BattleResultProcessor.cpp 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619
  1. /*
  2. * BattleResultProcessor.cpp, 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. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../TurnTimerHandler.h"
  14. #include "../processors/HeroPoolProcessor.h"
  15. #include "../queries/QueriesProcessor.h"
  16. #include "../queries/BattleQueries.h"
  17. #include "../../lib/ArtifactUtils.h"
  18. #include "../../lib/CStack.h"
  19. #include "../../lib/CPlayerState.h"
  20. #include "../../lib/GameSettings.h"
  21. #include "../../lib/battle/CBattleInfoCallback.h"
  22. #include "../../lib/battle/IBattleState.h"
  23. #include "../../lib/battle/SideInBattle.h"
  24. #include "../../lib/gameState/CGameState.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. #include "../../lib/networkPacks/PacksForClientBattle.h"
  27. #include "../../lib/networkPacks/PacksForClient.h"
  28. #include "../../lib/serializer/Cast.h"
  29. #include "../../lib/spells/CSpellHandler.h"
  30. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  31. // : owner(owner)
  32. : gameHandler(newGameHandler)
  33. {
  34. }
  35. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
  36. army(battle.battleGetArmyObject(sideInBattle))
  37. {
  38. heroWithDeadCommander = ObjectInstanceID();
  39. PlayerColor color = battle.sideToPlayer(sideInBattle);
  40. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  41. if (stack->summoned)//don't take into account temporary summoned stacks
  42. return false;
  43. if(stack->unitOwner() != color) //remove only our stacks
  44. return false;
  45. if (stack->isTurret())
  46. return false;
  47. return true;
  48. });
  49. for(const CStack * stConst : allStacks)
  50. {
  51. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  52. // TODO: better solution
  53. CStack * st = const_cast<CStack*>(stConst);
  54. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  55. st->health.takeResurrected();
  56. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  57. {
  58. auto warMachine = st->unitType()->warMachine;
  59. if(warMachine == ArtifactID::NONE)
  60. {
  61. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  62. }
  63. //catapult artifact remain even if "creature" killed in siege
  64. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  65. {
  66. logGlobal->debug("War machine has been destroyed");
  67. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  68. if (hero)
  69. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  70. else
  71. logGlobal->error("War machine in army without hero");
  72. }
  73. }
  74. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  75. {
  76. if(st->alive() && st->getCount() > 0)
  77. {
  78. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  79. const CreatureID summonedType = st->creatureId();
  80. summoned[summonedType] += st->getCount();
  81. }
  82. }
  83. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  84. {
  85. if (nullptr == st->base)
  86. {
  87. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  88. }
  89. else
  90. {
  91. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  92. if(c)
  93. {
  94. auto h = dynamic_cast <const CGHeroInstance *>(army);
  95. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  96. {
  97. logGlobal->debug("Commander is dead.");
  98. heroWithDeadCommander = army->id; //TODO: unify commander handling
  99. }
  100. }
  101. else
  102. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  103. }
  104. }
  105. else if(st->base && !army->slotEmpty(st->unitSlot()))
  106. {
  107. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  108. if(st->getCount() == 0 || !st->alive())
  109. {
  110. logGlobal->debug("Stack has been destroyed.");
  111. StackLocation sl(army, st->unitSlot());
  112. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  113. }
  114. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  115. {
  116. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  117. StackLocation sl(army, st->unitSlot());
  118. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  119. }
  120. }
  121. else
  122. {
  123. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  124. }
  125. }
  126. }
  127. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  128. {
  129. if (gh->getObjInstance(army->id) == nullptr)
  130. throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
  131. for (TStackAndItsNewCount &ncount : newStackCounts)
  132. {
  133. if (ncount.second > 0)
  134. gh->changeStackCount(ncount.first, ncount.second, true);
  135. else
  136. gh->eraseStack(ncount.first, true);
  137. }
  138. for (auto summoned_iter : summoned)
  139. {
  140. SlotID slot = army->getSlotFor(summoned_iter.first);
  141. if (slot.validSlot())
  142. {
  143. StackLocation location(army, slot);
  144. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  145. }
  146. else
  147. {
  148. //even if it will be possible to summon anything permanently it should be checked for free slot
