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- /*
- * BattleFlowProcessor.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 "BattleFlowProcessor.h"
- #include "BattleProcessor.h"
- #include "../CGameHandler.h"
- #include "../TurnTimerHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/battle/CBattleInfoCallback.h"
- #include "../../lib/battle/IBattleState.h"
- #include "../../lib/callback/GameRandomizer.h"
- #include "../../lib/entities/building/TownFortifications.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/networkPacks/PacksForClientBattle.h"
- #include "../../lib/spells/BonusCaster.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/ObstacleCasterProxy.h"
- #include <vstd/RNG.h>
- BattleFlowProcessor::BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
- : owner(owner)
- , gameHandler(newGameHandler)
- {
- }
- void BattleFlowProcessor::summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
- {
- int x = targetPosition.getX();
- int y = targetPosition.getY();
- const bool targetIsAttacker = side == BattleSide::ATTACKER;
- if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
- else
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
- //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
- if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
- {
- if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
- }
- else
- { //add back-side guardians for two-hex target, side guardians for one-hex
- output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false));
- output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false));
- if (!targetIsTwoHex && x > 2) //back guard for one-hex
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false));
- else if (targetIsTwoHex)//front-side guardians for two-hex target
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
- if (x > 3) //back guard for two-hex
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false));
- }
- }
- }
- else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
- {
- if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
- }
- else
- {
- output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false));
- output.checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false));
- if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false));
- else if (targetIsTwoHex)
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
- if (x < GameConstants::BFIELD_WIDTH - 4)
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false));
- }
- }
- }
- else if (!targetIsAttacker && y % 2 == 0)
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
- }
- else if (targetIsAttacker && y % 2 == 1)
- {
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false));
- output.checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false));
- }
- }
- void BattleFlowProcessor::tryPlaceMoats(const CBattleInfoCallback & battle)
- {
- const auto * town = battle.battleGetDefendedTown();
- if (!town)
- return;
- const auto & fortifications = town->fortificationsLevel();
- //Moat should be initialized here, because only here we can use spellcasting
- if (fortifications.hasMoat)
- {
- const auto * h = battle.battleGetFightingHero(BattleSide::DEFENDER);
- const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
- auto moatCaster = spells::SilentCaster(battle.sideToPlayer(BattleSide::DEFENDER), actualCaster);
- auto cast = spells::BattleCast(&battle, &moatCaster, spells::Mode::PASSIVE, fortifications.moatSpell.toSpell());
- auto target = spells::Target();
- cast.cast(gameHandler->spellcastEnvironment(), target);
- }
- }
- void BattleFlowProcessor::onBattleStarted(const CBattleInfoCallback & battle)
- {
- tryPlaceMoats(battle);
- gameHandler->turnTimerHandler->onBattleStart(battle.getBattle()->getBattleID());
- if (battle.battleGetTacticDist() == 0)
- onTacticsEnded(battle);
- }
- void BattleFlowProcessor::trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack)
- {
- if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
- return;
- std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
- auto accessibility = battle.getAccessibility();
- CreatureID creatureData = summonInfo->subtype.as<CreatureID>();
- BattleHexArray targetHexes;
- const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
- const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
- /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
- For one-hex targets there are four guardians - front, back and one per side (up + down).
- Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
- Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
- if (!guardianIsBig)
- targetHexes = stack->getSurroundingHexes();
- else
- summonGuardiansHelper(battle, targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
- for(const auto & hex : targetHexes)
- {
- if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
- {
- battle::UnitInfo info;
- info.id = battle.battleNextUnitId();
- info.count = std::max(1, stack->getCount() * summonInfo->val / 100);
- info.type = creatureData;
- info.side = stack->unitSide();
- info.position = hex;
- info.summoned = true;
- BattleUnitsChanged pack;
- pack.battleID = battle.getBattle()->getBattleID();
- pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
- info.save(pack.changedStacks.back().data);
- gameHandler->sendAndApply(pack);
- }
- }
- // send empty event to client
- // temporary(?) workaround to force animations to trigger
- StacksInjured fakeEvent;
- fakeEvent.battleID = battle.getBattle()->getBattleID();
- gameHandler->sendAndApply(fakeEvent);
- }
- void BattleFlowProcessor::castOpeningSpells(const CBattleInfoCallback & battle)
- {
- for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
- {
- const auto * h = battle.battleGetFightingHero(i);
- if (!h)
- continue;
- TConstBonusListPtr bl = h->getBonusesOfType(BonusType::OPENING_BATTLE_SPELL);
- for (const auto & b : *bl)
- {
- spells::BonusCaster caster(h, b);
- const CSpell * spell = b->subtype.as<SpellID>().toSpell();
- spells::BattleCast parameters(&battle, &caster, spells::Mode::PASSIVE, spell);
- parameters.setSpellLevel(3);
- parameters.setEffectDuration(b->val);
- parameters.massive = true;
- parameters.castIfPossible(gameHandler->spellcastEnvironment(), spells::Target());
- }
- }
- }
- void BattleFlowProcessor::onTacticsEnded(const CBattleInfoCallback & battle)
- {
- //initial stacks appearance triggers, e.g. built-in bonus spells
- auto initialStacks = battle.battleGetAllStacks(true);
- for (const CStack * stack : initialStacks)
- {
- trySummonGuardians(battle, stack);
- stackEnchantedTrigger(battle, stack);
- }
- castOpeningSpells(battle);
- // it is possible that due to opening spells one side was eliminated -> check for end of battle
- if (owner->checkBattleStateChanges(battle))
- return;
- startNextRound(battle, true);
- activateNextStack(battle);
- }
- void BattleFlowProcessor::startNextRound(const CBattleInfoCallback & battle, bool isFirstRound)
- {
- BattleNextRound bnr;
- bnr.battleID = battle.getBattle()->getBattleID();
- logGlobal->debug("Next round starts");
- gameHandler->sendAndApply(bnr);
- // operate on copy - removing obstacles will invalidate iterator on 'battle' container
- auto obstacles = battle.battleGetAllObstacles();
- for (const auto & obstPtr : obstacles)
- {
- const auto * sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get());
- if (sco && sco->turnsRemaining == 0)
- removeObstacle(battle, *obstPtr);
- }
- for(const auto * stack : battle.battleGetAllStacks(true))
- {
- if(stack->alive() && !isFirstRound)
- stackEnchantedTrigger(battle, stack);
- }
- }
- const CStack * BattleFlowProcessor::getNextStack(const CBattleInfoCallback & battle)
- {
- std::vector<battle::Units> q;
- battle.battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
- if(q.empty())
- return nullptr;
- if(q.front().empty())
- return nullptr;
- const auto * next = q.front().front();
- const auto * stack = dynamic_cast<const CStack *>(next);
- // regeneration takes place before everything else but only during first turn attempt in each round
- // also works under blind and similar effects
- if(stack && stack->alive() && !stack->waiting)
- {
- BattleTriggerEffect bte;
- bte.battleID = battle.getBattle()->getBattleID();
- bte.stackID = stack->unitId();
- bte.effect = BonusType::HP_REGENERATION;
- const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
- if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
- bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
- if(bte.val) // anything to heal
- gameHandler->sendAndApply(bte);
- }
- if(!next || !next->willMove())
- return nullptr;
- return stack;
- }
- void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
- {
- // Find next stack that requires manual control
- for (;;)
- {
- // battle has ended
- if (owner->checkBattleStateChanges(battle))
- return;
- const CStack * next = getNextStack(battle);
- if (!next)
- {
- // No stacks to move - start next round
- startNextRound(battle, false);
- next = getNextStack(battle);
- if (!next)
- throw std::runtime_error("Failed to find valid stack to act!");
- }
- BattleUnitsChanged removeGhosts;
- removeGhosts.battleID = battle.getBattle()->getBattleID();
- auto pendingGhosts = battle.battleGetStacksIf([](const CStack * stack){
- return stack->ghostPending;
- });
- for(const auto * stack : pendingGhosts)
- removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
- if(!removeGhosts.changedStacks.empty())
- gameHandler->sendAndApply(removeGhosts);
- gameHandler->turnTimerHandler->onBattleNextStack(battle.getBattle()->getBattleID(), *next);
- if (!tryMakeAutomaticAction(battle, next))
- {
- if(next->alive()) {
- setActiveStack(battle, next, BattleUnitTurnReason::TURN_QUEUE);
- break;
- }
- }
- }
- }
- bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
- {
- // check for bad morale => freeze
- int nextStackMorale = next->moraleVal();
- if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
- {
- ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
- if (gameHandler->randomizer->rollBadMorale(ownerArmy, -nextStackMorale))
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = EActionType::BAD_MORALE;
- ba.side = next->unitSide();
- ba.stackNumber = next->unitId();
- makeAutomaticAction(battle, next, ba);
- return true;
- }
- }
- if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
- {
- logGlobal->trace("Handle Berserk effect");
- std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
- if (attackInfo.first != nullptr)
- {
- BattleAction attack;
- attack.actionType = EActionType::WALK_AND_ATTACK;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- attack.aimToHex(attackInfo.second);
- attack.aimToUnit(attackInfo.first);
- makeAutomaticAction(battle, next, attack);
- logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
- }
- else
- {
- makeStackDoNothing(battle, next);
- logGlobal->trace("No target found");
- }
- return true;
- }
- const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
- const CreatureID stackCreatureId = next->unitType()->getId();
- if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
- && (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(stackCreatureId)))))
- {
- BattleAction attack;
- attack.actionType = EActionType::SHOOT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- // TODO: unify logic with AI?
