false;
 
- 						while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !actionWasMade())
 
- 						{
 
- 							{
 
- 								boost::unique_lock actionLock(battleActionMutex);
 
- 								battleMadeAction.cond.wait(lock);
 
- 							}
 
- 							if (gameHandler->battleGetStackByID(nextId, false) != next)
 
- 								next = nullptr; //it may be removed, while we wait
 
- 						}
 
- 					}
 
- 				}
 
- 				if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
 
- 				{
 
- 					breakOuter = true;
 
- 					break;
 
- 				}
 
- 				//we're after action, all results applied
 
- 				checkBattleStateChanges(); //check if this action ended the battle
 
- 				if(next != nullptr)
 
- 				{
 
- 					//check for good morale
 
- 					nextStackMorale = next->moraleVal();
 
- 					if( !battleResult.get()
 
- 						&& !next->hadMorale
 
- 						&& !next->defending
 
- 						&& !next->waited()
 
- 						&& !next->fear
 
- 						&& next->alive()
 
- 						&& nextStackMorale > 0)
 
- 					{
 
- 						auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
 
- 						size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
 
- 						if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 						{
 
- 							BattleTriggerEffect bte;
 
- 							bte.stackID = next->unitId();
 
- 							bte.effect = vstd::to_underlying(BonusType::MORALE);
 
- 							bte.val = 1;
 
- 							bte.additionalInfo = 0;
 
- 							gameHandler->sendAndApply(&bte); //play animation
 
- 							++numberOfAsks; //move this stack once more
 
- 						}
 
- 					}
 
- 				}
 
- 				--numberOfAsks;
 
- 			} while (numberOfAsks > 0);
 
- 			if (breakOuter)
 
- 			{
 
- 				break;
 
- 			}
 
- 		}
 
- 		firstRound = false;
 
- 	}
 
- 	if (gameHandler->gameLobby()->state != EServerState::SHUTDOWN)
 
- 		endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
 
- }
 
- bool BattleProcessor::makeAutomaticAction(const CStack *stack, BattleAction &ba)
 
- {
 
- 	boost::unique_lock lock(battleActionMutex);
 
- 	BattleSetActiveStack bsa;
 
- 	bsa.stack = stack->unitId();
 
- 	bsa.askPlayerInterface = false;
 
- 	gameHandler->sendAndApply(&bsa);
 
- 	bool ret = makeBattleAction(ba);
 
- 	checkBattleStateChanges();
 
- 	return ret;
 
- }
 
- void BattleProcessor::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
 
- {
 
- 	if(attacker->hasBonusOfType(attackMode))
 
- 	{
 
- 		std::set<SpellID> spellsToCast;
 
- 		TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
 
- 		for(const auto & sf : *spells)
 
- 		{
 
- 			spellsToCast.insert(SpellID(sf->subtype));
 
- 		}
 
- 		for(SpellID spellID : spellsToCast)
 
- 		{
 
- 			bool castMe = false;
 
- 			if(!defender->alive())
 
- 			{
 
- 				logGlobal->debug("attackCasting: all attacked creatures have been killed");
 
- 				return;
 
- 			}
 
- 			int32_t spellLevel = 0;
 
- 			TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
 
- 			for(const auto & sf : *spellsByType)
 
- 			{
 
- 				int meleeRanged;
 
- 				if(sf->additionalInfo.size() < 2)
 
- 				{
 
- 					// legacy format
 
- 					vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
 
- 					meleeRanged = sf->additionalInfo[0] / 1000;
 
- 				}
 
- 				else
 
- 				{
 
- 					vstd::amax(spellLevel, sf->additionalInfo[0]);
 
- 					meleeRanged = sf->additionalInfo[1];
 
- 				}
 
- 				if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
 
- 					castMe = true;
 
- 			}
 
- 			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
 
- 			vstd::amin(chance, 100);
 
- 			const CSpell * spell = SpellID(spellID).toSpell();
 
- 			spells::AbilityCaster caster(attacker, spellLevel);
 
- 			spells::Target target;
 
- 			target.emplace_back(defender);
 
- 			spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 			auto m = spell->battleMechanics(¶meters);
 
- 			spells::detail::ProblemImpl ignored;
 
- 			if(!m->canBeCastAt(target, ignored))
 
- 				continue;
 
- 			//check if spell should be cast (probability handling)
 
- 			if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
 
- 				continue;
 
- 			//casting
 
- 			if(castMe)
 
- 			{
 
- 				parameters.cast(gameHandler->spellEnv, target);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void BattleProcessor::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
 
- }
 
- void BattleProcessor::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
 
- {
 
- 	if(!attacker->alive() || !defender->alive()) // can be already dead
 
- 		return;
 
- 	attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
 
- 	if(!defender->alive())
 
- 	{
 
- 		//don't try death stare or acid breath on dead stack (crash!)
 
- 		return;
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
 
- 	{
 
- 		// mechanics of Death Stare as in H3:
 
- 		// each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
 
- 		//original formula x = min(x, (gorgons_count + 9)/10);
 
- 		double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
 
- 		vstd::amin(chanceToKill, 1); //cap at 100%
 
- 		std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
 
- 		int staredCreatures = distribution(gameHandler->getRandomGenerator().getStdGenerator());
 
- 		double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
 
- 		int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
 
- 		vstd::amin(staredCreatures, maxToKill);
 
- 		staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
 
- 		if(staredCreatures)
 
- 		{
 
- 			//TODO: death stare was not originally available for multiple-hex attacks, but...
 
- 			const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
 
- 			spells::AbilityCaster caster(attacker, 0);
 
- 			spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 			spells::Target target;
 
- 			target.emplace_back(defender);
 
- 			parameters.setEffectValue(staredCreatures);
 
- 			parameters.cast(gameHandler->spellEnv, target);
 
- 		}
 
- 	}
 
- 	if(!defender->alive())
 
- 		return;
 
- 	int64_t acidDamage = 0;
 
- 	TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
 
- 	for(const auto & b : *acidBreath)
 
- 	{
 
- 		if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
 
- 			acidDamage += b->val;
 
- 	}
 
- 	if(acidDamage > 0)
 
- 	{
 
- 		const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
 
- 		spells::AbilityCaster caster(attacker, 0);
 
- 		spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
 
- 		spells::Target target;
 
- 		target.emplace_back(defender);
 
- 		parameters.setEffectValue(acidDamage * attacker->getCount());
 
- 		parameters.cast(gameHandler->spellEnv, target);
 
- 	}
 
- 	if(!defender->alive())
 
- 		return;
 
- 	if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
 
- 	{
 
- 		double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
 
- 		vstd::amin(chanceToTrigger, 1); //cap at 100%
 
- 		if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
 
- 			return;
 
- 		int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
 
- 		if(defender->unitType()->getId() == bonusAdditionalInfo ||
 
- 			(bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
 
- 			return;
 
- 		battle::UnitInfo resurrectInfo;
 
- 		resurrectInfo.id = gameHandler->gameState()->curB->battleNextUnitId();
 
- 		resurrectInfo.summoned = false;
 
