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							- /*
 
-  * BattleInfo.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 "BattleInfo.h"
 
- #include "CStack.h"
 
- #include "CHeroHandler.h"
 
- #include "NetPacks.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "mapObjects/CGTownInstance.h"
 
- const CStack * BattleInfo::getNextStack() const
 
- {
 
- 	std::vector<const CStack *> hlp;
 
- 	battleGetStackQueue(hlp, 1, -1);
 
- 	if(hlp.size())
 
- 		return hlp[0];
 
- 	else
 
- 		return nullptr;
 
- }
 
- int BattleInfo::getAvaliableHex(CreatureID 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.empty())
 
- 	{
 
- 		return BattleHex::INVALID; //all tiles are covered
 
- 	}
 
- 	return BattleHex::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,
 
- 	bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand )
 
- {
 
- 	TDmgRange range = calculateDmgRange(attacker, defender, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
 
- 	if(range.first != range.second)
 
- 	{
 
- 		ui32 sum = 0;
 
- 		ui32 howManyToAv = std::min<ui32>(10, attacker->count);
 
- 		for(int g=0; g<howManyToAv; ++g)
 
- 			sum += (ui32)rand.nextInt(range.first, range.second);
 
- 		return sum / howManyToAv;
 
- 	}
 
- 	else
 
- 		return range.first;
 
- }
 
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
 
- {
 
- 	for(auto & elem : stacks)//setting casualties
 
- 	{
 
- 		const CStack * const st = elem;
 
- 		si32 killed = (st->alive() ? (st->baseAmount - st->count + st->resurrected) : st->baseAmount);
 
- 		vstd::amax(killed, 0);
 
- 		if(killed)
 
- 			casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
 
- 	}
 
- }
 
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, SlotID slot, BattleHex position) const
 
- {
 
- 	int stackID = getIdForNewStack();
 
- 	PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
 
- 	assert((owner >= PlayerColor::PLAYER_LIMIT)  ||
 
- 		   (base.armyObj && base.armyObj->tempOwner == owner));
 
- 	auto  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, SlotID slot, BattleHex position) const
 
- {
 
- 	int stackID = getIdForNewStack();
 
- 	PlayerColor owner = sides[attackerOwned ? 0 : 1].color;
 
- 	auto  ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 
- 	ret->position = position;
 
- 	ret->state.insert(EBattleStackState::ALIVE);  //alive state indication
 
- 	return ret;
 
- }
 
- void BattleInfo::localInit()
 
- {
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		auto armyObj = battleGetArmyObject(i);
 
- 		armyObj->battle = this;
 
- 		armyObj->attachTo(this);
 
- 	}
 
- 	for(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 = battleGetArmyObject(!s->attackerOwned);
 
- 		s->attachTo(army);
 
- 		assert(s->type);
 
- 		s->attachTo(const_cast<CCreature*>(s->type));
 
- 	}
 
- 	s->postInit();
 
- }
 
- namespace CGH
 
- {
 
- 	static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
 
- 	{
 
- 		for(const JsonNode &level : node.Vector())
 
- 		{
 
- 			std::vector<int> pom;
 
- 			for(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, std::function<int()> _myRand):
 
- 		min(_min),
 
- 		remainingCount(_max - _min + 1),
 
- 		remaining(remainingCount, true),
 
- 		myRand(_myRand)
 
- 	{
 
- 	}
 
- 	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(std::function<bool(int)> goodNumberPred = nullptr)
 
- 	{
 
- 		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;
 
- 	std::function<int()> myRand;
 
- };
 
- BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
 
- {
 
- 	CMP_stack cmpst;
 
- 	auto curB = new BattleInfo();
 
- 	for(auto i = 0u; i < curB->sides.size(); i++)
 
- 		curB->sides[i].init(heroes[i], armies[i]);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->battlefieldType = battlefieldType;
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	if(town)
 
- 	{
 
- 		curB->town = town;
 
- 		curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->town = nullptr;
 
- 		curB->terrainType = terrain;
 
- 	}
 
- 	//setting up siege obstacles
 
- 	if (town && town->hasFort())
 
- 	{
 
- 		curB->si.gateState = EGateState::CLOSED;
 
- 		for (int b = 0; b < curB->si.wallState.size(); ++b)
 
- 		{
 
- 			curB->si.wallState[b] = EWallState::INTACT;
 
- 		}
 
- 		if (!town->hasBuilt(BuildingID::CITADEL))
 
- 		{
 
- 			curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
 
- 		}
 
- 		if (!town->hasBuilt(BuildingID::CASTLE))
 
- 		{
 
- 			curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
 
- 			curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
 
- 		}
 
- 	}
 
- 	//randomize obstacles
 
-  	if (town == nullptr && !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 = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
 
- 				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
 
- 				obstPtr->uniqueID = curB->obstacles.size();
 
- 				curB->obstacles.push_back(obstPtr);
 
- 				for(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;
 
- 					for(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 = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->ID = obid;
 
- 				obstPtr->pos = posgenerator.getSuchNumber(validPosition);
 
- 				obstPtr->uniqueID = curB->obstacles.size();
 
- 				curB->obstacles.push_back(obstPtr);
 
- 				for(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]);
 
- 	for (auto position : config["commanderPositions"]["field"].Vector())
 
- 	{
 
- 		commanderField.push_back (position.Float());
 
- 	}
 
- 	for (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, ArtifactPosition artslot, CreatureID cretype, BattleHex hex)
 
- 		{
 
- 			if(heroes[side] && heroes[side]->getArt(artslot))
 
- 				stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
 
- 		};
 
- 		handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52);
 
- 		handleWarMachine(0, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 18);
 