- // Find best target using logic similar to H3 AI
- const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
- {
- bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
- bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
- if (candidateInsideWalls != currentInsideWalls)
- return candidateInsideWalls > currentInsideWalls;
- // also check for war machines - shooters are more dangerous than war machines, ballista or catapult
- bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
- bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
- if (candidateCanShoot != currentCanShoot)
- return candidateCanShoot > currentCanShoot;
- int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
- int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
- return candidateTargetValue > currentTargetValue;
- };
- const battle::Unit * target = nullptr;
- for(auto & elem : battle.battleGetAllStacks(true))
- {
- if (elem->unitOwner() == next->unitOwner())
- continue;
- if (!elem->isValidTarget())
- continue;
- if (!battle.battleCanShoot(next, elem->getPosition()))
- continue;
- if (target && !isBetterTarget(elem, target))
- continue;
- target = elem;
- }
- if(target == nullptr)
- {
- makeStackDoNothing(battle, next);
- }
- else
- {
- attack.aimToUnit(target);
- makeAutomaticAction(battle, next, attack);
- }
- return true;
- }
- if (next->unitType()->getId() == CreatureID::CATAPULT)
- {
- const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
- if (attackableBattleHexes.empty())
- {
- makeStackDoNothing(battle, next);
- return true;
- }
- if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::CATAPULT)))))
- {
- BattleAction attack;
- attack.actionType = EActionType::CATAPULT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- makeAutomaticAction(battle, next, attack);
- return true;
- }
- }
- if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
- {
- TStacks possibleStacks = battle.battleGetStacksIf([&next](const CStack * s)
- {
- return s->unitOwner() == next->unitOwner() && s->canBeHealed();
- });
- if (possibleStacks.empty())
- {
- makeStackDoNothing(battle, next);
- return true;
- }
- if (!curOwner || !gameHandler->randomizer->rollCombatAbility(curOwner->id, curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, BonusSubtypeID(CreatureID(CreatureID::FIRST_AID_TENT)))))
- {
- RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
- const CStack * toBeHealed = possibleStacks.front();
- BattleAction heal;
- heal.actionType = EActionType::STACK_HEAL;
- heal.aimToUnit(toBeHealed);
- heal.side = next->unitSide();
- heal.stackNumber = next->unitId();
- makeAutomaticAction(battle, next, heal);
- return true;
- }
- }
- stackTurnTrigger(battle, next); //various effects
- if(next->fear)
- {
- makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
- return true;
- }
- return false;
- }
- bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
- {
- //check for good morale
- auto nextStackMorale = next->moraleVal();
- if( !next->hadMorale
- && !next->defending
- && !next->waited()
- && !next->fear
- && next->alive()
- && next->canMove()
- && nextStackMorale > 0)
- {
- ObjectInstanceID ownerArmy = battle.getBattle()->getSideArmy(next->unitSide())->id;
- if (gameHandler->randomizer->rollGoodMorale(ownerArmy, nextStackMorale))
- {
- BattleTriggerEffect bte;
- bte.battleID = battle.getBattle()->getBattleID();
- bte.stackID = next->unitId();
- bte.effect = BonusType::MORALE;
- bte.val = 1;
- bte.additionalInfo = 0;
- gameHandler->sendAndApply(bte); //play animation
- return true;
- }
- }
- return false;
- }
- void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
- {
- const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
- const auto * activeStack = battle.battleActiveUnit();