- 		resurrectInfo.position = defender->getPosition();
 
- 		resurrectInfo.side = defender->unitSide();
 
- 		if(bonusAdditionalInfo != CAddInfo::NONE)
 
- 			resurrectInfo.type = CreatureID(bonusAdditionalInfo);
 
- 		else
 
- 			resurrectInfo.type = attacker->creatureId();
 
- 		if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
 
- 			resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
 
- 		else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
 
- 			resurrectInfo.count = defender->getCount();
 
- 		else
 
- 			return; //wrong subtype
 
- 		BattleUnitsChanged addUnits;
 
- 		addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
 
- 		resurrectInfo.save(addUnits.changedStacks.back().data);
 
- 		BattleUnitsChanged removeUnits;
 
- 		removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
 
- 		gameHandler->sendAndApply(&removeUnits);
 
- 		gameHandler->sendAndApply(&addUnits);
 
- 	}
 
- 	if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
 
- 	{
 
- 		double chanceToTrigger = 0;
 
- 		int amountToDie = 0;
 
- 		if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
 
- 			int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
 
- 			amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
 
- 		}
 
- 		else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
 
- 		{
 
- 			chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
 
- 			amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
 
- 		}
 
- 		vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
 
- 		if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
 
- 			return;
 
- 		BattleStackAttacked bsa;
 
- 		bsa.attackerID = -1;
 
- 		bsa.stackAttacked = defender->unitId();
 
- 		bsa.damageAmount = amountToDie * defender->getMaxHealth();
 
- 		bsa.flags = BattleStackAttacked::SPELL_EFFECT;
 
- 		bsa.spellID = SpellID::SLAYER;
 
- 		defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
 
- 		StacksInjured si;
 
- 		si.stacks.push_back(bsa);
 
- 		gameHandler->sendAndApply(&si);
 
- 		sendGenericKilledLog(defender, bsa.killedAmount, false);
 
- 	}
 
- }
 
- void BattleProcessor::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
 
- {
 
- 	if(first && !counter)
 
- 		handleAttackBeforeCasting(ranged, attacker, defender);
 
- 	FireShieldInfo fireShield;
 
- 	BattleAttack bat;
 
- 	BattleLogMessage blm;
 
- 	bat.stackAttacking = attacker->unitId();
 
- 	bat.tile = targetHex;
 
- 	std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
 
- 	if(ranged)
 
- 		bat.flags |= BattleAttack::SHOT;
 
- 	if(counter)
 
- 		bat.flags |= BattleAttack::COUNTER;
 
- 	const int attackerLuck = attacker->luckVal();
 
- 	if(attackerLuck > 0)
 
- 	{
 
- 		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
 
- 		size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
 
- 		if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 			bat.flags |= BattleAttack::LUCKY;
 
- 	}
 
- 	if(attackerLuck < 0)
 
- 	{
 
- 		auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
 
- 		size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
 
- 		if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
 
- 			bat.flags |= BattleAttack::UNLUCKY;
 
- 	}
 
- 	if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
 
- 	{
 
- 		bat.flags |= BattleAttack::DEATH_BLOW;
 
- 	}
 
- 	const auto * owner = gameHandler->gameState()->curB->getHero(attacker->unitOwner());
 
- 	if(owner)
 
- 	{
 
- 		int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
 
- 		if (chance > gameHandler->getRandomGenerator().nextInt(99))
 
- 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
 
- 	}
 
- 	int64_t drainedLife = 0;
 
- 	// only primary target
 
- 	if(defender->alive())
 
- 		drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
 
- 	//multiple-hex normal attack
 
- 	std::set<const CStack*> attackedCreatures = gameHandler->gameState()->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
 
- 	for(const CStack * stack : attackedCreatures)
 
- 	{
 
- 		if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
 
- 	}
 
- 	std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
 
- 	if(bonus && ranged) //TODO: make it work in melee?
 
- 	{
 
- 		//this is need for displaying hit animation
 
- 		bat.flags |= BattleAttack::SPELL_LIKE;
 
- 		bat.spellID = SpellID(bonus->subtype);
 
- 		//TODO: should spell override creature`s projectile?
 
- 		auto spell = bat.spellID.toSpell();
 
- 		battle::Target target;
 
- 		target.emplace_back(defender, targetHex);
 
- 		spells::BattleCast event(gameHandler->gameState()->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
 
- 		event.setSpellLevel(bonus->val);
 
- 		auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
 
- 		//TODO: get exact attacked hex for defender
 
- 		for(const CStack * stack : attackedCreatures)
 
- 		{
 
- 			if(stack != defender && stack->alive()) //do not hit same stack twice
 
- 			{
 
- 				drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
 
- 			}
 
- 		}
 
- 		//now add effect info for all attacked stacks
 
- 		for (BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
 
- 			{
 
- 				//this is need for displaying affect animation
 
- 				bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
 
- 				bsa.spellID = SpellID(bonus->subtype);
 
- 			}
 
- 		}
 
- 	}
 
- 	attackerState->afterAttack(ranged, counter);
 
- 	{
 
- 		UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
 
- 		attackerState->save(info.data);
 
- 		bat.attackerChanges.changedStacks.push_back(info);
 
- 	}
 
- 	if (drainedLife > 0)
 
- 		bat.flags |= BattleAttack::LIFE_DRAIN;
 
- 	gameHandler->sendAndApply(&bat);
 
- 	{
 
- 		const bool multipleTargets = bat.bsa.size() > 1;
 
- 		int64_t totalDamage = 0;
 
- 		int32_t totalKills = 0;
 
- 		for(const BattleStackAttacked & bsa : bat.bsa)
 
- 		{
 
- 			totalDamage += bsa.damageAmount;
 
- 			totalKills += bsa.killedAmount;
 
- 		}
 
- 		{
 
- 			MetaString text;
 
- 			attacker->addText(text, EMetaText::GENERAL_TXT, 376);
 
- 			attacker->addNameReplacement(text);
 
- 			text.replaceNumber(totalDamage);
 
- 			blm.lines.push_back(text);
 
- 		}
 
- 		addGenericKilledLog(blm, defender, totalKills, multipleTargets);
 
- 	}
 
- 	// drain life effect (as well as log entry) must be applied after the attack
 
- 	if(drainedLife > 0)
 
- 	{
 
- 		MetaString text;
 
- 		attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
 
- 		attackerState->addNameReplacement(text, false);
 
- 		text.replaceNumber(drainedLife);
 
- 		defender->addNameReplacement(text, true);
 
- 		blm.lines.push_back(std::move(text));
 
- 	}
 
- 	if(!fireShield.empty())
 
- 	{
 
- 		//todo: this should be "virtual" spell instead, we only need fire spell school bonus here
 
- 		const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
 
- 		int64_t totalDamage = 0;
 
- 		for(const auto & item : fireShield)
 
- 		{
 
- 			const CStack * actor = item.first;
 
- 			int64_t rawDamage = item.second;
 
- 			const CGHeroInstance * actorOwner = gameHandler->gameState()->curB->getHero(actor->unitOwner());
 
