BattleState.h 15 KB

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  1. /*
  2. * BattleState.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "BattleHex.h"
  12. #include "mapObjects/CArmedInstance.h" // for army serialization
  13. #include "mapObjects/CGHeroInstance.h" // for commander serialization
  14. #include "CCreatureHandler.h"
  15. #include "ConstTransitivePtr.h"
  16. #include "GameConstants.h"
  17. #include "CBattleCallback.h"
  18. #include "int3.h"
  19. #include "spells/Magic.h"
  20. class CGHeroInstance;
  21. class CStack;
  22. class CArmedInstance;
  23. class CGTownInstance;
  24. class CStackInstance;
  25. struct BattleStackAttacked;
  26. class CRandomGenerator;
  27. //only for use in BattleInfo
  28. struct DLL_LINKAGE SiegeInfo
  29. {
  30. std::array<si8, EWallPart::PARTS_COUNT> wallState;
  31. EGateState gateState;
  32. SiegeInfo();
  33. // return EWallState decreased by value of damage points
  34. static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
  35. {
  36. if (value == 0)
  37. return state;
  38. switch (applyDamage(state, value - 1))
  39. {
  40. case EWallState::INTACT : return EWallState::DAMAGED;
  41. case EWallState::DAMAGED : return EWallState::DESTROYED;
  42. case EWallState::DESTROYED : return EWallState::DESTROYED;
  43. default: return EWallState::NONE;
  44. }
  45. }
  46. template <typename Handler> void serialize(Handler &h, const int version)
  47. {
  48. h & wallState & gateState;
  49. }
  50. };
  51. struct DLL_LINKAGE SideInBattle
  52. {
  53. PlayerColor color;
  54. const CGHeroInstance *hero; //may be NULL if army is not commanded by hero
  55. const CArmedInstance *armyObject; //adv. map object with army that participates in battle; may be same as hero
  56. ui8 castSpellsCount; //how many spells each side has cast this turn
  57. std::vector<const CSpell *> usedSpellsHistory; //every time hero casts spell, it's inserted here -> eagle eye skill
  58. si16 enchanterCounter; //tends to pass through 0, so sign is needed
  59. SideInBattle();
  60. void init(const CGHeroInstance *Hero, const CArmedInstance *Army);
  61. template <typename Handler> void serialize(Handler &h, const int version)
  62. {
  63. h & color & hero & armyObject;
  64. h & castSpellsCount & usedSpellsHistory & enchanterCounter;
  65. }
  66. };
  67. struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback
  68. {
  69. std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
  70. si32 round, activeStack, selectedStack;
  71. const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
  72. int3 tile; //for background and bonuses
  73. std::vector<CStack*> stacks;
  74. std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
  75. SiegeInfo si;
  76. BFieldType battlefieldType; //like !!BA:B
  77. ETerrainType terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
  78. ui8 tacticsSide; //which side is requested to play tactics phase
  79. ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
  80. template <typename Handler> void serialize(Handler &h, const int version)
  81. {
  82. h & sides;
  83. h & round & activeStack & selectedStack & town & tile & stacks & obstacles
  84. & si & battlefieldType & terrainType;
  85. h & tacticsSide & tacticDistance;
  86. h & static_cast<CBonusSystemNode&>(*this);
  87. }
  88. //////////////////////////////////////////////////////////////////////////
  89. BattleInfo();
  90. ~BattleInfo(){};
  91. //////////////////////////////////////////////////////////////////////////
  92. CStack * getStack(int stackID, bool onlyAlive = true);
  93. using CBattleInfoEssentials::battleGetArmyObject;
  94. CArmedInstance * battleGetArmyObject(ui8 side) const;
  95. using CBattleInfoEssentials::battleGetFightingHero;
  96. CGHeroInstance * battleGetFightingHero(ui8 side) const;
  97. const CStack * getNextStack() const; //which stack will have turn after current one
  98. //void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
  99. //void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = nullptr) const; //send pointer to at least 187 allocated bytes
  100. //static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
  101. int getAvaliableHex(CreatureID creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
  102. //void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
  103. std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
  104. //std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = nullptr, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
  105. //bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
  106. std::shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
  107. std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
  108. ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand); //charge - number of hexes travelled before attack (for champion's jousting)
  109. void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
  110. //void getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos); //hexes around target that could be attacked in melee
  111. //std::set<CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  112. //std::set<BattleHex> getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID); //calculates range of multi-hex attacks
  113. CStack * generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  114. CStack * generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, SlotID slot, BattleHex position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
  115. int getIdForNewStack() const; //suggest a currently unused ID that'd suitable for generating a new stack
  116. //std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
  117. const CGHeroInstance * getHero(PlayerColor player) const; //returns fighting hero that belongs to given player
  118. const CGHeroInstance * battleGetOwner(const CStack * stack) const; //returns hero that owns given stack; nullptr if none
  119. void localInit();
  120. void localInitStack(CStack * s);
  121. static BattleInfo * setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
  122. //bool hasNativeStack(ui8 side) const;
  123. PlayerColor theOtherPlayer(PlayerColor player) const;
  124. ui8 whatSide(PlayerColor player) const;
  125. static BattlefieldBI::BattlefieldBI battlefieldTypeToBI(BFieldType bfieldType); //converts above to ERM BI format
  126. static int battlefieldTypeToTerrain(int bfieldType); //converts above to ERM BI format
  127. };
  128. class DLL_LINKAGE CStack : public CBonusSystemNode, public CStackBasicDescriptor, public ISpellCaster
  129. {
  130. public:
