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- #include "StdInc.h"
- #include "BattleState.h"
- #include <numeric>
- #include <boost/random/linear_congruential.hpp>
- #include "VCMI_Lib.h"
- #include "CObjectHandler.h"
- #include "CHeroHandler.h"
- #include "CCreatureHandler.h"
- #include "CSpellHandler.h"
- #include "CTownHandler.h"
- #include "NetPacks.h"
- #include "JsonNode.h"
- #include "Filesystem/CResourceLoader.h"
- /*
- * BattleState.h, 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
- *
- */
- extern boost::rand48 ran;
- const CStack * BattleInfo::getNextStack() const
- {
- std::vector<const CStack *> hlp;
- battleGetStackQueue(hlp, 1, -1);
- if(hlp.size())
- return hlp[0];
- else
- return NULL;
- }
- BattleHex BattleInfo::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const
- {
- std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
- BattleHex initialHex = BattleHex(initialPos);
- auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
- {
- return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
- };
- boost::sort (sortedTiles, compareDistance); //closest tiles at front
- int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
- auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
- {
- return closestDistance < here.getDistance (initialPos, here);
- };
- vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
- auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool
- {
- if(left.getX() != right.getX())
- {
- if (attackerOwned)
- return left.getX() > right.getX(); //find furthest right
- else
- return left.getX() < right.getX(); //find furthest left
- }
- else
- {
- //Prefer tiles in the same row.
- return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
- }
- };
- boost::sort (sortedTiles, compareHorizontal);
- return sortedTiles.front();
- }
- int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
- {
- bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
- //bool flying = VLC->creh->creatures[creID]->isFlying();
- int pos;
- if (initialPos > -1)
- pos = initialPos;
- else //summon elementals depending on player side
- {
- if (attackerOwned)
- pos = 0; //top left
- else
- pos = GameConstants::BFIELD_WIDTH - 1; //top right
- }
- auto accessibility = getAccesibility();
- std::set<BattleHex> occupyable;
- for(int i = 0; i < accessibility.size(); i++)
- if(accessibility.accessible(i, twoHex, attackerOwned))
- occupyable.insert(i);
- if (!occupyable.size())
- {
- return BattleHex::INVALID; //all tiles are covered
- }
- return getClosestTile(attackerOwned, pos, occupyable);
- }
- std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack *stack)
- {
- auto reachability = getReachability(stack);
- if(reachability.predecessors[dest] == -1) //cannot reach destination
- {
- return std::make_pair(std::vector<BattleHex>(), 0);
- }
- //making the Path
- std::vector<BattleHex> path;
- BattleHex curElem = dest;
- while(curElem != start)
- {
- path.push_back(curElem);
- curElem = reachability.predecessors[curElem];
- }
- return std::make_pair(path, reachability.distances[dest]);
- }
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
- bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
- {
- TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
- if(range.first != range.second)
- {
- int valuesToAverage[10];
- int howManyToAv = std::min<ui32>(10, attacker->count);
- for (int g=0; g<howManyToAv; ++g)
- {
- valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
- }
- return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
- }
- else
- return range.first;
- }
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
- {
- for(ui32 i=0; i<stacks.size();i++)//setting casualties
- {
- const CStack * const st = stacks[i];
- si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
- vstd::amax(killed, 0);
- if(killed)
- casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
- }
- }
- std::set<const CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile)
- {
- std::set<const CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
- const ui8 attackerSide = sides[1] == attackerOwner;
- const auto attackedHexes = s->rangeInHexes(destinationTile, skillLevel, attackerSide);
- const bool onlyAlive = s->id != Spells::RESURRECTION && s->id != Spells::ANIMATE_DEAD; //when casting resurrection or animate dead we should be allow to select dead stack
- //fixme: what about other rising spells (Sacrifice) ?