- 			if(actorOwner)
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
 
- 			}
 
- 			else
 
- 			{
 
- 				rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
 
- 			}
 
- 			totalDamage+=rawDamage;
 
- 			//FIXME: add custom effect on actor
 
- 		}
 
- 		if (totalDamage > 0)
 
- 		{
 
- 			BattleStackAttacked bsa;
 
- 			bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
 
- 			bsa.stackAttacked = attacker->unitId(); //invert
 
- 			bsa.attackerID = defender->unitId();
 
- 			bsa.damageAmount = totalDamage;
 
- 			attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
 
- 			StacksInjured pack;
 
- 			pack.stacks.push_back(bsa);
 
- 			gameHandler->sendAndApply(&pack);
 
- 			// TODO: this is already implemented in Damage::describeEffect()
 
- 			{
 
- 				MetaString text;
 
- 				text.appendLocalString(EMetaText::GENERAL_TXT, 376);
 
- 				text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
 
- 				text.replaceNumber(totalDamage);
 
- 				blm.lines.push_back(std::move(text));
 
- 			}
 
- 			addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
 
- 		}
 
- 	}
 
- 	gameHandler->sendAndApply(&blm);
 
- 	handleAfterAttackCasting(ranged, attacker, defender);
 
- }
 
- int64_t BattleProcessor::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
 
- {
 
- 	BattleStackAttacked bsa;
 
- 	if(secondary)
 
- 		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
 
- 	bsa.attackerID = attackerState->unitId();
 
- 	bsa.stackAttacked = def->unitId();
 
- 	{
 
- 		BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
 
- 		bai.deathBlow = bat.deathBlow();
 
- 		bai.doubleDamage = bat.ballistaDoubleDmg();
 
- 		bai.luckyStrike  = bat.lucky();
 
- 		bai.unluckyStrike  = bat.unlucky();
 
- 		auto range = gameHandler->gameState()->curB->calculateDmgRange(bai);
 
- 		bsa.damageAmount = gameHandler->gameState()->curB->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
 
- 		CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
 
- 	}
 
- 	int64_t drainedLife = 0;
 
- 	//life drain handling
 
- 	if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
 
- 	{
 
- 		int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
 
- 		attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
 
- 		drainedLife += toHeal;
 
- 	}
 
- 	//soul steal handling
 
- 	if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
 
- 	{
 
- 		//we can have two bonuses - one with subtype 0 and another with subtype 1
 
- 		//try to use permanent first, use only one of two
 
- 		for(si32 subtype = 1; subtype >= 0; subtype--)
 
- 		{
 
- 			if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
 
- 			{
 
- 				int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
 
- 				attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
 
- 				drainedLife += toHeal;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
 
- 	//fire shield handling
 
- 	if(!bat.shot() &&
 
- 		!def->isClone() &&
 
- 		def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
 
- 		!attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
 
- 		CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
 
- 			)
 
- 	{
 
- 		//TODO: use damage with bonus but without penalties
 
- 		auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
 
- 		fireShield.push_back(std::make_pair(def, fireShieldDamage));
 
- 	}
 
- 	return drainedLife;
 
- }
 
- void BattleProcessor::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		BattleLogMessage blm;
 
- 		addGenericKilledLog(blm, defender, killed, multiple);
 
- 		gameHandler->sendAndApply(&blm);
 
- 	}
 
- }
 
- void BattleProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
 
- {
 
- 	if(killed > 0)
 
- 	{
 
- 		const int32_t txtIndex = (killed > 1) ? 379 : 378;
 
- 		std::string formatString = VLC->generaltexth->allTexts[txtIndex];
 
- 		// these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
 
- 		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
 
- 		formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
 
- 		boost::algorithm::trim(formatString);
 
- 		boost::format txt(formatString);
 
- 		if(killed > 1)
 
- 		{
 
- 			txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
 
- 		}
 
- 		else //killed == 1
 
- 		{
 
- 			txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
 
- 		}
 
- 		MetaString line;
 
- 		line.appendRawString(txt.str());
 
- 		blm.lines.push_back(std::move(line));
 
- 	}
 
- }
 
- void BattleProcessor::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	//Fill BattleResult structure with exp info
 
- 	giveExp(*battleResult.data);
 
- 	if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
 
- 	{
 
- 		if(heroAttacker)
 
- 			battleResult.data->exp[1] += 500;
 
- 		if(heroDefender)
 
- 			battleResult.data->exp[0] += 500;
 
- 	}
 
- 	if(heroAttacker)
 
- 		battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
 
- 	if(heroDefender)
 
- 		battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
 
- 	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
 
- 	if (!battleQuery)
 
- 	{
 
- 		logGlobal->error("Cannot find battle query!");
 
- 		gameHandler->complain("Player " + boost::lexical_cast<std::string>(gameHandler->gameState()->curB->sides[0].color) + " has no battle query at the top!");
 
- 		return;
 
- 	}
 
- 	battleQuery->result = std::make_optional(*battleResult.data);
 
- 	//Check how many battle gameHandler->queries were created (number of players blocked by battle)
 
- 	const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
 
- 	finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
 
- 	// in battles against neutrals, 1st player can ask to replay battle manually
 
- 	if (!gameHandler->gameState()->curB->sides[1].color.isValidPlayer())
 
- 	{
 
- 		auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, gameHandler->gameState()->curB);
 
- 		battleResult.data->queryID = battleDialogQuery->queryID;
 
- 		gameHandler->queries->addQuery(battleDialogQuery);
 
- 	}
 
- 	else
 
- 		battleResult.data->queryID = -1;
 
- 	//set same battle result for all gameHandler->queries
 
- 	for(auto q : gameHandler->queries->allQueries())
 
- 	{
 
- 		auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
 
- 		if(otherBattleQuery)
 
- 			otherBattleQuery->result = battleQuery->result;
 
- 	}
 
- 	gameHandler->sendAndApply(battleResult.data); //after this point casualties objects are destroyed
 
- 	if (battleResult.data->queryID == -1)
 
- 		endBattleConfirm(gameHandler->gameState()->curB);
 
- }
 
- void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
 
- {
 
- 	auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battleInfo->sides.at(0).color));
 
- 	if(!battleQuery)
 
- 	{
 
- 		logGlobal->trace("No battle query, battle end was confirmed by another player");
 
- 		return;
 
- 	}
 
- 	const BattleResult::EResult result = battleResult.get()->result;
 
- 	CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
 
- 	ChangeSpells cs; //for Eagle Eye
 
- 	if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
 
- 	{
 
- 		if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
 
- 		{
 
- 			double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
 
- 			for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
 
- 			{
 
- 				auto spell = spellId.toSpell(VLC->spells());
 
- 				if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
 
- 					cs.spells.insert(spell->getId());
 
- 			}
 
- 		}
 
- 	}
 
- 	std::vector<const CArtifactInstance *> arts; //display them in window
 
- 	if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
 
- 	{
 
- 		auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
 
- 		{
 
- 			const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
 
- 			if(slot != ArtifactPosition::PRE_FIRST)
 
- 			{
 
- 				arts.push_back(art);
 
