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							- /*
 
-  * BattleState.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 "BattleState.h"
 
- #include <numeric>
 
- #include "VCMI_Lib.h"
 
- #include "mapObjects/CObjectHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "spells/CSpellHandler.h"
 
- #include "CTownHandler.h"
 
- #include "NetPacks.h"
 
- #include "JsonNode.h"
 
- #include "filesystem/Filesystem.h"
 
- #include "CRandomGenerator.h"
 
- #include "mapObjects/CGTownInstance.h"
 
- SiegeInfo::SiegeInfo()
 
- {
 
- 	for (int i = 0; i < wallState.size(); ++i)
 
- 	{
 
- 		wallState[i] = EWallState::NONE;
 
- 	}
 
- 	gateState = EGateState::NONE;
 
- }
 
- 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, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
 
- 	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)
 
- 	{
 
- 		int valuesToAverage[10];
 
- 		int howManyToAv = std::min<ui32>(10, attacker->count);
 
- 		for (int g=0; g<howManyToAv; ++g)
 
- 		{
 
- 			valuesToAverage[g] = rand.nextInt(range.first, range.second);
 
- 		}
 
- 		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / 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;
 
- }
 
- const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
 
- {
 
- 	return sides[!stack->attackerOwned].hero;
 
- }
 
- 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)
 
- 		{
 
- 			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(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
 
- 		0, -1, -1, Bonus::INDEPENDENT_MAX));
 
- 	//giving terrain overalay 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(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
 
- 			break;
 
- 		}
 
- 	case BFieldType::HOLY_GROUND:
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CLOVER_FIELD:
 
- 		{ //+2 luck bonus for neutral creatures
 
- 			curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL)));
 
- 			break;
 
- 		}
 
- 	case BFieldType::EVIL_FOG:
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CURSED_GROUND:
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 			curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 			Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
 
- 			b->valType = Bonus::INDEPENDENT_MAX;
 
- 			curB->addNewBonus(b);
 
- 			break;
 
- 		}
 
- 	}
 
- 	//overlay premies given
 
- 	//native terrain bonuses
 
- 	auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
 
- 	curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->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(Bonus *b : n->getExportedBonusList())
 
- 			{
 
- 				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
 
- 				{
 
- 					auto bCopy = new 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));
 
- }
 
- CStack::CStack(const CStackInstance *Base, PlayerColor O, int I, bool AO, SlotID S)
 
- 	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
 
- 	counterAttacksPerformed(0),counterAttacksTotalCache(0), cloneID(-1),
 
- 	firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
 
- {
 
- 	assert(base);
 
- 	type = base->type;
 
- 	count = baseAmount = base->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack()
 
- {
 
- 	init();
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack(const CStackBasicDescriptor *stack, PlayerColor O, int I, bool AO, SlotID S)
 
- 	: base(nullptr), ID(I), owner(O), slot(S), attackerOwned(AO),
 
- 	counterAttacksPerformed(0), counterAttacksTotalCache(0), cloneID(-1),
 
- 	firstHPleft(-1), position(), shots(0), casts(0), resurrected(0)
 
- {
 
- 	type = stack->type;
 
- 	count = baseAmount = stack->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- void CStack::init()
 
- {
 
- 	base = nullptr;
 
- 	type = nullptr;
 
- 	ID = -1;
 
- 	count = baseAmount = -1;
 
- 	firstHPleft = -1;
 
- 	owner = PlayerColor::NEUTRAL;
 
- 	slot = SlotID(255);
 
- 	attackerOwned = false;
 
- 	position = BattleHex();
 
- 	counterAttacksPerformed = 0;
 
- 	counterAttacksTotalCache = 0;
 
- 	cloneID = -1;
 
- 	shots = 0;
 
- 	casts = 0;
 
- 	resurrected = 0;
 
- }
 
- void CStack::postInit()
 
- {
 
- 	assert(type);
 
- 	assert(getParentNodes().size());
 
- 	firstHPleft = MaxHealth();
 
- 	shots = getCreature()->valOfBonuses(Bonus::SHOTS);
 
- 	counterAttacksPerformed = 0;
 
- 	counterAttacksTotalCache = 0;
 
- 	casts = valOfBonuses(Bonus::CASTS);
 
- 	resurrected = 0;
 