- if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
- || (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
- || (s->id == Spells::ARMAGEDDON) //Armageddon
- )
- {
- if(stacks[it]->isValidTarget())
- attackedCres.insert(stacks[it]);
- }
- }
- }
- else if (s->id == Spells::CHAIN_LIGHTNING)
- {
- std::set<BattleHex> possibleHexes;
- BOOST_FOREACH (auto stack, stacks)
- {
- if (stack->isValidTarget())
- {
- BOOST_FOREACH (auto hex, stack->getHexes())
- {
- possibleHexes.insert (hex);
- }
- }
- }
- BattleHex lightningHex = destinationTile;
- for (int i = 0; i < 5; ++i) //TODO: depends on spell school level
- {
- auto stack = battleGetStackByPos (lightningHex, true);
- if (!stack)
- break;
- attackedCres.insert (stack);
- BOOST_FOREACH (auto hex, stack->getHexes())
- {
- possibleHexes.erase (hex); //can't hit same place twice
- }
- lightningHex = getClosestTile (attackerOwner, destinationTile, possibleHexes);
- }
- }
- else if (s->range[skillLevel].size() > 1) //custom many-hex range
- {
- BOOST_FOREACH(BattleHex hex, attackedHexes)
- {
- if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
- {
- if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
- {
- if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
- {
- attackedCres.insert(st);
- }
- }
- else
- attackedCres.insert(st);
- }
- }
- }
- else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
- {
- if(skillLevel < 3) /*not expert */
- {
- const CStack * st = battleGetStackByPos(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- /*if it's non negative spell and our unit or non positive spell and hostile unit */
- if((!s->isNegative() && stacks[it]->owner == attackerOwner)
- ||(!s->isPositive() && stacks[it]->owner != attackerOwner )
- )
- {
- if(stacks[it]->isValidTarget(!onlyAlive))
- attackedCres.insert(stacks[it]);
- }
- }
- } //if(caster->getSpellSchoolLevel(s) < 3)
- }
- else if(s->getTargetType() == CSpell::CREATURE)
- {
- if(const CStack * st = battleGetStackByPos(destinationTile, onlyAlive))
- attackedCres.insert(st);
- }
- else //custom range from attackedHexes
- {
- BOOST_FOREACH(BattleHex hex, attackedHexes)
- {
- if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
- {
- if(!caster)
- {
- if (!usedSpellPower)
- return 3; //default duration of all creature spells
- else
- return usedSpellPower; //use creature spell power
- }
- switch(spell->id)
- {
- case Spells::FRENZY:
- return 1;
- default: //other spells
- return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
- }
- }
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
- {
- int stackID = getIdForNewStack();
- int owner = attackerOwned ? sides[0] : sides[1];
- assert((owner >= GameConstants::PLAYER_LIMIT) ||
- (base.armyObj && base.armyObj->tempOwner == owner));
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
- ret->state.insert(EBattleStackState::ALIVE); //alive state indication
- return ret;
- }
- CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
- {
- int stackID = getIdForNewStack();
- int owner = attackerOwned ? sides[0] : sides[1];
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = position;
- ret->state.insert(EBattleStackState::ALIVE); //alive state indication
- return ret;
- }
- ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
- {
- ui32 ret = baseDamage;
- //applying sorcery secondary skill
- if(caster)
- {
- ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
- ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
- if(sp->air)
- ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->fire) //only one type of bonus for Magic Arrow
- ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->water)
- ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->earth)
- ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
- if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
- ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
- }
- return ret;
- }
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
- {
- ui32 ret = 0; //value to return
- //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
- //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
- //check if spell really does damage - if not, return 0
- if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
- return 0;
- ret = usedSpellPower * sp->power;
- ret += sp->powers[spellSchoolLevel];
- //affected creature-specific part
- if(affectedCreature)
- {
- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
- ret /= 100;
- }
- else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
- ret /= 100;
- }
- else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
- ret /= 100;
- }
- else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
- ret /= 100;
- }
- //general spell dmg reduction
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
- ret /= 100;
- }
- //dmg increasing
- if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
- {
- ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
- ret /= 100;
- }
- }
- ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
- return ret;
- }
- ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
- {
- bool resurrect = resurrects(spell->id);
- int healedHealth;
- if (spell->id == Spells::SACRIFICE && sacrificedStack)
- healedHealth = (caster->getPrimSkillLevel(2) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
- else
- healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
- healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
- {
- bool resurrect = resurrects(spell->id);
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
- {
- bool resurrect = resurrects(spell->id);
- int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- bool BattleInfo::resurrects(TSpell spellid) const
- {
- return vstd::contains(VLC->spellh->risingSpells, spellid);
- }
- const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
- {
- CStack * stack = NULL;
- for(ui32 g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == pos
- || (stacks[g]->doubleWide()
- &&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
- || (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
- ) )
- {
- if (stacks[g]->alive())
- return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
- else if (!onlyAlive)
- stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
- }
- }
- return stack;
- }
- const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
- {
- return heroes[!stack->attackerOwned];
- }
- void BattleInfo::localInit()
- {
- belligerents[0]->battle = belligerents[1]->battle = this;
- BOOST_FOREACH(CArmedInstance *b, belligerents)
- b->attachTo(this);
- BOOST_FOREACH(CStack *s, stacks)
- localInitStack(s);
- exportBonuses();
- }
- void BattleInfo::localInitStack(CStack * s)
- {
- s->exportBonuses();
- if(s->base) //stack originating from "real" stack in garrison -> attach to it
- {
- s->attachTo(const_cast<CStackInstance*>(s->base));
- }
- else //attach directly to obj to which stack belongs and creature type
- {
- CArmedInstance *army = belligerents[!s->attackerOwned];
- s->attachTo(army);
- assert(s->type);
- s->attachTo(const_cast<CCreature*>(s->type));
- }
- s->postInit();
- }
- namespace CGH
- {
- using namespace std;
- static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
- {
- BOOST_FOREACH(const JsonNode &level, node.Vector())
- {
- std::vector<int> pom;
- BOOST_FOREACH(const JsonNode &value, level.Vector())
- {
- pom.push_back(value.Float());
- }
- dest.push_back(pom);
- }
- }
- }
- //RNG that works like H3 one
- struct RandGen
- {
- int seed;
- void srand(int s)
- {
- seed = s;
- }
- void srand(int3 pos)
- {
- srand(110291 * pos.x + 167801 * pos.y + 81569);
- }
- int rand()
- {
- seed = 214013 * seed + 2531011;
- return (seed >> 16) & 0x7FFF;
- }
- int rand(int min, int max)
- {
- if(min == max)
- return min;
- if(min > max)
- return min;
- return min + rand() % (max - min + 1);
- }
- };
- struct RangeGenerator
- {
- class ExhaustedPossibilities : public std::exception
- {
- };
- RangeGenerator(int _min, int _max, boost::function<int()> _myRand)
- {
- myRand = _myRand;
- min = _min;
- remainingCount = _max - _min + 1;
- remaining.resize(remainingCount, true);
- }
- int generateNumber()
- {
- if(!remainingCount)
- throw ExhaustedPossibilities();
- if(remainingCount == 1)
- return 0;
- return myRand() % remainingCount;
- }
- //get number fulfilling predicate. Never gives the same number twice.
- int getSuchNumber(boost::function<bool(int)> goodNumberPred = 0)
- {
- int ret = -1;
- do
- {
- int n = generateNumber();
- int i = 0;
- for(;;i++)
- {
- assert(i < (int)remaining.size());
- if(!remaining[i])
- continue;
- if(!n)
- break;
- n--;
- }
- remainingCount--;
- remaining[i] = false;
- ret = i + min;
- } while(goodNumberPred && !goodNumberPred(ret));
- return ret;
- }
- int min, remainingCount;
- std::vector<bool> remaining;
- boost::function<int()> myRand;
- };
- BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
- {
- CMP_stack cmpst;
- BattleInfo *curB = new BattleInfo;
- curB->castSpells[0] = curB->castSpells[1] = 0;
- curB->sides[0] = armies[0]->tempOwner;
- curB->sides[1] = armies[1]->tempOwner;
- if(curB->sides[1] == 254)
- curB->sides[1] = 255;
- std::vector<CStack*> & stacks = (curB->stacks);
- curB->tile = tile;
- curB->battlefieldType = battlefieldType;
- curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
- curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
- curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
- curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
- curB->round = -2;
- curB->activeStack = -1;
- curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
- if(town)
- {
- curB->town = town;
- curB->siege = town->fortLevel();
- curB->terrainType = VLC->townh->factions[town->town->typeID].nativeTerrain;
- }
- else
- {
- curB->town = NULL;
- curB->siege = 0;
- curB->terrainType = terrain;
- }
- //setting up siege obstacles
- if (town && town->hasFort())
- {
- for (int b = 0; b < ARRAY_COUNT (curB->si.wallState); ++b)