- 				ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
 
- 				if(ArtifactUtils::isSlotBackpack(slot))
 
- 					ma->askAssemble = false;
 
- 				gameHandler->sendAndApply(ma);
 
- 			}
 
- 		};
 
- 		if (finishingBattle->loserHero)
 
- 		{
 
- 			//TODO: wrap it into a function, somehow (std::variant -_-)
 
- 			auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig() &&
 
- 					art->artType->getId() != ArtifactID::SPELLBOOK)
 
- 						// don't move war machines or locked arts (spellbook)
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
 
- 			{
 
- 				//we assume that no big artifacts can be found
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(finishingBattle->loserHero,
 
- 					ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 			if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
 
- 			{
 
- 				artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
 
- 				for (auto artSlot : artifactsWorn)
 
- 				{
 
- 					MoveArtifact ma;
 
- 					ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
 
- 					const CArtifactInstance * art =  ma.src.getArt();
 
- 					if (art && !art->artType->isBig())
 
- 					{
 
- 						sendMoveArtifact(art, &ma);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
 
- 		{
 
- 			auto artifactsWorn = armySlot.second->artifactsWorn;
 
- 			for (auto artSlot : artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation(armySlot.second, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig())
 
- 				{
 
- 					sendMoveArtifact(art, &ma);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if (arts.size()) //display loot
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
 
- 		for (auto art : arts) //TODO; separate function to display loot for various ojects?
 
- 		{
 
- 			iw.components.emplace_back(
 
- 				Component::EComponentType::ARTIFACT, art->artType->getId(),
 
- 				art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
 
- 			if (iw.components.size() >= 14)
 
- 			{
 
- 				gameHandler->sendAndApply(&iw);
 
- 				iw.components.clear();
 
- 			}
 
- 		}
 
- 		if (iw.components.size())
 
- 		{
 
- 			gameHandler->sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	//Eagle Eye secondary skill handling
 
- 	if (!cs.spells.empty())
 
- 	{
 
- 		cs.learn = 1;
 
- 		cs.hid = finishingBattle->winnerHero->id;
 
- 		InfoWindow iw;
 
- 		iw.player = finishingBattle->winnerHero->tempOwner;
 
- 		iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
 
- 		iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
 
- 		std::ostringstream names;
 
- 		for (int i = 0; i < cs.spells.size(); i++)
 
- 		{
 
- 			names << "%s";
 
- 			if (i < cs.spells.size() - 2)
 
- 				names << ", ";
 
- 			else if (i < cs.spells.size() - 1)
 
- 				names << "%s";
 
- 		}
 
- 		names << ".";
 
- 		iw.text.replaceRawString(names.str());
 
- 		auto it = cs.spells.begin();
 
- 		for (int i = 0; i < cs.spells.size(); i++, it++)
 
- 		{
 
- 			iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
 
- 			if (i == cs.spells.size() - 2) //we just added pre-last name
 
- 				iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
 
- 			iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
 
- 		}
 
- 		gameHandler->sendAndApply(&iw);
 
- 		gameHandler->sendAndApply(&cs);
 
- 	}
 
- 	cab1.updateArmy(gameHandler);
 
- 	cab2.updateArmy(gameHandler); //take casualties after battle is deleted
 
- 	if(finishingBattle->loserHero) //remove beaten hero
 
- 	{
 
- 		RemoveObject ro(finishingBattle->loserHero->id);
 
- 		gameHandler->sendAndApply(&ro);
 
- 	}
 
- 	if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
 
- 	{
 
- 		RemoveObject ro(finishingBattle->winnerHero->id);
 
- 		gameHandler->sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner == BattleSide::DEFENDER
 
- 	   && finishingBattle->winnerHero
 
- 	   && finishingBattle->winnerHero->visitedTown
 
- 	   && !finishingBattle->winnerHero->inTownGarrison
 
- 	   && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
 
- 	{
 
- 		gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
 
- 	}
 
- 	//give exp
 
- 	if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
 
- 		gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
 
- 	BattleResultAccepted raccepted;
 
- 	raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
 
- 	raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
 
- 	raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
 
- 	raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
 
- 	raccepted.heroResult[0].exp = battleResult.data->exp[0];
 
- 	raccepted.heroResult[1].exp = battleResult.data->exp[1];
 
- 	raccepted.winnerSide = finishingBattle->winnerSide;
 
- 	gameHandler->sendAndApply(&raccepted);
 
- 	gameHandler->queries->popIfTop(battleQuery);
 
- 	//--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
 
- }
 
- void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
 
- {
 
- 	LOG_TRACE(logGlobal);
 
- 	if(!finishingBattle)
 
- 		return;
 
- 	finishingBattle->remainingBattleQueriesCount--;
 
- 	logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
 
- 	if (finishingBattle->remainingBattleQueriesCount > 0)
 
- 		//Battle results will be handled when all battle gameHandler->queries are closed
 
- 		return;
 
- 	//TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
 
- 	// but the battle consequences are applied after final player is unblocked. Hard to abuse...
 
- 	// Still, it looks like a hole.
 
- 	// Necromancy if applicable.
 
- 	const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
 
- 	// Give raised units to winner and show dialog, if any were raised,
 
- 	// units will be given after casualties are taken
 
- 	const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
 
- 	if (necroSlot != SlotID())
 
- 	{
 
- 		finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
 
- 		gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
 
- 	}
 
- 	BattleResultsApplied resultsApplied;
 
- 	resultsApplied.player1 = finishingBattle->victor;
 
- 	resultsApplied.player2 = finishingBattle->loser;
 
- 	gameHandler->sendAndApply(&resultsApplied);
 
- 	gameHandler->setBattle(nullptr);
 
- 	if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
 
- 	{
 
- 		logGlobal->trace("post-victory visit");
 
- 		gameHandler->visitObjectOnTile(*gameHandler->getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
 
- 	}
 
- 	visitObjectAfterVictory = false;
 
- 	//handle victory/loss of engaged players
 
- 	std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
 
- 	gameHandler->checkVictoryLossConditions(playerColors);
 
- 	if (result.result == BattleResult::SURRENDER)
 
- 		gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
 
- 	if (result.result == BattleResult::ESCAPE)
 
- 		gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
 
- 	if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
 
- 		&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
 
- 	{
 
- 		RemoveObject ro(finishingBattle->winnerHero->id);
 
- 		gameHandler->sendAndApply(&ro);
 
- 		if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
 
- 			gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
 
- 	}
 
- 	finishingBattle.reset();
 
- }
 
- int BattleProcessor::moveStack(int stack, BattleHex dest)
 
- {
 
- 	int ret = 0;
 
- 	const CStack *curStack = gameHandler->battleGetStackByID(stack),
 
- 		*stackAtEnd = gameHandler->gameState()->curB->battleGetStackByPos(dest);
 
- 	assert(curStack);
 
- 	assert(dest < GameConstants::BFIELD_SIZE);
 
- 	if (gameHandler->gameState()->curB->tacticDistance)
 
- 	{
 
- 		assert(gameHandler->gameState()->curB->isInTacticRange(dest));
 
