BattleResultProcessor.cpp 22 KB

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  1. /*
  2. * BattleResultProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../processors/HeroPoolProcessor.h"
  14. #include "../queries/QueriesProcessor.h"
  15. #include "../queries/BattleQueries.h"
  16. #include "../../lib/ArtifactUtils.h"
  17. #include "../../lib/CStack.h"
  18. #include "../../lib/CPlayerState.h"
  19. #include "../../lib/GameSettings.h"
  20. #include "../../lib/battle/CBattleInfoCallback.h"
  21. #include "../../lib/battle/IBattleState.h"
  22. #include "../../lib/battle/SideInBattle.h"
  23. #include "../../lib/gameState/CGameState.h"
  24. #include "../../lib/mapObjects/CGTownInstance.h"
  25. #include "../../lib/networkPacks/PacksForClientBattle.h"
  26. #include "../../lib/networkPacks/PacksForClient.h"
  27. #include "../../lib/serializer/Cast.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner)
  30. // : owner(owner)
  31. : gameHandler(nullptr)
  32. {
  33. }
  34. void BattleResultProcessor::setGameHandler(CGameHandler * newGameHandler)
  35. {
  36. gameHandler = newGameHandler;
  37. }
  38. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
  39. army(battle.battleGetArmyObject(sideInBattle))
  40. {
  41. heroWithDeadCommander = ObjectInstanceID();
  42. PlayerColor color = battle.sideToPlayer(sideInBattle);
  43. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  44. if (stack->summoned)//don't take into account temporary summoned stacks
  45. return false;
  46. if(stack->unitOwner() != color) //remove only our stacks
  47. return false;
  48. if (stack->isTurret())
  49. return false;
  50. return true;
  51. });
  52. for(const CStack * stConst : allStacks)
  53. {
  54. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  55. // TODO: better solution
  56. CStack * st = const_cast<CStack*>(stConst);
  57. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  58. st->health.takeResurrected();
  59. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  60. {
  61. auto warMachine = st->unitType()->warMachine;
  62. if(warMachine == ArtifactID::NONE)
  63. {
  64. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  65. }
  66. //catapult artifact remain even if "creature" killed in siege
  67. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  68. {
  69. logGlobal->debug("War machine has been destroyed");
  70. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  71. if (hero)
  72. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  73. else
  74. logGlobal->error("War machine in army without hero");
  75. }
  76. }
  77. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  78. {
  79. if(st->alive() && st->getCount() > 0)
  80. {
  81. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  82. const CreatureID summonedType = st->creatureId();
  83. summoned[summonedType] += st->getCount();
  84. }
  85. }
  86. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  87. {
  88. if (nullptr == st->base)
  89. {
  90. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  91. }
  92. else
  93. {
  94. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  95. if(c)
  96. {
  97. auto h = dynamic_cast <const CGHeroInstance *>(army);
  98. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  99. {
  100. logGlobal->debug("Commander is dead.");
  101. heroWithDeadCommander = army->id; //TODO: unify commander handling
  102. }
  103. }
  104. else
  105. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  106. }
  107. }
  108. else if(st->base && !army->slotEmpty(st->unitSlot()))
  109. {
  110. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  111. if(st->getCount() == 0 || !st->alive())
  112. {
  113. logGlobal->debug("Stack has been destroyed.");
  114. StackLocation sl(army, st->unitSlot());
  115. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  116. }
  117. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  118. {
  119. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  120. StackLocation sl(army, st->unitSlot());
  121. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  122. }
  123. }
  124. else
  125. {
  126. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  127. }
  128. }
  129. }
  130. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  131. {
  132. for (TStackAndItsNewCount &ncount : newStackCounts)
  133. {
  134. if (ncount.second > 0)
  135. gh->changeStackCount(ncount.first, ncount.second, true);
  136. else
  137. gh->eraseStack(ncount.first, true);
  138. }
  139. for (auto summoned_iter : summoned)
  140. {
  141. SlotID slot = army->getSlotFor(summoned_iter.first);
  142. if (slot.validSlot())
  143. {
  144. StackLocation location(army, slot);
  145. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  146. }
  147. else
  148. {
  149. //even if it will be possible to summon anything permanently it should be checked for free slot
  150. //necromancy is handled separately
  151. gh->complain("No free slot to put summoned creature");
  152. }
  153. }
