BattleProcessor.cpp 11 KB

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  1. /*
  2. * BattleProcessor.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 "BattleProcessor.h"
  12. #include "BattleActionProcessor.h"
  13. #include "BattleFlowProcessor.h"
  14. #include "BattleResultProcessor.h"
  15. #include "../CGameHandler.h"
  16. #include "../queries/QueriesProcessor.h"
  17. #include "../queries/BattleQueries.h"
  18. #include "../../lib/CPlayerState.h"
  19. #include "../../lib/TerrainHandler.h"
  20. #include "../../lib/battle/CBattleInfoCallback.h"
  21. #include "../../lib/battle/CObstacleInstance.h"
  22. #include "../../lib/battle/BattleInfo.h"
  23. #include "../../lib/gameState/CGameState.h"
  24. #include "../../lib/mapping/CMap.h"
  25. #include "../../lib/mapObjects/CGHeroInstance.h"
  26. #include "../../lib/modding/IdentifierStorage.h"
  27. #include "../../lib/networkPacks/PacksForClient.h"
  28. #include "../../lib/networkPacks/PacksForClientBattle.h"
  29. #include "../../lib/CPlayerState.h"
  30. BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
  31. : gameHandler(gameHandler)
  32. , flowProcessor(std::make_unique<BattleFlowProcessor>(this, gameHandler))
  33. , actionsProcessor(std::make_unique<BattleActionProcessor>(this, gameHandler))
  34. , resultProcessor(std::make_unique<BattleResultProcessor>(this, gameHandler))
  35. {
  36. }
  37. BattleProcessor::~BattleProcessor() = default;
  38. void BattleProcessor::engageIntoBattle(PlayerColor player)
  39. {
  40. //notify interfaces
  41. PlayerBlocked pb;
  42. pb.player = player;
  43. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  44. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  45. gameHandler->sendAndApply(&pb);
  46. }
  47. void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  48. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  49. const CGTownInstance *town)
  50. {
  51. auto battle = gameHandler->gameState()->getBattle(battleID);
  52. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->sides[0].color));
  53. if(!lastBattleQuery)
  54. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->sides[1].color));
  55. assert(lastBattleQuery);
  56. //existing battle query for retying auto-combat
  57. if(lastBattleQuery)
  58. {
  59. const CGHeroInstance*heroes[2];
  60. heroes[0] = hero1;
  61. heroes[1] = hero2;
  62. for(int i : {0, 1})
  63. {
  64. if(heroes[i])
  65. {
  66. SetMana restoreInitialMana;
  67. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  68. restoreInitialMana.hid = heroes[i]->id;
  69. gameHandler->sendAndApply(&restoreInitialMana);
  70. }
  71. }
  72. lastBattleQuery->result = std::nullopt;
  73. assert(lastBattleQuery->belligerents[0] == battle->sides[0].armyObject);
  74. assert(lastBattleQuery->belligerents[1] == battle->sides[1].armyObject);
  75. }
  76. BattleCancelled bc;
  77. bc.battleID = battleID;
  78. gameHandler->sendAndApply(&bc);
  79. startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
  80. }
  81. void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  82. const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
  83. const CGTownInstance *town)
  84. {
  85. assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr);
  86. assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr);
  87. const CArmedInstance *armies[2];
  88. armies[0] = army1;
  89. armies[1] = army2;
  90. const CGHeroInstance*heroes[2];
  91. heroes[0] = hero1;
  92. heroes[1] = hero2;
  93. auto battleID = setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  94. const auto * battle = gameHandler->gameState()->getBattle(battleID);
  95. assert(battle);
  96. //add battle bonuses based from player state only when attacks neutral creatures
  97. const auto * attackerInfo = gameHandler->getPlayerState(army1->getOwner(), false);
  98. if(attackerInfo && !army2->getOwner().isValidPlayer())
  99. {
  100. for(auto bonus : attackerInfo->battleBonuses)
  101. {
  102. GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
  103. giveBonus.id = hero1->id;
  104. giveBonus.bonus = bonus;
  105. gameHandler->sendAndApply(&giveBonus);
  106. }
  107. }
  108. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->sides[0].color));
  109. if(!lastBattleQuery)
  110. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->sides[1].color));
  111. if (lastBattleQuery)
  112. {
  113. lastBattleQuery->battleID = battleID;
  114. }
  115. else
  116. {
  117. auto newBattleQuery = std::make_shared<CBattleQuery>(gameHandler, battle);
  118. // store initial mana to reset if battle has been restarted
  119. for(int i : {0, 1})
  120. if(heroes[i])
  121. newBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  122. gameHandler->queries->addQuery(newBattleQuery);
  123. }
  124. flowProcessor->onBattleStarted(*battle);
  125. }
  126. void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
  127. {
  128. startBattlePrimary(army1, army2, tile,
  129. army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
  130. army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
  131. creatureBank);
  132. }
  133. void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
  134. {
  135. startBattleI(army1, army2, army2->visitablePos(), creatureBank);
  136. }
  137. BattleID BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