- if (ba.actionType == EActionType::END_TACTIC_PHASE)
- {
- onTacticsEnded(battle);
- return;
- }
- //we're after action, all results applied
- // check whether action has ended the battle
- if(owner->checkBattleStateChanges(battle))
- return;
- // tactics - next stack will be selected by player
- if(battle.battleGetTacticDist() != 0)
- return;
- // creature will not skip the turn after casting a spell if spell uses canCastWithoutSkip
- if(ba.actionType == EActionType::MONSTER_SPELL)
- {
- assert(activeStack != nullptr);
- assert(actedStack != nullptr);
- // NOTE: in case of random spellcaster, (e.g. Master Genie) spell has been selected by server and was not present in action received from player
- if(actedStack->castSpellThisTurn && ba.spell.hasValue() && ba.spell.toSpell()->canCastWithoutSkip())
- {
- setActiveStack(battle, actedStack, BattleUnitTurnReason::UNIT_SPELLCAST);
- return;
- }
- }
- if (ba.isUnitAction())
- {
- assert(activeStack != nullptr);
- assert(actedStack != nullptr);
- if (rollGoodMorale(battle, actedStack))
- {
- // Good morale - same stack makes 2nd turn
- setActiveStack(battle, actedStack, BattleUnitTurnReason::MORALE);
- return;
- }
- }
- else
- {
- if (activeStack && activeStack->alive())
- {
- // this is action made by hero AND unit is alive (e.g. not killed by casted spell)
- // keep current active stack for next action
- setActiveStack(battle, activeStack, BattleUnitTurnReason::HERO_SPELLCAST);
- return;
- }
- }
- activateNextStack(battle);
- }
- void BattleFlowProcessor::makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next)
- {
- BattleAction doNothing;
- doNothing.actionType = EActionType::NO_ACTION;
- doNothing.side = next->unitSide();
- doNothing.stackNumber = next->unitId();
- makeAutomaticAction(battle, next, doNothing);
- }
- bool BattleFlowProcessor::makeAutomaticAction(const CBattleInfoCallback & battle, const CStack *stack, const BattleAction &ba)
- {
- BattleSetActiveStack bsa;
- bsa.battleID = battle.getBattle()->getBattleID();
- bsa.stack = stack->unitId();
- bsa.reason = BattleUnitTurnReason::AUTOMATIC_ACTION;
- gameHandler->sendAndApply(bsa);
- bool ret = owner->makeAutomaticBattleAction(battle, ba);
- return ret;
- }
- void BattleFlowProcessor::stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * st)
- {
- auto bl = *(st->getBonusesOfType(BonusType::ENCHANTED));
- for(const auto & b : bl)
- {
- if (!b->subtype.as<SpellID>().hasValue())
- continue;
- const CSpell * sp = b->subtype.as<SpellID>().toSpell();
- const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
- const int32_t level = ((val > 3) ? (val - 3) : val);
- spells::BattleCast battleCast(&battle, st, spells::Mode::PASSIVE, sp);
- //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
- battleCast.setEffectDuration(50);
- battleCast.setSpellLevel(level);
- spells::Target target;
- if(val > 3)
- {
- for(const auto * s : battle.battleGetAllStacks())
- if(battle.battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
- target.emplace_back(s);
- }
- else
- {
- target.emplace_back(st);
- }
- battleCast.applyEffects(gameHandler->spellcastEnvironment(), target, false, true);
- }
- }
- void BattleFlowProcessor::removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle)
- {
- BattleObstaclesChanged obsRem;
- obsRem.battleID = battle.getBattle()->getBattleID();
- obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
- gameHandler->sendAndApply(obsRem);
- }
- void BattleFlowProcessor::stackTurnTrigger(const CBattleInfoCallback & battle, const CStack *st)
- {
- BattleTriggerEffect bte;
- bte.battleID = battle.getBattle()->getBattleID();
- bte.stackID = st->unitId();
- bte.effect = BonusType::NONE;
- bte.val = 0;
- bte.additionalInfo = 0;