- {
- curB->si.wallState[b] = 1;
- }
- }
- //randomize obstacles
- if (town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
- {
- const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
- RandGen r;
- auto ourRand = [&]{ return r.rand(); };
- r.srand(tile);
- r.rand(1,8); //battle sound ID to play... can't do anything with it here
- int tilesToBlock = r.rand(5,12);
- const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
- std::vector<BattleHex> blockedTiles;
- auto appropriateAbsoluteObstacle = [&](int id)
- {
- return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
- };
- auto appropriateUsualObstacle = [&](int id) -> bool
- {
- return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
- };
- if(r.rand(1,100) <= 40) //put cliff-like obstacle
- {
- RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
- try
- {
- auto obstPtr = make_shared<CObstacleInstance>();
- obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
- obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
- obstPtr->uniqueID = curB->obstacles.size();
- curB->obstacles.push_back(obstPtr);
- BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
- blockedTiles.push_back(blocked);
- tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
- }
- catch(RangeGenerator::ExhaustedPossibilities &)
- {
- //silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
- }
- }
- RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
- try
- {
- while(tilesToBlock > 0)
- {
- const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
- const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
- auto validPosition = [&](BattleHex pos) -> bool
- {
- if(obi.height >= pos.getY())
- return false;
- if(pos.getX() == 0)
- return false;
- if(pos.getX() + obi.width > 15)
- return false;
- if(vstd::contains(blockedTiles, pos))
- return false;
- BOOST_FOREACH(BattleHex blocked, obi.getBlocked(pos))
- {
- if(vstd::contains(blockedTiles, blocked))
- return false;
- int x = blocked.getX();
- if(x <= 2 || x >= 14)
- return false;
- }
- return true;
- };
- RangeGenerator posgenerator(18, 168, ourRand);
- auto obstPtr = make_shared<CObstacleInstance>();
- obstPtr->ID = obid;
- obstPtr->pos = posgenerator.getSuchNumber(validPosition);
- obstPtr->uniqueID = curB->obstacles.size();
- curB->obstacles.push_back(obstPtr);
- BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
- blockedTiles.push_back(blocked);
- tilesToBlock -= obi.blockedTiles.size();
- }
- }
- catch(RangeGenerator::ExhaustedPossibilities &)
- {
- }
- }
- //reading battleStartpos - add creatures AFTER random obstacles are generated
- //TODO: parse once to some structure
- std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
- std::vector <int> commanderField, commanderBank;
- const JsonNode config(ResourceID("config/battleStartpos.json"));
- const JsonVector &positions = config["battle_positions"].Vector();
- CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
- CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
- CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
- CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
- CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
- CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
- BOOST_FOREACH (auto position, config["commanderPositions"]["field"].Vector())
- {
- commanderField.push_back (position.Float());
- }
- BOOST_FOREACH (auto position, config["commanderPositions"]["creBank"].Vector())
- {
- commanderBank.push_back (position.Float());
- }
- //adding war machines
- if(!creatureBank)
- {
- //Checks if hero has artifact and create appropriate stack
- auto handleWarMachine= [&](int side, int artslot, int cretype, int hex)
- {
- if(heroes[side] && heroes[side]->getArt(artslot))
- stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), true, 255, hex));
- };
- handleWarMachine(0, 13, 146, 52); //ballista
- handleWarMachine(0, 14, 148, 18); //ammo cart
- handleWarMachine(0, 15, 147, 154);//first aid tent
- if(town && town->hasFort())
- handleWarMachine(0, 16, 145, 120);//catapult
- if(!town) //defending hero shouldn't receive ballista (bug #551)
- handleWarMachine(1, 13, 146, 66); //ballista
- handleWarMachine(1, 14, 148, 32); //ammo cart
- handleWarMachine(1, 15, 147, 168); //first aid tent
- }
- //war machines added
- //battleStartpos read
- for(int side = 0; side < 2; side++)
- {
- int formationNo = armies[side]->stacksCount() - 1;
- vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
- int k = 0; //stack serial
- for(TSlots::const_iterator i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
- {
- std::vector<int> *formationVector = nullptr;
- if(creatureBank)
- formationVector = &creBankFormations[side][formationNo];
- else if(armies[side]->formation)
- formationVector = &tightFormations[side][formationNo];
- else
- formationVector = &looseFormations[side][formationNo];
- BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
- if(creatureBank && i->second->type->isDoubleWide())
- pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
- CStack * stack = curB->generateNewStack(*i->second, !side, i->first, pos);
- stacks.push_back(stack);
- }
- }
- //adding commanders
- for (int i = 0; i < 2; ++i)
- {
- if (heroes[i] && heroes[i]->commander)
- {
- CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, -2, //TODO: use COMMANDER_SLOT_PLACEHOLDER
- creatureBank ? commanderBank[i] : commanderField[i]);
- stacks.push_back(stack);
- }
- }
- if (curB->siege == 2 || curB->siege == 3)
- {
- // keep tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
- stacks.push_back(stack);
- if (curB->siege == 3)
- {
- // lower tower + upper tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
- stacks.push_back(stack);
- stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
- stacks.push_back(stack);
- }
- //moat
- auto moat = make_shared<MoatObstacle>();
- moat->ID = curB->town->subID;
- moat->obstacleType = CObstacleInstance::MOAT;
- moat->uniqueID = curB->obstacles.size();
- curB->obstacles.push_back(moat);
- }
- std::stable_sort(stacks.begin(),stacks.end(),cmpst);
- //spell level limiting bonus
- curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
- 0, -1, -1, Bonus::INDEPENDENT_MAX));
- //giving terrain overalay premies
- int bonusSubtype = -1;
- switch(battlefieldType)
- {
- case 9: //magic plains
- {
- bonusSubtype = 0;
- }
- case 14: //fiery fields
- {
- if(bonusSubtype == -1) bonusSubtype = 1;
- }
- case 15: //rock lands
- {
- if(bonusSubtype == -1) bonusSubtype = 8;
- }
- case 16: //magic clouds
- {
- if(bonusSubtype == -1) bonusSubtype = 2;
- }
- case 17: //lucid pools
- {
- if(bonusSubtype == -1) bonusSubtype = 4;
- }
- { //common part for cases 9, 14, 15, 16, 17
- curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
- break;
- }
- case 18: //holy ground
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
- break;
- }
- case 19: //clover field
- { //+2 luck bonus for neutral creatures
- curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureFactionLimiter>(-1)));
- break;
- }
- case 20: //evil fog
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
- break;
- }
- case 22: //cursed ground
- {
- curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
- b->valType = Bonus::INDEPENDENT_MAX;
- curB->addNewBonus(b);
- break;
- }
- }
- //overlay premies given
- //native terrain bonuses
- auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
- curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- //////////////////////////////////////////////////////////////////////////
- //tactics
- bool isTacticsAllowed = !creatureBank; //no tactics in crebanks
- int tacticLvls[2] = {0};
- for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
- {
- if(heroes[i])
- tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
- }
- int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
- if(tacticsSkillDiff && isTacticsAllowed)
- {
- curB->tacticsSide = tacticsSkillDiff < 0;
- curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
- }
- else
- curB->tacticDistance = 0;
- // workaround bonuses affecting only enemy
- for(int i = 0; i < 2; i++)
- {
- TNodes nodes;
- curB->belligerents[i]->getRedAncestors(nodes);
- BOOST_FOREACH(CBonusSystemNode *n, nodes)
- {
- BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
- {
- if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
- {
- Bonus *bCopy = new Bonus(*b);
- bCopy->effectRange = Bonus::NO_LIMIT;
- bCopy->propagator.reset();
- bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
- curB->addNewBonus(bCopy);
- }
- }
- }
- }
- return curB;
- }
- const CGHeroInstance * BattleInfo::getHero( int player ) const
- {
- assert(sides[0] == player || sides[1] == player);
- if(heroes[0] && heroes[0]->getOwner() == player)
- return heroes[0];
- return heroes[1];
- }
- std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<const CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
- {
- std::vector<ui32> ret;
- for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
- {
- ret.push_back((*it)->ID);
- continue;
- }
- //non-negative spells on friendly stacks should always succeed, unless immune
- if(!sp->isNegative() && (*it)->owner == casterSideOwner)
- continue;
- /*
- const CGHeroInstance * bonusHero; //hero we should take bonuses from
- if((*it)->owner == casterSideOwner)
- bonusHero = caster;
- else
- bonusHero = hero2;*/
- int prob = (*it)->magicResistance(); //probability of resistance in %
- if(prob > 100) prob = 100;
- if(rand()%100 < prob) //immunity from resistance
- ret.push_back((*it)->ID);
- }
- if(sp->id == 60) //hypnotize
- {
- for(auto it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
- || ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
- >
- usedSpellPower * 25 + sp->powers[spellLevel]
- )
- {
- ret.push_back((*it)->ID);
- }
- }
- }
- return ret;
- }
- int BattleInfo::theOtherPlayer(int player) const
- {
- return sides[!whatSide(player)];
- }