  154. for (auto al : removedWarMachines)
  155. {
  156. gh->removeArtifact(al);
  157. }
  158. if (heroWithDeadCommander != ObjectInstanceID())
  159. {
  160. SetCommanderProperty scp;
  161. scp.heroid = heroWithDeadCommander;
  162. scp.which = SetCommanderProperty::ALIVE;
  163. scp.amount = 0;
  164. gh->sendAndApply(&scp);
  165. }
  166. }
  167. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  168. {
  169. if (result.winner == BattleSide::ATTACKER)
  170. {
  171. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  172. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  173. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  174. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  175. }
  176. else
  177. {
  178. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  179. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  180. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  181. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  182. }
  183. winnerSide = result.winner;
  184. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  185. }
  186. //FinishingBattleHelper::FinishingBattleHelper()
  187. //{
  188. // winnerHero = loserHero = nullptr;
  189. // winnerSide = 0;
  190. // remainingBattleQueriesCount = 0;
  191. //}
  192. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  193. {
  194. auto const & giveExp = [](BattleResult &r)
  195. {
  196. if (r.winner > 1)
  197. {
  198. // draw
  199. return;
  200. }
  201. r.exp[0] = 0;
  202. r.exp[1] = 0;
  203. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  204. {
  205. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  206. }
  207. };
  208. LOG_TRACE(logGlobal);
  209. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  210. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  211. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  212. //Fill BattleResult structure with exp info
  213. giveExp(*battleResult);
  214. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  215. {
  216. if(heroAttacker)
  217. battleResult->exp[1] += 500;
  218. if(heroDefender)
  219. battleResult->exp[0] += 500;
  220. }
  221. // Give 500 exp to winner if a town was conquered during the battle
  222. const auto * defendedTown = battle.battleGetDefendedTown();
  223. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  224. battleResult->exp[BattleSide::ATTACKER] += 500;
  225. if(heroAttacker)
  226. battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
  227. if(heroDefender)
  228. battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
  229. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  230. if(!battleQuery)
  231. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  232. if (!battleQuery)
  233. {
  234. logGlobal->error("Cannot find battle query!");
  235. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " has no battle query at the top!");
  236. return;
  237. }
  238. battleQuery->result = std::make_optional(*battleResult);
  239. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  240. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  241. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  242. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  243. // in battles against neutrals, 1st player can ask to replay battle manually
  244. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  245. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  246. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  247. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  248. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  249. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  250. if(onlyOnePlayerHuman)
  251. {
  252. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  253. battleResult->queryID = battleDialogQuery->queryID;
  254. gameHandler->queries->addQuery(battleDialogQuery);
  255. }
  256. else
  257. battleResult->queryID = QueryID::NONE;
  258. //set same battle result for all gameHandler->queries
  259. for(auto q : gameHandler->queries->allQueries())
  260. {
  261. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  262. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  263. otherBattleQuery->result = battleQuery->result;
  264. }
  265. gameHandler->turnTimerHandler.onBattleEnd(battle.getBattle()->getBattleID());
  266. gameHandler->sendAndApply(battleResult);
  267. if (battleResult->queryID == QueryID::NONE)
  268. endBattleConfirm(battle);
  269. }
  270. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  271. {
  272. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  273. if(!battleQuery)
  274. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  275. if(!battleQuery)
  276. {
  277. logGlobal->trace("No battle query, battle end was confirmed by another player");
  278. return;
  279. }
  280. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  281. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  282. const EBattleResult result = battleResult->result;
  283. //calculate casualties before deleting battle