- if (st->alive())
- {
- //unbind
- if (st->hasBonusOfType(BonusType::BIND_EFFECT))
- {
- bool unbind = true;
- BonusList bl = *(st->getBonusesOfType(BonusType::BIND_EFFECT));
- auto adjacent = battle.battleAdjacentUnits(st);
- for (const auto & b : bl)
- {
- if(b->additionalInfo != CAddInfo::NONE)
- {
- const CStack * stack = battle.battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
- if(stack && vstd::contains(adjacent, stack)) //binding stack is still present
- unbind = false;
- }
- else
- {
- unbind = false;
- }
- }
- if (unbind)
- {
- BattleSetStackProperty ssp;
- ssp.battleID = battle.getBattle()->getBattleID();
- ssp.which = BattleSetStackProperty::UNBIND;
- ssp.stackID = st->unitId();
- gameHandler->sendAndApply(ssp);
- }
- }
- if (st->hasBonusOfType(BonusType::POISON))
- {
- std::shared_ptr<const Bonus> b = st->getFirstBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(SpellID(SpellID::POISON))).And(Selector::type()(BonusType::STACK_HEALTH)));
- if (b) //TODO: what if not?...
- {
- bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
- if (bte.val < b->val) //(negative) poison effect increases - update it
- {
- bte.effect = BonusType::POISON;
- gameHandler->sendAndApply(bte);
- }
- }
- }
- if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
- {
- const CGHeroInstance * opponentHero = battle.battleGetFightingHero(battle.otherSide(st->unitSide()));
- if(opponentHero)
- {
- ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
- vstd::amin(manaDrained, opponentHero->mana);
- if(manaDrained)
- {
- bte.effect = BonusType::MANA_DRAIN;
- bte.val = manaDrained;
- bte.additionalInfo = opponentHero->id.getNum(); //for sanity
- gameHandler->sendAndApply(bte);
- }
- }
- }
- if (st->hasBonusOfType(BonusType::FEARFUL))
- {
- int chance = st->valOfBonuses(BonusType::FEARFUL);
- ObjectInstanceID opponentArmyID = battle.battleGetArmyObject(battle.otherSide(st->unitSide()))->id;
- if (gameHandler->randomizer->rollCombatAbility(opponentArmyID, chance))
- {
- bte.effect = BonusType::FEARFUL;
- gameHandler->sendAndApply(bte);
- }
- }
- BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
- bl.remove_if([](const Bonus * b)
- {
- return b->subtype.as<SpellID>() == SpellID::NONE;
- });
- BattleSide side = battle.playerToSide(st->unitOwner());
- if(st->canCast())
- {
- bool cast = false;
- while(!bl.empty() && !cast)
- {
- auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
- auto spellID = bonus->subtype.as<SpellID>();
- const CSpell * spell = SpellID(spellID).toSpell();
- bl.remove_if([&bonus](const Bonus * b)
- {
- return b == bonus.get();
- });
- if (battle.battleGetEnchanterCounter(side) != 0 && bonus->additionalInfo[0] != 0)
- continue; // cooldown
- spells::BattleCast parameters(&battle, st, spells::Mode::ENCHANTER, spell);
- parameters.setSpellLevel(bonus->val);
- //todo: recheck effect level
- if(parameters.castIfPossible(gameHandler->spellcastEnvironment(), spells::Target(1, parameters.massive ? spells::Destination() : spells::Destination(st))))
- {
- cast = true;
- int cooldown = bonus->additionalInfo[0];
- if (cooldown != 0)
- {
- BattleSetStackProperty ssp;
- ssp.battleID = battle.getBattle()->getBattleID();
- ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
- ssp.absolute = false;
- ssp.val = cooldown;
- ssp.stackID = st->unitId();
- gameHandler->sendAndApply(ssp);
- }
- }
- }
- }
- }
- }
- void BattleFlowProcessor::setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack, BattleUnitTurnReason reason)
- {
- assert(stack);
- BattleSetActiveStack sas;
- sas.battleID = battle.getBattle()->getBattleID();
- sas.stack = stack->unitId();
- sas.reason = reason;
- gameHandler->sendAndApply(sas);
- }
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