- ui8 BattleInfo::whatSide(int player) const
- {
- for(int i = 0; i < ARRAY_COUNT(sides); i++)
- if(sides[i] == player)
- return i;
- tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
- return -1;
- }
- int BattleInfo::getIdForNewStack() const
- {
- if(stacks.size())
- {
- //stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
- auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
- [](const CStack *a, const CStack *b) { return a->ID < b->ID; });
- return highestIDStack->ID + 1;
- }
- return 0;
- }
- shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
- {
- BOOST_FOREACH(auto &obs, obstacles)
- if(vstd::contains(obs->getAffectedTiles(), tile))
- return obs;
- return shared_ptr<CObstacleInstance>();
- }
- int BattleInfo::battlefieldTypeToBI(int bfieldType)
- {
- static const std::map<int, int> theMap = boost::assign::map_list_of(19, BattlefieldBI::CLOVER_FIELD)
- (22, BattlefieldBI::CURSED_GROUND)(20, BattlefieldBI::EVIL_FOG)(21, BattlefieldBI::NONE)
- (14, BattlefieldBI::FIERY_FIELDS)(18, BattlefieldBI::HOLY_GROUND)(17, BattlefieldBI::LUCID_POOLS)
- (16, BattlefieldBI::MAGIC_CLOUDS)(9, BattlefieldBI::MAGIC_PLAINS)(15, BattlefieldBI::ROCKLANDS)
- (1, BattlefieldBI::COASTAL);
- auto itr = theMap.find(bfieldType);
- if(itr != theMap.end())
- return itr->second;
- return BattlefieldBI::NONE;
- }
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive /*= true*/)
- {
- return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
- }
- CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive /*= true*/)
- {
- return const_cast<CStack *>(battleGetStackByPos(tileID, onlyAlive));
- }
- BattleInfo::BattleInfo()
- {
- setBattle(this);
- setNodeType(BATTLE);
- }
- CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
- : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
- counterAttacks(1)
- {
- assert(base);
- type = base->type;
- count = baseAmount = base->count;
- setNodeType(STACK_BATTLE);
- }
- CStack::CStack()
- {
- init();
- setNodeType(STACK_BATTLE);
- }
- CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
- : base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
- {
- type = stack->type;
- count = baseAmount = stack->count;
- setNodeType(STACK_BATTLE);
- }
- void CStack::init()
- {
- base = NULL;
- type = NULL;
- ID = -1;
- count = baseAmount = -1;
- firstHPleft = -1;
- owner = 255;
- slot = 255;
- attackerOwned = false;
- position = BattleHex();
- counterAttacks = -1;
- }
- void CStack::postInit()
- {
- assert(type);
- assert(getParentNodes().size());
- firstHPleft = MaxHealth();
- shots = getCreature()->valOfBonuses(Bonus::SHOTS);
- counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
- casts = valOfBonuses(Bonus::CASTS);
- }
- ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
- {
- if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
- return 0;
- int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
- int percentBonus = 0;
- BOOST_FOREACH(const Bonus *b, getBonusList())
- {
- if(b->type == Bonus::STACKS_SPEED)
- {
- percentBonus += b->additionalInfo;
- }
- }
- speed = ((100 + percentBonus) * speed)/100;
- //bind effect check - doesn't influence stack initiative
- if (useBind && getEffect (Spells::BIND))
- {
- return 0;
- }
- return speed;
- }
- si32 CStack::magicResistance() const
- {
- si32 magicResistance;
- if (base) //TODO: make war machines receive aura of magic resistance
- {
- magicResistance = base->magicResistance();
- int auraBonus = 0;
- BOOST_FOREACH (const CStack * stack, base->armyObj->battle-> batteAdjacentCreatures(this))
- {
- if (stack->owner == owner)
- {
- vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
- }
- }
- magicResistance += auraBonus;
- vstd::amin (magicResistance, 100);
- }
- else
- magicResistance = type->magicResistance();
- return magicResistance;
- }
- void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
- {
- si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
- switch(sse.sid)
- {
- case 27: //shield
- sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 28: //air shield
- sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 29: //fire shield
- sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 30: //protection from air
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 31: //protection from fire
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 32: //protection from water
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 33: //protection from earth
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 34: //anti-magic
- sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 36: //magic mirror
- sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- case 41: //bless
- sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 42: //curse
- sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 43: //bloodlust
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
- sf.back().sid = sse.sid;
- break;
- case 44: //precision
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