- 	}
 
- 	auto start = curStack->getPosition();
 
- 	if (start == dest)
 
- 		return 0;
 
- 	//initing necessary tables
 
- 	auto accessibility = gameHandler->getAccesibility(curStack);
 
- 	std::set<BattleHex> passed;
 
- 	//Ignore obstacles on starting position
 
- 	passed.insert(curStack->getPosition());
 
- 	if(curStack->doubleWide())
 
- 		passed.insert(curStack->occupiedHex());
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
 
- 		if(accessibility.accessible(shifted, curStack))
 
- 			dest = shifted;
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
 
- 	{
 
- 		gameHandler->complain("Given destination is not accessible!");
 
- 		return 0;
 
- 	}
 
- 	bool canUseGate = false;
 
- 	auto dbState = gameHandler->gameState()->curB->si.gateState;
 
- 	if(gameHandler->battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
 
- 		dbState != EGateState::DESTROYED &&
 
- 		dbState != EGateState::BLOCKED)
 
- 	{
 
- 		canUseGate = true;
 
- 	}
 
- 	std::pair< std::vector<BattleHex>, int > path = gameHandler->gameState()->curB->getPath(start, dest, curStack);
 
- 	ret = path.second;
 
- 	int creSpeed = curStack->speed(0, true);
 
- 	if (gameHandler->gameState()->curB->tacticDistance > 0 && creSpeed > 0)
 
- 		creSpeed = GameConstants::BFIELD_SIZE;
 
- 	bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
 
- 	{
 
- 		return obst->obstacleType == CObstacleInstance::MOAT;
 
- 	});
 
- 	auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
 
- 			return true;
 
- 		if (hex == ESiegeHex::GATE_OUTER)
 
- 			return true;
 
- 		if (hex == ESiegeHex::GATE_INNER)
 
- 			return true;
 
- 		return false;
 
- 	};
 
- 	auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
 
- 	{
 
- 		if (isGateDrawbridgeHex(hex))
 
- 			return true;
 
- 		if (curStack->doubleWide())
 
- 		{
 
- 			BattleHex otherHex = curStack->occupiedHex(hex);
 
- 			if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	};
 
- 	if (curStack->hasBonusOfType(BonusType::FLYING))
 
- 	{
 
- 		if (path.second <= creSpeed && path.first.size() > 0)
 
- 		{
 
- 			if (canUseGate && dbState != EGateState::OPENED &&
 
- 				occupyGateDrawbridgeHex(dest))
 
- 			{
 
- 				BattleUpdateGateState db;
 
- 				db.state = EGateState::OPENED;
 
- 				gameHandler->sendAndApply(&db);
 
- 			}
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->unitId();
 
- 			std::vector<BattleHex> tiles;
 
- 			tiles.push_back(path.first[0]);
 
- 			sm.tilesToMove = tiles;
 
- 			sm.distance = path.second;
 
- 			sm.teleporting = false;
 
- 			gameHandler->sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		std::vector<BattleHex> tiles;
 
- 		const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
 
- 		int v = (int)path.first.size()-1;
 
- 		path.first.push_back(start);
 
- 		// check if gate need to be open or closed at some point
 
- 		BattleHex openGateAtHex, gateMayCloseAtHex;
 
- 		if (canUseGate)
 
- 		{
 
- 			for (int i = (int)path.first.size()-1; i >= 0; i--)
 
- 			{
 
- 				auto needOpenGates = [&](BattleHex hex) -> bool
 
- 				{
 
- 					if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
 
- 						return true;
 
- 					if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
 
- 						return true;
 
- 					else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
 
- 						return true;
 
- 					return false;
 
- 				};
 
- 				auto hex = path.first[i];
 
- 				if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
 
- 				{
 
- 					if (needOpenGates(hex))
 
- 						openGateAtHex = path.first[i+1];
 
- 					//TODO we need find batter way to handle double-wide stacks
 
- 					//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
 
- 					if (curStack->doubleWide())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						if (otherHex.isValid() && needOpenGates(otherHex))
 
- 							openGateAtHex = path.first[i+2];
 
- 					}
 
- 					//gate may be opened and then closed during stack movement, but not other way around
 
- 					if (openGateAtHex.isValid())
 
- 						dbState = EGateState::OPENED;
 
- 				}
 
- 				if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
 
- 				{
 
- 					if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 					if (hasWideMoat)
 
- 					{
 
- 						if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 						else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
 
- 							path.first[i-1] != ESiegeHex::GATE_INNER &&
 
- 							path.first[i-1] != ESiegeHex::GATE_BRIDGE)
 
- 						{
 
- 							gateMayCloseAtHex = path.first[i-1];
 
- 						}
 
- 					}
 
- 					else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
 
- 					{
 
- 						gateMayCloseAtHex = path.first[i-1];
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		bool stackIsMoving = true;
 
- 		while(stackIsMoving)
 
- 		{
 
- 			if (v<tilesToMove)
 
- 			{
 
- 				logGlobal->error("Movement terminated abnormally");
 
- 				break;
 
- 			}
 
- 			bool gateStateChanging = false;
 
- 			//special handling for opening gate on from starting hex
 
- 			if (openGateAtHex.isValid() && openGateAtHex == start)
 
- 				gateStateChanging = true;
 
- 			else
 
- 			{
 
- 				for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
 
- 				{
 
- 					BattleHex hex = path.first[v];
 
- 					tiles.push_back(hex);
 
- 					if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
 
- 						(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
 
- 					{
 
- 						gateStateChanging = true;
 
- 					}
 
- 					//if we walked onto something, finalize this portion of stack movement check into obstacle
 
- 					if(!gameHandler->battleGetAllObstaclesOnPos(hex, false).empty())
 
- 						obstacleHit = true;
 
- 					if (curStack->doubleWide())
 
- 					{
 
- 						BattleHex otherHex = curStack->occupiedHex(hex);
 
- 						//two hex creature hit obstacle by backside
 
- 						auto obstacle2 = gameHandler->battleGetAllObstaclesOnPos(otherHex, false);
 
- 						if(otherHex.isValid() && !obstacle2.empty())
 
- 							obstacleHit = true;
 
- 					}
 
- 					if(!obstacleHit)
 
- 						passed.insert(hex);
 
- 				}
 
- 			}
 
- 			if (!tiles.empty())
 
- 			{
 
- 				//commit movement
 
- 				BattleStackMoved sm;
 
- 				sm.stack = curStack->unitId();
 
- 				sm.distance = path.second;
 
- 				sm.teleporting = false;
 
- 				sm.tilesToMove = tiles;
 
- 				gameHandler->sendAndApply(&sm);
 
- 				tiles.clear();
 
- 			}
 
- 			//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
 
- 			if (curStack->getPosition() != dest)
 
- 			{
 
- 				if(stackIsMoving && start != curStack->getPosition())
 
- 				{
 
- 					stackIsMoving = gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
 
- 					passed.insert(curStack->getPosition());
 
- 					if(curStack->doubleWide())
 
- 						passed.insert(curStack->occupiedHex());
 
