BattleProcessor.cpp 12 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/battle/BattleLayout.h"
  24. #include "../../lib/entities/building/TownFortifications.h"
  25. #include "../../lib/gameState/CGameState.h"
  26. #include "../../lib/mapping/CMap.h"
  27. #include "../../lib/mapObjects/CGHeroInstance.h"
  28. #include "../../lib/mapObjects/CGTownInstance.h"
  29. #include "../../lib/modding/IdentifierStorage.h"
  30. #include "../../lib/networkPacks/PacksForClient.h"
  31. #include "../../lib/networkPacks/PacksForClientBattle.h"
  32. #include "../../lib/CPlayerState.h"
  33. #include <vstd/RNG.h>
  34. BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
  35. : gameHandler(gameHandler)
  36. , flowProcessor(std::make_unique<BattleFlowProcessor>(this, gameHandler))
  37. , actionsProcessor(std::make_unique<BattleActionProcessor>(this, gameHandler))
  38. , resultProcessor(std::make_unique<BattleResultProcessor>(this, gameHandler))
  39. {
  40. }
  41. BattleProcessor::~BattleProcessor() = default;
  42. void BattleProcessor::engageIntoBattle(PlayerColor player)
  43. {
  44. //notify interfaces
  45. PlayerBlocked pb;
  46. pb.player = player;
  47. pb.reason = PlayerBlocked::UPCOMING_BATTLE;
  48. pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
  49. gameHandler->sendAndApply(pb);
  50. }
  51. void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  52. const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  53. {
  54. auto battle = gameHandler->gameState().getBattle(battleID);
  55. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
  56. if(!lastBattleQuery)
  57. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
  58. assert(lastBattleQuery);
  59. //existing battle query for retying auto-combat
  60. if(lastBattleQuery)
  61. {
  62. BattleSideArray<const CGHeroInstance*> heroes{hero1, hero2};
  63. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  64. {
  65. if(heroes[i])
  66. {
  67. SetMana restoreInitialMana;
  68. restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
  69. restoreInitialMana.hid = heroes[i]->id;
  70. gameHandler->sendAndApply(restoreInitialMana);
  71. }
  72. }
  73. lastBattleQuery->result = std::nullopt;
  74. assert(lastBattleQuery->belligerents[BattleSide::ATTACKER] == battle->getSideArmy(BattleSide::ATTACKER));
  75. assert(lastBattleQuery->belligerents[BattleSide::DEFENDER] == battle->getSideArmy(BattleSide::DEFENDER));
  76. }
  77. BattleCancelled bc;
  78. bc.battleID = battleID;
  79. gameHandler->sendAndApply(bc);
  80. startBattle(army1, army2, tile, hero1, hero2, layout, town);
  81. }
  82. void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
  83. const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
  84. {
  85. assert(gameHandler->gameState().getBattle(army1->getOwner()) == nullptr);
  86. assert(gameHandler->gameState().getBattle(army2->getOwner()) == nullptr);
  87. BattleSideArray<const CArmedInstance *> armies{army1, army2};
  88. BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
  89. auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
  90. const auto * battle = gameHandler->gameState().getBattle(battleID);
  91. assert(battle);
  92. //add battle bonuses based from player state only when attacks neutral creatures
  93. const auto * attackerInfo = gameHandler->gameInfo().getPlayerState(army1->getOwner(), false);
  94. if(attackerInfo && !army2->getOwner().isValidPlayer())
  95. {
  96. for(auto bonus : attackerInfo->battleBonuses)
  97. {
  98. GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
  99. giveBonus.id = hero1->id;
  100. giveBonus.bonus = bonus;
  101. gameHandler->sendAndApply(giveBonus);
  102. }
  103. }
  104. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
  105. if(!lastBattleQuery)
  106. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
  107. if (lastBattleQuery)
  108. {
  109. lastBattleQuery->battleID = battleID;
  110. }
  111. else
  112. {
  113. auto newBattleQuery = std::make_shared<CBattleQuery>(gameHandler, battle);
  114. // store initial mana to reset if battle has been restarted
  115. for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
  116. if(heroes[i])
  117. newBattleQuery->initialHeroMana[i] = heroes[i]->mana;
  118. gameHandler->queries->addQuery(newBattleQuery);
  119. }
  120. flowProcessor->onBattleStarted(*battle);
  121. }
  122. void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2)
  123. {
  124. startBattle(army1, army2, army2->visitablePos(),
  125. army1->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army1) : nullptr,
  126. army2->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army2) : nullptr,
  127. BattleLayout::createDefaultLayout(gameHandler->gameInfo(), army1, army2),
  128. nullptr);
  129. }
  130. BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town)
  131. {
  132. const auto & t = *gameHandler->gameInfo().getTile(tile);
  133. TerrainId terrain = t.getTerrainID();
  134. if (town)
  135. terrain = town->getNativeTerrain();
  136. else if (gameHandler->gameState().getMap().isCoastalTile(tile)) //coastal tile is always ground
  137. terrain = ETerrainId::SAND;
  138. BattleField battlefieldType = gameHandler->gameState().battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
  139. if (town)
  140. {
  141. const TerrainType* terrainData = LIBRARY->terrainTypeHandler->getById(terrain);
  142. battlefieldType = BattleField(*RandomGeneratorUtil::nextItem(terrainData->battleFields, gameHandler->getRandomGenerator()));
  143. }
  144. else if (heroes[BattleSide::ATTACKER] && heroes[BattleSide::ATTACKER]->inBoat() && heroes[BattleSide::DEFENDER] && heroes[BattleSide::DEFENDER]->inBoat())
  145. battlefieldType = BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
  146. //send info about battles
  147. BattleStart bs;
  148. bs.info = BattleInfo::setupBattle(&gameHandler->gameInfo(), tile, terrain, battlefieldType, armies, heroes, layout, town);
  149. bs.battleID = gameHandler->gameState().nextBattleID;
  150. engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);
  151. engageIntoBattle(bs.info->getSide(BattleSide::DEFENDER).color);
  152. auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::ATTACKER).color));
  153. if(!lastBattleQuery)
  154. lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::DEFENDER).color));
  155. bool isDefenderHuman = bs.info->getSide(BattleSide::DEFENDER).color.isValidPlayer() && gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::DEFENDER).color)->isHuman();
  156. bool isAttackerHuman = gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::ATTACKER).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.battleGetFortifications().wallsHealth > 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, BattleSide 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::battleFinalize(const BattleID & battleID, const BattleResult &result)
  253. {
  254. resultProcessor->battleFinalize(battleID, result);
  255. }