- 	cloneID = -1;
 
- }
 
- ui32 CStack::level() const
 
- {
 
- 	if (base)
 
- 		return base->getLevel(); //creatture or commander
 
- 	else
 
- 		return std::max(1, (int)getCreature()->level); //war machine, clone etc
 
- }
 
- si32 CStack::magicResistance() const
 
- {
 
- 	si32 magicResistance;
 
- 	if (base) //TODO: make war machines receive aura of magic resistance
 
- 	{
 
- 		magicResistance = base->magicResistance();
 
- 		int auraBonus = 0;
 
- 		for (const CStack * stack : base->armyObj->battle-> batteAdjacentCreatures(this))
 
- 	{
 
- 		if (stack->owner == owner)
 
- 		{
 
- 			vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
 
- 		}
 
- 	}
 
- 		magicResistance += auraBonus;
 
- 		vstd::amin (magicResistance, 100);
 
- 	}
 
- 	else
 
- 		magicResistance = type->magicResistance();
 
- 	return magicResistance;
 
- }
 
- void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
 
- {
 
- 	const CSpell * sp = SpellID(sse.sid).toSpell();
 
- 	std::vector<Bonus> tmp;
 
- 	sp->getEffects(tmp, sse.val);
 
- 	for(Bonus& b : tmp)
 
- 	{
 
- 		if(b.turnsRemain == 0)
 
- 			b.turnsRemain = sse.turnsRemain;
 
- 		sf.push_back(b);
 
- 	}
 
- }
 
- bool CStack::willMove(int turn /*= 0*/) const
 
- {
 
- 	return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
 
- 		&& !moved(turn)
 
- 		&& canMove(turn);
 
- }
 
- bool CStack::canMove( int turn /*= 0*/ ) const
 
- {
 
- 	return alive()
 
- 		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
 
- }
 
- bool CStack::moved( int turn /*= 0*/ ) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, EBattleStackState::MOVED);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::waited(int turn /*= 0*/) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, EBattleStackState::WAITING);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::doubleWide() const
 
- {
 
- 	return getCreature()->doubleWide;
 
- }
 
- BattleHex CStack::occupiedHex() const
 
- {
 
- 	return occupiedHex(position);
 
- }
 
- BattleHex CStack::occupiedHex(BattleHex assumedPos) const
 
- {
 
- 	if (doubleWide())
 
- 	{
 
- 		if (attackerOwned)
 
- 			return assumedPos - 1;
 
- 		else
 
- 			return assumedPos + 1;
 
- 	}
 
- 	else
 
- 	{
 
- 		return BattleHex::INVALID;
 
- 	}
 
- }
 
- std::vector<BattleHex> CStack::getHexes() const
 
- {
 
- 	return getHexes(position);
 
- }
 
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos) const
 
- {
 
- 	return getHexes(assumedPos, doubleWide(), attackerOwned);
 
- }
 
- std::vector<BattleHex> CStack::getHexes(BattleHex assumedPos, bool twoHex, bool AttackerOwned)
 
- {
 
- 	std::vector<BattleHex> hexes;
 
- 	hexes.push_back(assumedPos);
 
- 	if (twoHex)
 
- 	{
 
- 		if (AttackerOwned)
 
- 			hexes.push_back(assumedPos - 1);
 
- 		else
 
- 			hexes.push_back(assumedPos + 1);
 
- 	}
 
- 	return hexes;
 
- }
 
- bool CStack::coversPos(BattleHex pos) const
 
- {
 
- 	return vstd::contains(getHexes(), pos);
 
- }
 
- std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
 
- {
 
- 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
 
- 	std::vector<BattleHex> hexes;
 
- 	if (doubleWide())
 
- 	{
 
- 		const int WN = GameConstants::BFIELD_WIDTH;
 
- 		if(attackerOwned)
 
- 		{ //position is equal to front hex
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - 2, hexes);
 
- 			BattleHex::checkAndPush(hex + 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
 
- 			BattleHex::checkAndPush(hex + 2, hexes);
 
- 			BattleHex::checkAndPush(hex - 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
 
- 		}
 
- 		return hexes;
 
- 	}
 
- 	else
 
- 	{
 
- 		return hex.neighbouringTiles();
 
- 	}
 
- }
 
- std::vector<si32> CStack::activeSpells() const
 
- {
 
- 	std::vector<si32> ret;
 
- 	TBonusListPtr spellEffects = getSpellBonuses();
 
- 	for(const Bonus *it : *spellEffects)
 
- 	{
 
- 		if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
 
- 			ret.push_back(it->sid);
 
- 	}
 
- 	return ret;
 
- }
 
- CStack::~CStack()
 
- {
 
- 	detachFromAll();
 
- }
 
- const CGHeroInstance * CStack::getMyHero() const
 
- {
 
- 	if(base)
 
- 		return dynamic_cast<const CGHeroInstance *>(base->armyObj);
 
- 	else //we are attached directly?
 