  284. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  285. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  286. ChangeSpells cs; //for Eagle Eye
  287. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  288. {
  289. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  290. {
  291. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
  292. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  293. {
  294. auto spell = spellId.toEntity(VLC->spells());
  295. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  296. cs.spells.insert(spell->getId());
  297. }
  298. }
  299. }
  300. std::vector<const CArtifactInstance *> arts; //display them in window
  301. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  302. {
  303. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  304. {
  305. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  306. if(slot != ArtifactPosition::PRE_FIRST)
  307. {
  308. arts.push_back(art);
  309. ma->dst = ArtifactLocation(finishingBattle->winnerHero->id, slot);
  310. if(ArtifactUtils::isSlotBackpack(slot))
  311. ma->askAssemble = false;
  312. gameHandler->sendAndApply(ma);
  313. }
  314. };
  315. if (finishingBattle->loserHero)
  316. {
  317. //TODO: wrap it into a function, somehow (std::variant -_-)
  318. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  319. for (auto artSlot : artifactsWorn)
  320. {
  321. MoveArtifact ma;
  322. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  323. const CArtifactInstance * art = finishingBattle->loserHero->getArt(artSlot.first);
  324. if (art && !art->artType->isBig() &&
  325. art->artType->getId() != ArtifactID::SPELLBOOK)
  326. // don't move war machines or locked arts (spellbook)
  327. {
  328. sendMoveArtifact(art, &ma);
  329. }
  330. }
  331. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  332. {
  333. //we assume that no big artifacts can be found
  334. MoveArtifact ma;
  335. ma.src = ArtifactLocation(finishingBattle->loserHero->id,
  336. ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  337. const CArtifactInstance * art = finishingBattle->loserHero->getArt(ArtifactPosition::BACKPACK_START + slotNumber);
  338. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  339. {
  340. sendMoveArtifact(art, &ma);
  341. }
  342. }
  343. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  344. {
  345. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  346. for (auto artSlot : artifactsWorn)
  347. {
  348. MoveArtifact ma;
  349. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  350. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  351. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  352. if (art && !art->artType->isBig())
  353. {
  354. sendMoveArtifact(art, &ma);
  355. }
  356. }
  357. }
  358. }
  359. auto loser = battle.otherSide(battleResult->winner);
  360. for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
  361. {
  362. auto artifactsWorn = armySlot.second->artifactsWorn;
  363. for(const auto & artSlot : artifactsWorn)
  364. {
  365. MoveArtifact ma;
  366. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  367. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  368. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  369. if (art && !art->artType->isBig())
  370. {
  371. sendMoveArtifact(art, &ma);
  372. }
  373. }
  374. }
  375. }
  376. if (arts.size()) //display loot
  377. {
  378. InfoWindow iw;
  379. iw.player = finishingBattle->winnerHero->tempOwner;
  380. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  381. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  382. {
  383. if (art->artType->getId() == ArtifactID::SPELL_SCROLL)
  384. iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
  385. else
  386. iw.components.emplace_back(ComponentType::ARTIFACT, art->artType->getId());
  387. if (iw.components.size() >= 14)
  388. {
  389. gameHandler->sendAndApply(&iw);
  390. iw.components.clear();
  391. }
  392. }
  393. if (iw.components.size())
  394. {
  395. gameHandler->sendAndApply(&iw);
  396. }
  397. }
  398. //Eagle Eye secondary skill handling
  399. if (!cs.spells.empty())
  400. {
  401. cs.learn = 1;
  402. cs.hid = finishingBattle->winnerHero->id;
  403. InfoWindow iw;
  404. iw.player = finishingBattle->winnerHero->tempOwner;
  405. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  406. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  407. std::ostringstream names;
  408. for (int i = 0; i < cs.spells.size(); i++)
  409. {
  410. names << "%s";
  411. if (i < cs.spells.size() - 2)
  412. names << ", ";
  413. else if (i < cs.spells.size() - 1)
  414. names << "%s";
  415. }
  416. names << ".";
  417. iw.text.replaceRawString(names.str());
  418. auto it = cs.spells.begin();
  419. for (int i = 0; i < cs.spells.size(); i++, it++)
  420. {
  421. iw.text.replaceName(*it);
  422. if (i == cs.spells.size() - 2) //we just added pre-last name
  423. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  424. iw.components.emplace_back(ComponentType::SPELL, *it);