- 				}
 
- 				if (gateStateChanging)
 
- 				{
 
- 					if (curStack->getPosition() == openGateAtHex)
 
- 					{
 
- 						openGateAtHex = BattleHex();
 
- 						//only open gate if stack is still alive
 
- 						if (curStack->alive())
 
- 						{
 
- 							BattleUpdateGateState db;
 
- 							db.state = EGateState::OPENED;
 
- 							gameHandler->sendAndApply(&db);
 
- 						}
 
- 					}
 
- 					else if (curStack->getPosition() == gateMayCloseAtHex)
 
- 					{
 
- 						gateMayCloseAtHex = BattleHex();
 
- 						updateGateState();
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 				//movement finished normally: we reached destination
 
- 				stackIsMoving = false;
 
- 		}
 
- 	}
 
- 	//handle last hex separately for deviation
 
- 	if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
 
- 	{
 
- 		if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
 
- 			|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
 
- 			passed.clear(); //Just empty passed, obstacles will handled automatically
 
- 	}
 
- 	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
 
- 	gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
 
- 	return ret;
 
- }
 
- void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	battleResult.set(nullptr);
 
- 	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(BattleResult::NORMAL, *result);
 
- 	}
 
- }
 
- bool BattleProcessor::makeBattleAction(BattleAction &ba)
 
- {
 
- 	bool ok = true;
 
- 	battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
 
- 	const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
 
- 	const bool isAboutActiveStack = stack && (ba.stackNumber == gameHandler->gameState()->curB->getActiveStackID());
 
- 	logGlobal->trace("Making action: %s", ba.toString());
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::WALK: //walk
 
- 	case EActionType::DEFEND: //defend
 
- 	case EActionType::WAIT: //wait
 
- 	case EActionType::WALK_AND_ATTACK: //walk or attack
 
- 	case EActionType::SHOOT: //shoot
 
- 	case EActionType::CATAPULT: //catapult
 
- 	case EActionType::STACK_HEAL: //healing with First Aid Tent
 
- 	case EActionType::MONSTER_SPELL:
 
- 		if (!stack)
 
- 		{
 
- 			gameHandler->complain("No such stack!");
 
- 			return false;
 
- 		}
 
- 		if (!stack->alive())
 
- 		{
 
- 			gameHandler->complain("This stack is dead: " + stack->nodeName());
 
- 			return false;
 
- 		}
 
- 		if (gameHandler->battleTacticDist())
 
- 		{
 
- 			if (stack && stack->unitSide() != gameHandler->battleGetTacticsSide())
 
- 			{
 
- 				gameHandler->complain("This is not a stack of side that has tactics!");
 
- 				return false;
 
- 			}
 
- 		}
 
- 		else if (!isAboutActiveStack)
 
- 		{
 
- 			gameHandler->complain("Action has to be about active stack!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	auto wrapAction = [this](BattleAction &ba)
 
- 	{
 
- 		StartAction startAction(ba);
 
- 		gameHandler->sendAndApply(&startAction);
 
- 		return vstd::makeScopeGuard([&]()
 
- 		{
 
- 			gameHandler->sendAndApply(&end_action);
 
- 		});
 
- 	};
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::END_TACTIC_PHASE: //wait
 
- 	case EActionType::BAD_MORALE:
 
- 	case EActionType::NO_ACTION:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			break;
 
- 		}
 
- 	case EActionType::WALK:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			if(target.size() < 1)
 
- 			{
 
- 				gameHandler->complain("Destination required for move action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
 
- 			if (!walkedTiles)
 
- 				gameHandler->complain("Stack failed movement!");
 
- 			break;
 
- 		}
 
- 	case EActionType::DEFEND:
 
- 		{
 
- 			//defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
 
- 			SetStackEffect sse;
 
- 			Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
 
- 			Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
 
- 				 -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
 
- 			Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
 
- 			BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
 
- 			int oldDefenceValue = defence.totalValue();
 
- 			defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
 
- 			defence.push_back(std::make_shared<Bonus>(bonus2));
 
- 			int difference = defence.totalValue() - oldDefenceValue;
 
- 			std::vector<Bonus> buffer;
 
- 			if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
 
- 			{
 
- 				difference = 1;
 
- 				buffer.push_back(alternativeWeakCreatureBonus);
 
- 			}
 
- 			else
 
- 			{
 
- 				buffer.push_back(defenseBonusToAdd);
 
- 			}
 
- 			buffer.push_back(bonus2);
 
- 			sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
 
- 			gameHandler->sendAndApply(&sse);
 
- 			BattleLogMessage message;
 
- 			MetaString text;
 
- 			stack->addText(text, EMetaText::GENERAL_TXT, 120);
 
- 			stack->addNameReplacement(text);
 
- 			text.replaceNumber(difference);
 
- 			message.lines.push_back(text);
 
- 			gameHandler->sendAndApply(&message);
 
- 			//don't break - we share code with next case
 
- 		}
 
- 		[[fallthrough]];
 
- 	case EActionType::WAIT:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			break;
 
- 		}
 
- 	case EActionType::RETREAT: //retreat/flee
 
- 		{
 
- 			if (!gameHandler->gameState()->curB->battleCanFlee(gameHandler->gameState()->curB->sides.at(ba.side).color))
 
- 				gameHandler->complain("Cannot retreat!");
 
- 			else
 
- 				setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
 
- 			break;
 
- 		}
 
- 	case EActionType::SURRENDER:
 
- 		{
 
- 			PlayerColor player = gameHandler->gameState()->curB->sides.at(ba.side).color;
 
- 			int cost = gameHandler->gameState()->curB->battleGetSurrenderCost(player);
 
- 			if (cost < 0)
 
- 				gameHandler->complain("Cannot surrender!");
 
- 			else if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
 
- 				gameHandler->complain("Not enough gold to surrender!");
 
- 			else
 
- 			{
 
- 				gameHandler->giveResource(player, EGameResID::GOLD, -cost);
 
- 				setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::WALK_AND_ATTACK: //walk or attack
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			if(!stack)
 
- 			{
 
- 				gameHandler->complain("No attacker");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			if(target.size() < 2)
 
- 			{
 
- 				gameHandler->complain("Two destinations required for attack action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			BattleHex attackPos = target.at(0).hexValue;
 
- 			BattleHex destinationTile = target.at(1).hexValue;
 
- 			const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destinationTile, true);
 
- 			if(!destinationStack)
 
- 			{
 
- 				gameHandler->complain("Invalid target to attack");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			BattleHex startingPos = stack->getPosition();
 
- 			int distance = moveStack(ba.stackNumber, attackPos);
 
- 			logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
 
- 			if(stack->getPosition() != attackPos
 
- 				&& !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
 
- 				)
 
- 			{
 
- 				// we were not able to reach destination tile, nor occupy specified hex
 
- 				// abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
 
- 				break;
 
- 			}
 
- 			if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
 
- 			{
 
- 				destinationStack = nullptr;
 
- 			}
 
- 			if(!destinationStack)
 
- 			{
 
- 				gameHandler->complain("Unit can not attack itself");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			if(!CStack::isMeleeAttackPossible(stack, destinationStack))
 