- 		for(const CBonusSystemNode *n : getParentNodes())
 
- 			if(n->getNodeType() == HERO)
 
- 				return dynamic_cast<const CGHeroInstance *>(n);
 
- 	return nullptr;
 
- }
 
- ui32 CStack::totalHelth() const
 
- {
 
- 	return (MaxHealth() * (count-1)) + firstHPleft;
 
- }
 
- std::string CStack::nodeName() const
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
 
- 	if(type)
 
- 		oss << type->namePl;
 
- 	else
 
- 		oss << "[UNDEFINED TYPE]";
 
- 	oss << " from slot " << slot;
 
- 	if(base && base->armyObj)
 
- 		oss << " of armyobj=" << base->armyObj->id.getNum();
 
- 	return oss.str();
 
- }
 
- std::pair<int,int> CStack::countKilledByAttack(int damageReceived) const
 
- {
 
- 	int killedCount = 0;
 
- 	int newRemainingHP = 0;
 
- 	killedCount = damageReceived / MaxHealth();
 
- 	unsigned damageFirst = damageReceived % MaxHealth();
 
- 	if (damageReceived && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 
- 	{
 
- 		killedCount = count;
 
- 	}
 
- 	else
 
- 	{
 
- 		if( firstHPleft <= damageFirst )
 
- 		{
 
- 			killedCount++;
 
- 			newRemainingHP = firstHPleft + MaxHealth() - damageFirst;
 
- 		}
 
- 		else
 
- 		{
 
- 			newRemainingHP = firstHPleft - damageFirst;
 
- 		}
 
- 	}
 
- 	return std::make_pair(killedCount, newRemainingHP);
 
- }
 
- void CStack::prepareAttacked(BattleStackAttacked &bsa, CRandomGenerator & rand, boost::optional<int> customCount /*= boost::none*/) const
 
- {
 
- 	auto afterAttack = countKilledByAttack(bsa.damageAmount);
 
- 	bsa.killedAmount = afterAttack.first;
 
- 	bsa.newHP = afterAttack.second;
 
- 	if(bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 
- 	{
 
- 		bsa.flags |= BattleStackAttacked::CLONE_KILLED;
 
- 		return; // no rebirth I believe
 
- 	}
 
- 	const int countToUse = customCount ? *customCount : count;
 
- 	if(countToUse <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= BattleStackAttacked::KILLED;
 
- 		bsa.killedAmount = countToUse; //we cannot kill more creatures than we have
 
- 		int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
 
- 		if(resurrectFactor > 0 && casts) //there must be casts left
 
- 		{
 
- 			int resurrectedStackCount = base->count * resurrectFactor / 100;
 
- 			// last stack has proportional chance to rebirth
 
- 			auto diff = base->count * resurrectFactor / 100.0 - resurrectedStackCount;
 
- 			if (diff > rand.nextDouble(0, 0.99))
 
- 			{
 
- 				resurrectedStackCount += 1;
 
- 			}
 
- 			if(hasBonusOfType(Bonus::REBIRTH, 1))
 
- 			{
 
- 				// resurrect at least one Sacred Phoenix
 
- 				vstd::amax(resurrectedStackCount, 1);
 
- 			}
 
- 			if(resurrectedStackCount > 0)
 
- 			{
 
- 				bsa.flags |= BattleStackAttacked::REBIRTH;
 
- 				bsa.newAmount = resurrectedStackCount; //risky?
 