  425. }
  426. gameHandler->sendAndApply(&iw);
  427. gameHandler->sendAndApply(&cs);
  428. }
  429. cab1.updateArmy(gameHandler);
  430. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  431. if(finishingBattle->loserHero) //remove beaten hero
  432. {
  433. RemoveObject ro(finishingBattle->loserHero->id, battle.battleGetArmyObject(0)->getOwner());
  434. gameHandler->sendAndApply(&ro);
  435. }
  436. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  437. {
  438. RemoveObject ro(finishingBattle->winnerHero->id, battle.battleGetArmyObject(0)->getOwner());
  439. gameHandler->sendAndApply(&ro);
  440. }
  441. if(battleResult->winner == BattleSide::DEFENDER
  442. && finishingBattle->winnerHero
  443. && finishingBattle->winnerHero->visitedTown
  444. && !finishingBattle->winnerHero->inTownGarrison
  445. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  446. {
  447. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  448. }
  449. //give exp
  450. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  451. gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  452. BattleResultAccepted raccepted;
  453. raccepted.battleID = battle.getBattle()->getBattleID();
  454. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
  455. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
  456. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
  457. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
  458. raccepted.heroResult[0].exp = battleResult->exp[0];
  459. raccepted.heroResult[1].exp = battleResult->exp[1];
  460. raccepted.winnerSide = finishingBattle->winnerSide;
  461. gameHandler->sendAndApply(&raccepted);
  462. gameHandler->queries->popIfTop(battleQuery);
  463. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  464. }
  465. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  466. {
  467. LOG_TRACE(logGlobal);
  468. assert(finishingBattles.count(battleID) != 0);
  469. if(finishingBattles.count(battleID) == 0)
  470. return;
  471. auto & finishingBattle = finishingBattles[battleID];
  472. finishingBattle->remainingBattleQueriesCount--;
  473. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  474. if (finishingBattle->remainingBattleQueriesCount > 0)
  475. //Battle results will be handled when all battle gameHandler->queries are closed
  476. return;
  477. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  478. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  479. // Still, it looks like a hole.
  480. // Necromancy if applicable.
  481. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  482. // Give raised units to winner and show dialog, if any were raised,
  483. // units will be given after casualties are taken
  484. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  485. if (necroSlot != SlotID())
  486. {
  487. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  488. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  489. }
  490. BattleResultsApplied resultsApplied;
  491. resultsApplied.battleID = battleID;
  492. resultsApplied.player1 = finishingBattle->victor;
  493. resultsApplied.player2 = finishingBattle->loser;
  494. gameHandler->sendAndApply(&resultsApplied);
  495. //handle victory/loss of engaged players
  496. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  497. gameHandler->checkVictoryLossConditions(playerColors);
  498. if (result.result == EBattleResult::SURRENDER)
  499. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  500. if (result.result == EBattleResult::ESCAPE)
  501. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  502. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  503. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  504. {
  505. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
  506. gameHandler->sendAndApply(&ro);
  507. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  508. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  509. }
  510. finishingBattles.erase(battleID);
  511. battleResults.erase(battleID);
  512. }
  513. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  514. {
  515. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  516. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  517. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  518. battleResult->battleID = battle.getBattle()->getBattleID();
  519. battleResult->result = resultType;
  520. battleResult->winner = victoriusSide; //surrendering side loses
  521. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  522. if (stack->summoned)//don't take into account temporary summoned stacks
  523. return false;
  524. if (stack->isTurret())
  525. return false;
  526. return true;
  527. });
  528. for(const auto & st : allStacks) //setting casualties
  529. {
  530. si32 killed = st->getKilled();
  531. if(killed > 0)
  532. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  533. }
  534. }
  535. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  536. {
  537. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  538. }