  149. //necromancy is handled separately
  150. gh->complain("No free slot to put summoned creature");
  151. }
  152. }
  153. for (auto al : removedWarMachines)
  154. {
  155. gh->removeArtifact(al);
  156. }
  157. if (heroWithDeadCommander != ObjectInstanceID())
  158. {
  159. SetCommanderProperty scp;
  160. scp.heroid = heroWithDeadCommander;
  161. scp.which = SetCommanderProperty::ALIVE;
  162. scp.amount = 0;
  163. gh->sendAndApply(&scp);
  164. }
  165. }
  166. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  167. {
  168. if (result.winner == BattleSide::ATTACKER)
  169. {
  170. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  171. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  172. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  173. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  174. }
  175. else
  176. {
  177. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  178. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  179. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  180. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  181. }
  182. winnerSide = result.winner;
  183. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  184. }
  185. //FinishingBattleHelper::FinishingBattleHelper()
  186. //{
  187. // winnerHero = loserHero = nullptr;
  188. // winnerSide = 0;
  189. // remainingBattleQueriesCount = 0;
  190. //}
  191. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  192. {
  193. auto const & giveExp = [](BattleResult &r)
  194. {
  195. if (r.winner > 1)
  196. {
  197. // draw
  198. return;
  199. }
  200. r.exp[0] = 0;
  201. r.exp[1] = 0;
  202. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  203. {
  204. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  205. }
  206. };
  207. LOG_TRACE(logGlobal);
  208. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  209. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  210. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  211. //Fill BattleResult structure with exp info
  212. giveExp(*battleResult);
  213. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  214. {
  215. if(heroAttacker)
  216. battleResult->exp[1] += 500;
  217. if(heroDefender)
  218. battleResult->exp[0] += 500;
  219. }
  220. // Give 500 exp to winner if a town was conquered during the battle
  221. const auto * defendedTown = battle.battleGetDefendedTown();
  222. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  223. battleResult->exp[BattleSide::ATTACKER] += 500;
  224. if(heroAttacker)
  225. battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
  226. if(heroDefender)
  227. battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
  228. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  229. if(!battleQuery)
  230. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  231. if (!battleQuery)
  232. {
  233. logGlobal->error("Cannot find battle query!");
  234. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " has no battle query at the top!");
  235. return;
  236. }
  237. battleQuery->result = std::make_optional(*battleResult);
  238. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  239. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  240. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  241. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  242. // in battles against neutrals, 1st player can ask to replay battle manually
  243. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  244. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  245. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  246. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  247. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  248. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  249. if(onlyOnePlayerHuman)
  250. {
  251. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  252. battleResult->queryID = battleDialogQuery->queryID;
  253. gameHandler->queries->addQuery(battleDialogQuery);
  254. }
  255. else
  256. battleResult->queryID = QueryID::NONE;
  257. //set same battle result for all gameHandler->queries
  258. for(auto q : gameHandler->queries->allQueries())
  259. {
  260. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  261. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  262. otherBattleQuery->result = battleQuery->result;
  263. }
  264. gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
  265. gameHandler->sendAndApply(battleResult);
  266. if (battleResult->queryID == QueryID::NONE)
  267. endBattleConfirm(battle);
  268. }
  269. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  270. {
  271. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  272. if(!battleQuery)
  273. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  274. if(!battleQuery)
  275. {
  276. logGlobal->trace("No battle query, battle end was confirmed by another player");
  277. return;
  278. }
  279. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  280. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  281. const EBattleResult result = battleResult->result;