- 				bsa.newHP = MaxHealth(); //resore full health
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = countToUse - bsa.killedAmount;
 
- 	}
 
- }
 
- bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
 
- {
 
- 	if (!attackerPos.isValid())
 
- 	{
 
- 		attackerPos = attacker->position;
 
- 	}
 
- 	if (!defenderPos.isValid())
 
- 	{
 
- 		defenderPos = defender->position;
 
- 	}
 
- 	return
 
- 		(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)						//front <=> front
 
- 		|| (attacker->doubleWide()									//back <=> front
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
 
- 		|| (defender->doubleWide()									//front <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
 
- 		|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
 
- }
 
- bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
 
- {
 
- 	return alive()
 
- 		&& (counterAttacksPerformed < counterAttacksTotal() || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 		&& !hasBonusOfType(Bonus::HYPNOTIZED)
 
- 		&& !hasBonusOfType(Bonus::NO_RETALIATION);
 
- }
 
- ui8 CStack::counterAttacksTotal() const
 
- {
 
- 	//after dispell bonus should remain during current round
 
- 	ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 
- 	vstd::amax(counterAttacksTotalCache, val);
 
- 	return counterAttacksTotalCache;
 
- }
 
- si8 CStack::counterAttacksRemaining() const
 
- {
 
- 	return counterAttacksTotal() - counterAttacksPerformed;
 
- }
 
- std::string CStack::getName() const
 
- {
 
- 	return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
 
- }
 
- bool CStack::isValidTarget(bool allowDead/* = false*/) const
 
- {
 
- 	return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
 
- }
 
- bool CStack::isDead() const
 
- {
 
- 	return !alive() && !isGhost();
 
- }
 
- bool CStack::isGhost() const
 
- {
 
- 	return vstd::contains(state,EBattleStackState::GHOST);
 
- }
 
- bool CStack::isTurret() const
 
- {
 
- 	return type->idNumber == CreatureID::ARROW_TOWERS;
 
- }
 
- bool CStack::canBeHealed() const
 
- {
 
- 	return firstHPleft < MaxHealth()
 
- 		&& isValidTarget()
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
 
- }
 
- void CStack::makeGhost()
 
- {
 
- 	state.erase(EBattleStackState::ALIVE);
 
- 	state.insert(EBattleStackState::GHOST_PENDING);
 
- }
 
- ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) const
 
- {
 
- 	if(!resurrect && !alive())
 
- 	{
 
- 		logGlobal->warnStream() <<"Attempt to heal corpse detected.";
 
- 		return 0;
 
- 	}
 
- 	return std::min<ui32>(toHeal, MaxHealth() - firstHPleft + (resurrect ? (baseAmount - count) * MaxHealth() : 0));
 
- }
 
- ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
 
- {
 
- 	int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
 
- 	vstd::abetween(skill, 0, 3);
 
- 	return skill;
 
- }
 
- ui32 CStack::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
 
- {
 
- 	//stacks does not have sorcery-like bonuses (yet?)
 
- 	return base;
 
- }
 
- int CStack::getEffectLevel(const CSpell * spell) const
 
- {
 
- 	return getSpellSchoolLevel(spell);
 
- }
 
- int CStack::getEffectPower(const CSpell * spell) const
 
- {
 
- 	return valOfBonuses(Bonus::CREATURE_SPELL_POWER) * count / 100;
 
- }
 
- int CStack::getEnchantPower(const CSpell * spell) const
 
- {
 
- 	int res = valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
 
- 	if(res<=0)
 
- 		res = 3;//default for creatures
 
- 	return res;
 
- }
 
- int CStack::getEffectValue(const CSpell * spell) const
 
- {
 
- 	return valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spell->id.toEnum()) * count;
 
- }
 
- const PlayerColor CStack::getOwner() const
 
- {
 
- 	return owner;
 
- }
 
- 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;
 
- }
 
- SideInBattle::SideInBattle()
 
- {
 
- 	color = PlayerColor::CANNOT_DETERMINE;
 
- 	hero = nullptr;
 
- 	armyObject = nullptr;
 
- 	castSpellsCount = 0;
 
- 	enchanterCounter = 0;
 
- }
 
- void SideInBattle::init(const CGHeroInstance *Hero, const CArmedInstance *Army)
 
- {
 
- 	hero = Hero;
 
- 	armyObject = Army;
 
- 	color = armyObject->getOwner();
 
- 	if(color == PlayerColor::UNFLAGGABLE)
 
- 		color = PlayerColor::NEUTRAL;
 
- }
 
 
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