  131. const CStackInstance *base; //garrison slot from which stack originates (nullptr for war machines, summoned cres, etc)
  132. ui32 ID; //unique ID of stack
  133. ui32 baseAmount;
  134. ui32 firstHPleft; //HP of first creature in stack
  135. PlayerColor owner; //owner - player colour (255 for neutrals)
  136. SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
  137. bool attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
  138. BattleHex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
  139. ///how many times this stack has been counterattacked this round
  140. ui8 counterAttacksPerformed;
  141. ///cached total count of counterattacks; should be cleared each round;do not serialize
  142. mutable ui8 counterAttacksTotalCache;
  143. si16 shots; //how many shots left
  144. ui8 casts; //how many casts left
  145. TQuantity resurrected; // these units will be taken back after battle is over
  146. ///id of alive clone of this stack clone if any
  147. si32 cloneID;
  148. std::set<EBattleStackState::EBattleStackState> state;
  149. //overrides
  150. const CCreature* getCreature() const {return type;}
  151. CStack(const CStackInstance *base, PlayerColor O, int I, bool AO, SlotID S); //c-tor
  152. CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S = SlotID(255)); //c-tor
  153. CStack(); //c-tor
  154. ~CStack();
  155. std::string nodeName() const override;
  156. void init(); //set initial (invalid) values
  157. void postInit(); //used to finish initialization when inheriting creature parameters is working
  158. std::string getName() const; //plural or singular
  159. bool willMove(int turn = 0) const; //if stack has remaining move this turn
  160. bool ableToRetaliate() const; //if stack can retaliate after attacked
  161. ///how many times this stack can counterattack in one round
  162. ui8 counterAttacksTotal() const;
  163. ///how many times this stack can counterattack in one round more
  164. si8 counterAttacksRemaining() const;
  165. bool moved(int turn = 0) const; //if stack was already moved this turn
  166. bool waited(int turn = 0) const;
  167. bool canMove(int turn = 0) const; //if stack can move
  168. bool canBeHealed() const; //for first aid tent - only harmed stacks that are not war machines
  169. ///returns actual heal value based on internal state
  170. ui32 calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const;
  171. ui32 level() const;
  172. si32 magicResistance() const override; //include aura of resistance
  173. static void stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse);
  174. std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
  175. const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
  176. ui32 totalHelth() const; // total health for all creatures in stack;
  177. static inline Bonus featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, Bonus::LimitEffect limit = Bonus::NO_LIMIT)
  178. {
  179. Bonus hb = makeFeatureVal(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
  180. hb.effectRange = limit;
  181. return hb;
  182. }
  183. static bool isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
  184. bool doubleWide() const;
  185. BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
  186. BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
  187. std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
  188. std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
  189. static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned); //up to two occupied hexes, starting from front
  190. bool coversPos(BattleHex position) const; //checks also if unit is double-wide
  191. std::vector<BattleHex> getSurroundingHexes(BattleHex attackerPos = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
  192. std::pair<int,int> countKilledByAttack(int damageReceived) const; //returns pair<killed count, new left HP>
  193. void prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount = boost::none) const; //requires bsa.damageAmout filled
  194. ///ISpellCaster
  195. ui8 getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool = nullptr) const override;
  196. ui32 getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const override;
  197. ///default spell school level for effect calculation
  198. int getEffectLevel(const CSpell * spell) const override;
  199. ///default spell-power for damage/heal calculation
  200. int getEffectPower(const CSpell * spell) const override;
  201. ///default spell-power for timed effects duration
  202. int getEnchantPower(const CSpell * spell) const override;
  203. ///damage/heal override(ignores spell configuration, effect level and effect power)
  204. int getEffectValue(const CSpell * spell) const override;
  205. const PlayerColor getOwner() const override;
  206. void getCasterName(MetaString & text) const override;
  207. ///stack will be ghost in next battle state update
  208. void makeGhost();
  209. template <typename Handler> void serialize(Handler &h, const int version)
  210. {
  211. assert(isIndependentNode());
  212. h & static_cast<CBonusSystemNode&>(*this);
  213. h & static_cast<CStackBasicDescriptor&>(*this);
  214. h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacksPerformed
  215. & shots & casts & count & resurrected;
  216. const CArmedInstance *army = (base ? base->armyObj : nullptr);
  217. SlotID slot = (base ? base->armyObj->findStack(base) : SlotID());
  218. if(h.saving)
  219. {
  220. h & army & slot;
  221. }
  222. else
  223. {
  224. h & army & slot;
  225. if (slot == SlotID::COMMANDER_SLOT_PLACEHOLDER) //TODO
  226. {
  227. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  228. assert (hero);
  229. base = hero->commander;
  230. }
  231. else if(!army || slot == SlotID() || !army->hasStackAtSlot(slot))
  232. {
  233. base = nullptr;
  234. logGlobal->warnStream() << type->nameSing << " doesn't have a base stack!";
  235. }
  236. else
  237. {
  238. base = &army->getStack(slot);
  239. }
  240. }
  241. }
  242. bool alive() const //determines if stack is alive
  243. {
  244. return vstd::contains(state,EBattleStackState::ALIVE);
  245. }
  246. bool isDead() const;
  247. bool isGhost() const; //determines if stack was removed
  248. bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
  249. bool isTurret() const;
  250. };
  251. class DLL_LINKAGE CMP_stack
  252. {
  253. int phase; //rules of which phase will be used
  254. int turn;
  255. public:
  256. bool operator ()(const CStack* a, const CStack* b);
  257. CMP_stack(int Phase = 1, int Turn = 0);
  258. };