- 			{
 
- 				gameHandler->complain("Attack cannot be performed!");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			//attack
 
- 			int totalAttacks = stack->totalAttacks.getMeleeValue();
 
- 			//TODO: move to CUnitState
 
- 			const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
 
- 			if(attackingHero)
 
- 			{
 
- 				totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
 
- 			}
 
- 			const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
 
- 			const bool retaliation = destinationStack->ableToRetaliate();
 
- 			for (int i = 0; i < totalAttacks; ++i)
 
- 			{
 
- 				//first strike
 
- 				if(i == 0 && firstStrike && retaliation)
 
- 				{
 
- 					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 				}
 
- 				//move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
 
- 				if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
 
- 				{
 
- 					makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
 
- 				}
 
- 				//counterattack
 
- 				//we check retaliation twice, so if it unblocked during attack it will work only on next attack
 
- 				if(stack->alive()
 
- 					&& !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
 
- 					&& (i == 0 && !firstStrike)
 
- 					&& retaliation && destinationStack->ableToRetaliate())
 
- 				{
 
- 					makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
 
- 				}
 
- 			}
 
- 			//return
 
- 			if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
 
- 				&& target.size() == 3
 
- 				&& startingPos != stack->getPosition()
 
- 				&& startingPos == target.at(2).hexValue
 
- 				&& stack->alive())
 
- 			{
 
- 				moveStack(ba.stackNumber, startingPos);
 
- 				//NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::SHOOT:
 
- 		{
 
- 			if(target.size() < 1)
 
- 			{
 
- 				gameHandler->complain("Destination required for shot action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			auto destination = target.at(0).hexValue;
 
- 			const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destination);
 
- 			if (!gameHandler->gameState()->curB->battleCanShoot(stack, destination))
 
- 			{
 
- 				gameHandler->complain("Cannot shoot!");
 
- 				break;
 
- 			}
 
- 			if (!destinationStack)
 
- 			{
 
- 				gameHandler->complain("No target to shoot!");
 
- 				break;
 
- 			}
 
- 			auto wrapper = wrapAction(ba);
 
- 			makeAttack(stack, destinationStack, 0, destination, true, true, false);
 
- 			//ranged counterattack
 
- 			if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
 
- 				&& !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
 
- 				&& destinationStack->ableToRetaliate()
 
- 				&& gameHandler->gameState()->curB->battleCanShoot(destinationStack, stack->getPosition())
 
- 				&& stack->alive()) //attacker may have died (fire shield)
 
- 			{
 
- 				makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
 
- 			}
 
- 			//allow more than one additional attack
 
- 			int totalRangedAttacks = stack->totalAttacks.getRangedValue();
 
- 			//TODO: move to CUnitState
 
- 			const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
 
- 			if(attackingHero)
 
- 			{
 
- 				totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
 
- 			}
 
- 			for(int i = 1; i < totalRangedAttacks; ++i)
 
- 			{
 
- 				if(
 
- 					stack->alive()
 
- 					&& destinationStack->alive()
 
- 					&& stack->shots.canUse()
 
- 					)
 
- 				{
 
- 					makeAttack(stack, destinationStack, 0, destination, false, true, false);
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case EActionType::CATAPULT:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			const CStack * shooter = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
 
- 			std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
 
- 			if(!catapultAbility || catapultAbility->subtype < 0)
 
- 			{
 
- 				gameHandler->complain("We do not know how to shoot :P");
 
- 			}
 
- 			else
 
- 			{
 
- 				const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
 
- 				spells::BattleCast parameters(gameHandler->gameState()->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
 
- 				auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
 
- 				parameters.setSpellLevel(shotLevel);
 
- 				parameters.cast(gameHandler->spellEnv, target);
 
- 			}
 
- 			//finish by scope guard
 
- 			break;
 
- 		}
 
- 		case EActionType::STACK_HEAL: //healing with First Aid Tent
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			const CStack * healer = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
 
- 			if(target.size() < 1)
 
- 			{
 
- 				gameHandler->complain("Destination required for heal action.");
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			const battle::Unit * destStack = nullptr;
 
- 			std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
 
- 			if(target.at(0).unitValue)
 
- 				destStack = target.at(0).unitValue;
 
- 			else
 
- 				destStack = gameHandler->gameState()->curB->battleGetUnitByPos(target.at(0).hexValue);
 
- 			if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
 
- 			{
 
- 				gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
 
- 			}
 
- 			else
 
- 			{
 
- 				const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
 
- 				spells::BattleCast parameters(gameHandler->gameState()->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
 
- 				auto dest = battle::Destination(destStack, target.at(0).hexValue);
 
- 				parameters.setSpellLevel(0);
 
- 				parameters.cast(gameHandler->spellEnv, {dest});
 
- 			}
 
- 			break;
 
- 		}
 
- 		case EActionType::MONSTER_SPELL:
 
- 		{
 
- 			auto wrapper = wrapAction(ba);
 
- 			const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
 
- 			SpellID spellID = SpellID(ba.actionSubtype);
 
- 			std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
 
- 			std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
 
- 			//TODO special bonus for genies ability
 
- 			if (randSpellcaster && gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
 
- 				spellID = gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
 
- 			if (spellID < 0)
 
- 				gameHandler->complain("That stack can't cast spells!");
 
- 			else
 
- 			{
 
- 				const CSpell * spell = SpellID(spellID).toSpell();
 
- 				spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
 
- 				int32_t spellLvl = 0;
 
- 				if(spellcaster)
 
- 					vstd::amax(spellLvl, spellcaster->val);
 
- 				if(randSpellcaster)
 
- 					vstd::amax(spellLvl, randSpellcaster->val);
 
- 				parameters.setSpellLevel(spellLvl);
 
- 				parameters.cast(gameHandler->spellEnv, target);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
 
- 			|| ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
 
- 		gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
 
- 	if(ba.stackNumber == gameHandler->gameState()->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
 
- 		battleMadeAction.setn(true);
 
- 	return ok;
 
- }
 
- bool BattleProcessor::makeCustomAction(BattleAction & ba)
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case EActionType::HERO_SPELL:
 
- 		{
 
- 			COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
 
- 			const CGHeroInstance *h = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
 
- 			COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
 
- 			const CSpell * s = SpellID(ba.actionSubtype).toSpell();
 
- 			if (!s)
 
- 			{
 
- 				logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
 
- 				return false;
 
- 			}
 
- 			spells::BattleCast parameters(gameHandler->gameState()->curB, h, spells::Mode::HERO, s);
 
- 			spells::detail::ProblemImpl problem;
 
- 			auto m = s->battleMechanics(¶meters);
 
- 			if(!m->canBeCast(problem))//todo: should we check aimed cast?
 