  282. //calculate casualties before deleting battle
  283. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  284. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  285. ChangeSpells cs; //for Eagle Eye
  286. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  287. {
  288. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  289. {
  290. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
  291. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  292. {
  293. auto spell = spellId.toEntity(VLC->spells());
  294. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  295. cs.spells.insert(spell->getId());
  296. }
  297. }
  298. }
  299. std::vector<const CArtifactInstance *> arts; //display them in window
  300. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  301. {
  302. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  303. {
  304. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  305. if(slot != ArtifactPosition::PRE_FIRST)
  306. {
  307. arts.push_back(art);
  308. ma->dst = ArtifactLocation(finishingBattle->winnerHero->id, slot);
  309. if(ArtifactUtils::isSlotBackpack(slot))
  310. ma->askAssemble = false;
  311. gameHandler->sendAndApply(ma);
  312. }
  313. };
  314. if (finishingBattle->loserHero)
  315. {
  316. //TODO: wrap it into a function, somehow (std::variant -_-)
  317. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  318. for (auto artSlot : artifactsWorn)
  319. {
  320. MoveArtifact ma;
  321. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  322. const CArtifactInstance * art = finishingBattle->loserHero->getArt(artSlot.first);
  323. if (art && !art->artType->isBig() &&
  324. art->artType->getId() != ArtifactID::SPELLBOOK)
  325. // don't move war machines or locked arts (spellbook)
  326. {
  327. sendMoveArtifact(art, &ma);
  328. }
  329. }
  330. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  331. {
  332. //we assume that no big artifacts can be found
  333. MoveArtifact ma;
  334. ma.src = ArtifactLocation(finishingBattle->loserHero->id,
  335. ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  336. const CArtifactInstance * art = finishingBattle->loserHero->getArt(ArtifactPosition::BACKPACK_START + slotNumber);
  337. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  338. {
  339. sendMoveArtifact(art, &ma);
  340. }
  341. }
  342. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  343. {
  344. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  345. for (auto artSlot : artifactsWorn)
  346. {
  347. MoveArtifact ma;
  348. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  349. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  350. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  351. if (art && !art->artType->isBig())
  352. {
  353. sendMoveArtifact(art, &ma);
  354. }
  355. }
  356. }
  357. }
  358. auto loser = battle.otherSide(battleResult->winner);
  359. for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
  360. {
  361. auto artifactsWorn = armySlot.second->artifactsWorn;
  362. for(const auto & artSlot : artifactsWorn)
  363. {
  364. MoveArtifact ma;
  365. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  366. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  367. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  368. if (art && !art->artType->isBig())
  369. {
  370. sendMoveArtifact(art, &ma);
  371. }
  372. }
  373. }
  374. }
  375. if (arts.size()) //display loot
  376. {
  377. InfoWindow iw;
  378. iw.player = finishingBattle->winnerHero->tempOwner;
  379. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  380. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  381. {
  382. if (art->artType->getId() == ArtifactID::SPELL_SCROLL)
  383. iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
  384. else
  385. iw.components.emplace_back(ComponentType::ARTIFACT, art->artType->getId());
  386. if (iw.components.size() >= 14)
  387. {
  388. gameHandler->sendAndApply(&iw);
  389. iw.components.clear();
  390. }
  391. }
  392. if (iw.components.size())
  393. {
  394. gameHandler->sendAndApply(&iw);
  395. }
  396. }
  397. //Eagle Eye secondary skill handling
  398. if (!cs.spells.empty())
  399. {
  400. cs.learn = 1;
  401. cs.hid = finishingBattle->winnerHero->id;
  402. InfoWindow iw;
  403. iw.player = finishingBattle->winnerHero->tempOwner;
  404. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  405. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  406. std::ostringstream names;
  407. for (int i = 0; i < cs.spells.size(); i++)
  408. {
  409. names << "%s";
  410. if (i < cs.spells.size() - 2)
  411. names << ", ";
  412. else if (i < cs.spells.size() - 1)
  413. names << "%s";
  414. }
  415. names << ".";
  416. iw.text.replaceRawString(names.str());
  417. auto it = cs.spells.begin();
  418. for (int i = 0; i < cs.spells.size(); i++, it++)
  419. {
  420. iw.text.replaceName(*it);
  421. if (i == cs.spells.size() - 2) //we just added pre-last name