  138. {
  139. const auto & t = *gameHandler->getTile(tile);
  140. TerrainId terrain = t.terType->getId();
  141. if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
  142. terrain = ETerrainId::SAND;
  143. BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
  144. if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
  145. terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
  146. //send info about battles
  147. BattleStart bs;
  148. bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
  149. bs.battleID = gameHandler->gameState()->nextBattleID;
  150. engageIntoBattle(bs.info->sides[0].color);
  151. engageIntoBattle(bs.info->sides[1].color);
  152. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->sides[0].color));
  153. if(!lastBattleQuery)
  154. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->sides[1].color));
  155. bool isDefenderHuman = bs.info->sides[1].color.isValidPlayer() && gameHandler->getPlayerState(bs.info->sides[1].color)->isHuman();
  156. bool isAttackerHuman = gameHandler->getPlayerState(bs.info->sides[0].color)->isHuman();
  157. bool onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
  158. bs.info->replayAllowed = lastBattleQuery == nullptr && onlyOnePlayerHuman;
  159. gameHandler->sendAndApply(&bs);
  160. return bs.battleID;
  161. }
  162. bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle)
  163. {
  164. //check if drawbridge state need to be changes
  165. if (battle.battleGetSiegeLevel() > 0)
  166. updateGateState(battle);
  167. if (resultProcessor->battleIsEnding(battle))
  168. return true;
  169. //check if battle ended
  170. if (auto result = battle.battleIsFinished())
  171. {
  172. setBattleResult(battle, EBattleResult::NORMAL, *result);
  173. return true;
  174. }
  175. return false;
  176. }
  177. void BattleProcessor::updateGateState(const CBattleInfoCallback & battle)
  178. {
  179. // GATE_BRIDGE - leftmost tile, located over moat
  180. // GATE_OUTER - central tile, mostly covered by gate image
  181. // GATE_INNER - rightmost tile, inside the walls
  182. // GATE_OUTER or GATE_INNER:
  183. // - if defender moves unit on these tiles, bridge will open
  184. // - if there is a creature (dead or alive) on these tiles, bridge will always remain open
  185. // - blocked to attacker if bridge is closed
  186. // GATE_BRIDGE
  187. // - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
  188. // - if Force Field is cast here, bridge can't open (but can close, in any town)
  189. // - deals moat damage to attacker if bridge is closed (fortress only)
  190. bool hasForceFieldOnBridge = !battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), true).empty();
  191. bool hasStackAtGateInner = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_INNER), false) != nullptr;
  192. bool hasStackAtGateOuter = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_OUTER), false) != nullptr;
  193. bool hasStackAtGateBridge = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_BRIDGE), false) != nullptr;
  194. bool hasWideMoat = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
  195. {
  196. return obst->obstacleType == CObstacleInstance::MOAT;
  197. });
  198. BattleUpdateGateState db;
  199. db.state = battle.battleGetGateState();
  200. db.battleID = battle.getBattle()->getBattleID();
  201. if (battle.battleGetWallState(EWallPart::GATE) == EWallState::DESTROYED)
  202. {
  203. db.state = EGateState::DESTROYED;
  204. }
  205. else if (db.state == EGateState::OPENED)
  206. {
  207. bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
  208. bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
  209. if (gateCanClose)
  210. db.state = EGateState::CLOSED;
  211. else
  212. db.state = EGateState::OPENED;
  213. }
  214. else // CLOSED or BLOCKED
  215. {
  216. bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
  217. if (gateBlocked)
  218. db.state = EGateState::BLOCKED;
  219. else
  220. db.state = EGateState::CLOSED;
  221. }
  222. if (db.state != battle.battleGetGateState())
  223. gameHandler->sendAndApply(&db);
  224. }
  225. bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba)
  226. {
  227. const auto * battle = gameHandler->gameState()->getBattle(battleID);
  228. if (!battle)
  229. return false;
  230. bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba);
  231. if (gameHandler->gameState()->getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
  232. flowProcessor->onActionMade(*battle, ba);
  233. return result;
  234. }
  235. void BattleProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  236. {
  237. resultProcessor->setBattleResult(battle, resultType, victoriusSide);
  238. resultProcessor->endBattle(battle);
  239. }
  240. bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction &ba)
  241. {
  242. return actionsProcessor->makeAutomaticBattleAction(battle, ba);
  243. }
  244. void BattleProcessor::endBattleConfirm(const BattleID & battleID)
  245. {
  246. auto battle = gameHandler->gameState()->getBattle(battleID);
  247. assert(battle);
  248. if (!battle)
  249. return;
  250. resultProcessor->endBattleConfirm(*battle);
  251. }
  252. void BattleProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult &result)
  253. {
  254. resultProcessor->battleAfterLevelUp(battleID, result);
  255. }