- 			{
 
- 				logGlobal->warn("Spell cannot be cast!");
 
- 				std::vector<std::string> texts;
 
- 				problem.getAll(texts);
 
- 				for(auto s : texts)
 
- 					logGlobal->warn(s);
 
- 				return false;
 
- 			}
 
- 			StartAction start_action(ba);
 
- 			gameHandler->sendAndApply(&start_action); //start spell casting
 
- 			parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
 
- 			gameHandler->sendAndApply(&end_action);
 
- 			if (!gameHandler->gameState()->curB->battleGetStackByID(gameHandler->gameState()->curB->activeStack))
 
- 			{
 
- 				battleMadeAction.setn(true);
 
- 			}
 
- 			checkBattleStateChanges();
 
- 			if (battleResult.get())
 
- 			{
 
- 				battleMadeAction.setn(true);
 
- 				//battle will be ended by startBattle function
 
- 				//endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->heroes[0], gameHandler->gameState()->curB->heroes[1]);
 
- 			}
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void BattleProcessor::stackEnchantedTrigger(const CStack * st)
 
- {
 
- 	auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
 
- 	for(auto b : bl)
 
- 	{
 
- 		const CSpell * sp = SpellID(b->subtype).toSpell();
 
- 		if(!sp)
 
- 			continue;
 
- 		const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
 
- 		const int32_t level = ((val > 3) ? (val - 3) : val);
 
- 		spells::BattleCast battleCast(gameHandler->gameState()->curB, st, spells::Mode::PASSIVE, sp);
 
- 		//this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
 
- 		battleCast.setEffectDuration(50);
 
- 		battleCast.setSpellLevel(level);
 
- 		spells::Target target;
 
- 		if(val > 3)
 
- 		{
 
- 			for(auto s : gameHandler->gameState()->curB->battleGetAllStacks())
 
- 				if(gameHandler->battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
 
- 					target.emplace_back(s);
 
- 		}
 
- 		else
 
- 		{
 
- 			target.emplace_back(st);
 
- 		}
 
- 		battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
 
- 	}
 
- }
 
- void BattleProcessor::stackTurnTrigger(const CStack *st)
 
- {
 
- 	BattleTriggerEffect bte;
 
- 	bte.stackID = st->unitId();
 
- 	bte.effect = -1;
 
- 	bte.val = 0;
 
- 	bte.additionalInfo = 0;
 
- 	if (st->alive())
 
- 	{
 
- 		//unbind
 
- 		if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
 
- 		{
 
- 			bool unbind = true;
 
- 			BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
 
- 			auto adjacent = gameHandler->gameState()->curB->battleAdjacentUnits(st);
 
- 			for (auto b : bl)
 
- 			{
 
- 				if(b->additionalInfo != CAddInfo::NONE)
 
- 				{
 
- 					const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
 
- 					if(stack)
 
- 					{
 
- 						if(vstd::contains(adjacent, stack)) //binding stack is still present
 
- 							unbind = false;
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					unbind = false;
 
- 				}
 
- 			}
 
- 			if (unbind)
 
- 			{
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.which = BattleSetStackProperty::UNBIND;
 
- 				ssp.stackID = st->unitId();
 
- 				gameHandler->sendAndApply(&ssp);
 
- 			}
 
- 		}
 
- 		if (st->hasBonusOfType(BonusType::POISON))
 
- 		{
 
- 			std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
 
- 			if (b) //TODO: what if not?...
 
- 			{
 
- 				bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
 
- 				if (bte.val < b->val) //(negative) poison effect increases - update it
 
- 				{
 
- 					bte.effect = vstd::to_underlying(BonusType::POISON);
 
- 					gameHandler->sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
 
- 		{
 
- 			const PlayerColor opponent = gameHandler->gameState()->curB->otherPlayer(gameHandler->gameState()->curB->battleGetOwner(st));
 
- 			const CGHeroInstance * opponentHero = gameHandler->gameState()->curB->getHero(opponent);
 
- 			if(opponentHero)
 
- 			{
 
- 				ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
 
- 				vstd::amin(manaDrained, opponentHero->mana);
 
- 				if(manaDrained)
 
- 				{
 
- 					bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
 
- 					bte.val = manaDrained;
 
- 					bte.additionalInfo = opponentHero->id.getNum(); //for sanity
 
- 					gameHandler->sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
 
- 		{
 
- 			bool fearsomeCreature = false;
 
- 			for (CStack * stack : gameHandler->gameState()->curB->stacks)
 
- 			{
 
- 				if (gameHandler->battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
 
- 				{
 
- 					fearsomeCreature = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (fearsomeCreature)
 
- 			{
 
- 				if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
 
- 				{
 
- 					bte.effect = vstd::to_underlying(BonusType::FEAR);
 
- 					gameHandler->sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
 
- 		int side = gameHandler->gameState()->curB->whatSide(st->unitOwner());
 
- 		if(st->canCast() && gameHandler->gameState()->curB->battleGetEnchanterCounter(side) == 0)
 
- 		{
 
- 			bool cast = false;
 
- 			while(!bl.empty() && !cast)
 
- 			{
 
- 				auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
 
- 				auto spellID = SpellID(bonus->subtype);
 
- 				const CSpell * spell = SpellID(spellID).toSpell();
 
- 				bl.remove_if([&bonus](const Bonus * b)
 
- 				{
 
- 					return b == bonus.get();
 
- 				});
 
- 				spells::BattleCast parameters(gameHandler->gameState()->curB, st, spells::Mode::ENCHANTER, spell);
 
- 				parameters.setSpellLevel(bonus->val);
 
- 				parameters.massive = true;
 
- 				parameters.smart = true;
 
- 				//todo: recheck effect level
 
- 				if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
 
- 				{
 
- 					cast = true;
 
- 					int cooldown = bonus->additionalInfo[0];
 
- 					BattleSetStackProperty ssp;
 
- 					ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
 
- 					ssp.absolute = false;
 
- 					ssp.val = cooldown;
 
- 					ssp.stackID = st->unitId();
 
- 					gameHandler->sendAndApply(&ssp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void BattleProcessor::makeStackDoNothing(const CStack * next)
 
- {
 
- 	BattleAction doNothing;
 
- 	doNothing.actionType = EActionType::NO_ACTION;
 
- 	doNothing.side = next->unitSide();
 
- 	doNothing.stackNumber = next->unitId();
 
- 	makeAutomaticAction(next, doNothing);
 
- }
 
- void BattleProcessor::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
 
- {
 
- 	boost::unique_lock<boost::mutex> guard(battleResult.mx);
 
- 	if (battleResult.data)
 
- 	{
 
- 		gameHandler->complain((boost::format("The battle result has been already set (to %d, asked to %d)")
 
- 				  % battleResult.data->result % resultType).str());
 
- 		return;
 
- 	}
 
- 	auto br = new BattleResult();
 
- 	br->result = resultType;
 
- 	br->winner = victoriusSide; //surrendering side loses
 
- 	gameHandler->gameState()->curB->calculateCasualties(br->casualties);
 
- 	battleResult.data = br;
 
- }
 
- void BattleProcessor::removeObstacle(const CObstacleInstance & obstacle)
 
- {
 
- 	BattleObstaclesChanged obsRem;
 
- 	obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
 
- 	gameHandler->sendAndApply(&obsRem);
 
- }
 
- 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);
 
- }
 
 
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