- 		handleWarMachine(0, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 154);
 
- 		if(town && town->hasFort())
 
- 			handleWarMachine(0, ArtifactPosition::MACH4, CreatureID::CATAPULT, 120);
 
- 		if(!town) //defending hero shouldn't receive ballista (bug #551)
 
- 			handleWarMachine(1, ArtifactPosition::MACH1, CreatureID::BALLISTA, 66);
 
- 		handleWarMachine(1, ArtifactPosition::MACH2, CreatureID::AMMO_CART, 32);
 
- 		handleWarMachine(1, ArtifactPosition::MACH3, CreatureID::FIRST_AID_TENT, 168);
 
- 	}
 
- 	//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(auto 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 && heroes[i]->commander->alive)
 
- 		{
 
- 			CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, SlotID::COMMANDER_SLOT_PLACEHOLDER,
 
- 				creatureBank ? commanderBank[i] : commanderField[i]);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
 
- 	{
 
- 		// keep tower
 
- 		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -2);
 
- 		stacks.push_back(stack);
 
- 		if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
 
- 		{
 
- 			// lower tower + upper tower
 
- 			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -4);
 
- 			stacks.push_back(stack);
 
- 			stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -3);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		//moat
 
- 		auto moat = std::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(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
 
- 		0, -1, -1, Bonus::INDEPENDENT_MAX));
 
- 	auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
 
- 	auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
 
- 	auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
 
- 	//giving terrain overlay premies
 
- 	int bonusSubtype = -1;
 
- 	switch(battlefieldType)
 
- 	{
 
- 	case BFieldType::MAGIC_PLAINS:
 
- 		{
 
- 			bonusSubtype = 0;
 
- 		}
 
- 	case BFieldType::FIERY_FIELDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 1;
 
- 		}
 
- 	case BFieldType::ROCKLANDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 8;
 
- 		}
 
- 	case BFieldType::MAGIC_CLOUDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 2;
 
- 		}
 
- 	case BFieldType::LUCID_POOLS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 4;
 
- 		}
 
- 		{ //common part for cases 9, 14, 15, 16, 17
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));
 
- 			break;
 
- 		}
 
- 	case BFieldType::HOLY_GROUND:
 
- 		{
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CLOVER_FIELD:
 
- 		{ //+2 luck bonus for neutral creatures
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral));
 
- 			break;
 
- 		}
 
- 	case BFieldType::EVIL_FOG:
 
- 		{
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CURSED_GROUND:
 
- 		{
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));
 
- 			break;
 
- 		}
 
- 	}
 
- 	//overlay premies given
 
- 	//native terrain bonuses
 
- 	auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//tactics
 
- 	bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
 
- 	int tacticLvls[2] = {0};
 
- 	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
 
- 	{
 
- 		if(heroes[i])
 
- 			tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::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 - DOES NOT WORK
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		TNodes nodes;
 
- 		curB->battleGetArmyObject(i)->getRedAncestors(nodes);
 
- 		for(CBonusSystemNode *n : nodes)
 
- 		{
 
- 			for(auto b : n->getExportedBonusList())
 
- 			{
 
- 				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
 
- 				{
 
- 					auto bCopy = std::make_shared<Bonus>(*b);
 
- 					bCopy->effectRange = Bonus::NO_LIMIT;
 
- 					bCopy->propagator.reset();
 
- 					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color));
 
- 					curB->addNewBonus(bCopy);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return curB;
 
- }
 
- const CGHeroInstance * BattleInfo::getHero( PlayerColor player ) const
 
- {
 
- 	for(int i = 0; i < sides.size(); i++)
 
- 		if(sides[i].color == player)
 
- 			return sides[i].hero;
 
- 	logGlobal->errorStream() << "Player " << player << " is not in battle!";
 
- 	return nullptr;
 
- }
 
- PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const
 
- {
 
- 	return sides[!whatSide(player)].color;
 
- }
 
- ui8 BattleInfo::whatSide(PlayerColor player) const
 
- {
 
- 	for(int i = 0; i < sides.size(); i++)
 
- 		if(sides[i].color == player)
 
- 			return i;
 
- 	logGlobal->warnStream() << "BattleInfo::whatSide: Player " << player << " is not in battle!";
 
- 	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;
 
- }
 
- std::shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
 
- {
 
- 	for(auto &obs : obstacles)
 
- 		if(vstd::contains(obs->getAffectedTiles(), tile))
 
- 			return obs;
 
- 	return std::shared_ptr<CObstacleInstance>();
 
- }
 
- BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
 
- {
 
- 	static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =
 
- 	{
 
- 		{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
 
- 		{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
 
- 		{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
 
- 		{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},
 
- 		{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},
 
- 		{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},
 
- 		{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},
 
- 		{BFieldType::MAGIC_CLOUDS, BattlefieldBI::MAGIC_CLOUDS},
 
- 		{BFieldType::MAGIC_PLAINS, BattlefieldBI::MAGIC_PLAINS},
 
- 		{BFieldType::ROCKLANDS, BattlefieldBI::ROCKLANDS},
 
- 		{BFieldType::SAND_SHORE, 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));
 
- }
 
- BattleInfo::BattleInfo()
 
- 	: round(-1), activeStack(-1), selectedStack(-1), town(nullptr), tile(-1,-1,-1),
 
- 	battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),
 
- 	tacticsSide(0), tacticDistance(0)
 
- {
 
- 	setBattle(this);
 
- 	setNodeType(BATTLE);
 
- }
 
- CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
 
- {
 
- 	return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
 
- }
 
- CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
 
- {
 
- 	return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
 
- }
 
- 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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