- sf.back().sid = sse.sid;
- break;
- case 45: //weakness
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 46: //stone skin
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 47: //disrupting ray
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.back().valType = Bonus::ADDITIVE_VALUE;
- break;
- case 48: //prayer
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 49: //mirth
- sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 50: //sorrow
- sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 51: //fortune
- sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 52: //misfortune
- sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 53: //haste
- sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 54: //slow
- sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 55: //slayer
- sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 56: //frenzy
- sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 58: //counterstrike
- sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 59: //bersek
- sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 60: //hypnotize
- sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 61: //forgetfulness
- sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case Spells::BLIND: //blind
- sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
- sf.back().sid = sse.sid;
- break;
- case Spells::STONE_GAZE: //Stone Gaze
- case Spells::PARALYZE: //Paralyze
- sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
- sf.back().sid = sse.sid;
- break;
- case 71: //Poison
- sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
- sf.back().sid = sse.sid;
- sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 72: //Bind
- sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
- sf.back().duration = Bonus::PERMANENT;
- sf.back().sid = sse.sid;
- break;
- case 73: //Disease
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 75: //Age
- sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 80: //Acid Breath
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
- sf.back().sid = sse.sid;
- sf.back().duration = Bonus::PERMANENT;
- sf.back().valType = Bonus::ADDITIVE_VALUE;
- break;
- }
- }
- bool CStack::willMove(int turn /*= 0*/) const
- {
- return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
- && !moved(turn)
- && canMove(turn);
- }
- bool CStack::canMove( int turn /*= 0*/ ) const
- {
- return alive()
- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
- }
- bool CStack::moved( int turn /*= 0*/ ) const
- {
- if(!turn)
- return vstd::contains(state, EBattleStackState::MOVED);
- else
- return false;
- }
- bool CStack::waited(int turn /*= 0*/) const
- {
- if(!turn)
- return vstd::contains(state, EBattleStackState::WAITING);
- else
- return false;
- }
- bool CStack::doubleWide() const
- {
- return getCreature()->doubleWide;
- }
- BattleHex CStack::occupiedHex() const
- {
- return occupiedHex(position);
- }
- BattleHex CStack::occupiedHex(BattleHex assumedPos) const
- {
- if (doubleWide())
- {
- if (attackerOwned)
- return assumedPos - 1;
- else
- return assumedPos + 1;
- }
- else
- {
- return BattleHex::INVALID;
- }
- }
- std::vector<BattleHex> CStack::getHexes() const
- {
- return getHexes(position);
- }
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
- {
- return getHexes(assumedPos, doubleWide(), attackerOwned);
- }
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
- {
- std::vector<BattleHex> hexes;
- hexes.push_back(assumedPos);
- if (twoHex)
- {
- if (AttackerOwned)
- hexes.push_back(assumedPos - 1);
- else
- hexes.push_back(assumedPos + 1);
- }
- return hexes;
- }
- bool CStack::coversPos(BattleHex pos) const
- {
- return vstd::contains(getHexes(), pos);
- }
- std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
- {
- BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
- std::vector<BattleHex> hexes;
- if (doubleWide())
- {
- const int WN = GameConstants::BFIELD_WIDTH;
- if(attackerOwned)
- { //position is equal to front hex
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
- BattleHex::checkAndPush(hex - 2, hexes);
- BattleHex::checkAndPush(hex + 1, hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
- }
- else
- {
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
- BattleHex::checkAndPush(hex + 2, hexes);
- BattleHex::checkAndPush(hex - 1, hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
- }
- return hexes;
- }
- else
- {
- return hex.neighbouringTiles();
- }
- }
- std::vector<si32> CStack::activeSpells() const
- {
- std::vector<si32> ret;
- TBonusListPtr spellEffects = getSpellBonuses();
- BOOST_FOREACH(const Bonus *it, *spellEffects)
- {
- if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
- ret.push_back(it->sid);
- }
- return ret;
- }
- CStack::~CStack()
- {
- detachFromAll();
- }
- const CGHeroInstance * CStack::getMyHero() const
- {
- if(base)
- return dynamic_cast<const CGHeroInstance *>(base->armyObj);
- else //we are attached directly?
- BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
- if(n->getNodeType() == HERO)
- return dynamic_cast<const CGHeroInstance *>(n);
- return NULL;
- }
- std::string CStack::nodeName() const
- {
- std::ostringstream oss;
- oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
- if(type)
- oss << type->namePl;
- else
- oss << "[UNDEFINED TYPE]";
- oss << " from slot " << (int)slot;
- if(base && base->armyObj)
- oss << " of armyobj=" << base->armyObj->id;
- return oss.str();
- }
- void CStack::prepareAttacked(BattleStackAttacked &bsa) const
- {
- bsa.killedAmount = bsa.damageAmount / MaxHealth();
- unsigned damageFirst = bsa.damageAmount % MaxHealth();
- if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
- {
- bsa.killedAmount = count;
- bsa.flags |= BattleStackAttacked::CLONE_KILLED;
- return; // no rebirth I believe
- }
- if( firstHPleft <= damageFirst )
- {
- bsa.killedAmount++;
- bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
- }
- else
- {
- bsa.newHP = firstHPleft - damageFirst;
- }
- if(count <= bsa.killedAmount) //stack killed
- {
- bsa.newAmount = 0;
- bsa.flags |= BattleStackAttacked::KILLED;
- bsa.killedAmount = count; //we cannot kill more creatures than we have
- int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
- if (resurrectFactor > 0 && casts) //there must be casts left
- {
- int resurrectedCount = base->count * resurrectFactor / 100;
- if (resurrectedCount)
- resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
- else //only one unit
- resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
- if (hasBonusOfType(Bonus::REBIRTH, 1))
- vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
- if (resurrectedCount)
- {
- bsa.flags |= BattleStackAttacked::REBIRTH;
- bsa.newAmount = resurrectedCount; //risky?
- bsa.newHP = MaxHealth(); //resore full health
- }
- }
- }
- else
- {
- bsa.newAmount = count - bsa.killedAmount;
- }
- }
- bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
- {
- if (!attackerPos.isValid())
- {
- attackerPos = attacker->position;
- }
- if (!defenderPos.isValid())
- {
- defenderPos = defender->position;
- }
- return
- (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
- || (attacker->doubleWide() //back <=> front
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
- || (defender->doubleWide() //front <=> back
- && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
- || (defender->doubleWide() && attacker->doubleWide()//back <=> back
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
- }
- bool CStack::ableToRetaliate() const
- {
- return alive()
- && (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
- && !hasBonusOfType(Bonus::SIEGE_WEAPON)
- && !hasBonusOfType(Bonus::HYPNOTIZED)
- && !hasBonusOfType(Bonus::NO_RETALIATION);
- }
- std::string CStack::getName() const
- {
- return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
- }
- bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
- {
- return (alive() || allowDead) && position.isValid();
- }
- bool CStack::canBeHealed() const
- {
- return firstHPleft < MaxHealth()
- && isValidTarget()
- && !hasBonusOfType(Bonus::SIEGE_WEAPON);
- }
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
- {
- switch(phase)
- {
- case 0: //catapult moves after turrets
- return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
- case 1: //fastest first, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as > bs;
- else
- return a->slot < b->slot;
- }
- case 2: //fastest last, upper slot first
- //TODO: should be replaced with order of receiving morale!
- case 3: //fastest last, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as < bs;
- else
- return a->slot < b->slot;
- }
- default:
- assert(0);
- return false;
- }
- }
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
- {
- phase = Phase;
- turn = Turn;
- }
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