  422. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  423. iw.components.emplace_back(ComponentType::SPELL, *it);
  424. }
  425. gameHandler->sendAndApply(&iw);
  426. gameHandler->sendAndApply(&cs);
  427. }
  428. cab1.updateArmy(gameHandler);
  429. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  430. if(finishingBattle->loserHero) //remove beaten hero
  431. {
  432. RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
  433. gameHandler->sendAndApply(&ro);
  434. }
  435. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  436. {
  437. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
  438. gameHandler->sendAndApply(&ro);
  439. }
  440. if(battleResult->winner == BattleSide::DEFENDER
  441. && finishingBattle->winnerHero
  442. && finishingBattle->winnerHero->visitedTown
  443. && !finishingBattle->winnerHero->inTownGarrison
  444. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  445. {
  446. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  447. }
  448. //give exp
  449. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  450. gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  451. BattleResultAccepted raccepted;
  452. raccepted.battleID = battle.getBattle()->getBattleID();
  453. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
  454. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
  455. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
  456. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
  457. raccepted.heroResult[0].exp = battleResult->exp[0];
  458. raccepted.heroResult[1].exp = battleResult->exp[1];
  459. raccepted.winnerSide = finishingBattle->winnerSide;
  460. gameHandler->sendAndApply(&raccepted);
  461. gameHandler->queries->popIfTop(battleQuery);
  462. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  463. }
  464. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  465. {
  466. LOG_TRACE(logGlobal);
  467. assert(finishingBattles.count(battleID) != 0);
  468. if(finishingBattles.count(battleID) == 0)
  469. return;
  470. auto & finishingBattle = finishingBattles[battleID];
  471. finishingBattle->remainingBattleQueriesCount--;
  472. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  473. if (finishingBattle->remainingBattleQueriesCount > 0)
  474. //Battle results will be handled when all battle gameHandler->queries are closed
  475. return;
  476. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  477. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  478. // Still, it looks like a hole.
  479. // Necromancy if applicable.
  480. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  481. // Give raised units to winner and show dialog, if any were raised,
  482. // units will be given after casualties are taken
  483. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  484. if (necroSlot != SlotID() && !finishingBattle->isDraw())
  485. {
  486. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  487. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  488. }
  489. BattleResultsApplied resultsApplied;
  490. resultsApplied.battleID = battleID;
  491. resultsApplied.player1 = finishingBattle->victor;
  492. resultsApplied.player2 = finishingBattle->loser;
  493. gameHandler->sendAndApply(&resultsApplied);
  494. //handle victory/loss of engaged players
  495. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  496. gameHandler->checkVictoryLossConditions(playerColors);
  497. if (result.result == EBattleResult::SURRENDER)
  498. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  499. if (result.result == EBattleResult::ESCAPE)
  500. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  501. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  502. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  503. {
  504. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
  505. gameHandler->sendAndApply(&ro);
  506. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  507. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  508. }
  509. finishingBattles.erase(battleID);
  510. battleResults.erase(battleID);
  511. }
  512. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  513. {
  514. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  515. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  516. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  517. battleResult->battleID = battle.getBattle()->getBattleID();
  518. battleResult->result = resultType;
  519. battleResult->winner = victoriusSide; //surrendering side loses
  520. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  521. if (stack->summoned)//don't take into account temporary summoned stacks
  522. return false;
  523. if (stack->isTurret())
  524. return false;
  525. return true;
  526. });
  527. for(const auto & st : allStacks) //setting casualties
  528. {
  529. si32 killed = st->getKilled();
  530. if(killed > 0)
  531. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  532. }
  533. }
  534. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  535. {
  536. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  537. }