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							- /*
 
-  * CBattleInfoCallback.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 "CBattleInfoCallback.h"
 
- #include <vcmi/scripting/Service.h>
 
- #include "../CStack.h"
 
- #include "BattleInfo.h"
 
- #include "../NetPacks.h"
 
- #include "../spells/CSpellHandler.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../BattleFieldHandler.h"
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
 
- {
 
- /*
 
-  *Here are 2 explanations how below algorithm should work in H3, looks like they are not 100% accurate as it results in one damage number, not min/max range:
 
-  *
 
-  *1. http://heroes.thelazy.net/wiki/Arrow_tower
 
-  *
 
-  *2. All towns' turrets do the same damage. If Fort, Citadel or Castle is built damage of the Middle turret is 15, and 7,5 for others.
 
-  *Buildings increase turrets' damage, but only those buildings that are new in town view, not upgrades to the existing. So, every building save:
 
-  *- dwellings' upgrades
 
-  *- Mage Guild upgrades
 
-  *- Horde buildings
 
-  *- income upgrades
 
-  *- some special ones
 
-  *increases middle Turret damage by 3, and 1,5 for the other two.
 
-  *Damage is almost always the maximum one (right click on the Turret), sometimes +1/2 points, and it does not depend on the target. Nothing can influence it, except the mentioned above (but it will be roughly double if the defender has Armorer or Air Shield).
 
-  *Maximum damage for Castle, Conflux is 120, Necropolis, Inferno, Fortress 125, Stronghold, Turret, and Dungeon 130 (for all three Turrets).
 
-  *Artillery allows the player to control the Turrets.
 
-  */
 
- static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)//does not match OH3 yet, but damage is somewhat close
 
- {
 
- 	assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
 
- 	assert(town);
 
- 	assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
 
- 	const float multiplier = (turret->getPosition() == -2) ? 1.0f : 0.5f;
 
- 	//Revised - Where do below values come from?
 
- 	/*int baseMin = 6;
 
- 	int baseMax = 10;*/
 
- 	const int baseDamage = 15;
 
- 	outMinDmg = multiplier * (baseDamage + town->getTownLevel() * 3);
 
- 	outMaxDmg = outMinDmg;
 
- }
 
- static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
 
- {
 
- 	static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
 
- 	return lineToHex[line];
 
- }
 
- static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
 
- {
 
- 	const int wallInStackLine = lineToWallHex(pos1.getY());
 
- 	const int wallInDestLine = lineToWallHex(pos2.getY());
 
- 	const bool stackLeft = pos1 < wallInStackLine;
 
- 	const bool destLeft = pos2 < wallInDestLine;
 
- 	return stackLeft == destLeft;
 
- }
 
- // parts of wall
 
- static const std::pair<int, EWallPart::EWallPart> wallParts[] =
 
- {
 
- 	std::make_pair(50, EWallPart::KEEP),
 
- 	std::make_pair(183, EWallPart::BOTTOM_TOWER),
 
- 	std::make_pair(182, EWallPart::BOTTOM_WALL),
 
- 	std::make_pair(130, EWallPart::BELOW_GATE),
 
- 	std::make_pair(78, EWallPart::OVER_GATE),
 
- 	std::make_pair(29, EWallPart::UPPER_WALL),
 
- 	std::make_pair(12, EWallPart::UPPER_TOWER),
 
- 	std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
 
- 	std::make_pair(96, EWallPart::GATE),
 
- 	std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
 
- 	std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
 
- };
 
- static EWallPart::EWallPart hexToWallPart(BattleHex hex)
 
- {
 
- 	for(auto & elem : wallParts)
 
- 	{
 
- 		if(elem.first == hex)
 
- 			return elem.second;
 
- 	}
 
- 	return EWallPart::INVALID; //not found!
 
- }
 
- static BattleHex WallPartToHex(EWallPart::EWallPart part)
 
- {
 
- 	for(auto & elem : wallParts)
 
- 	{
 
- 		if(elem.second == part)
 
- 			return elem.first;
 
- 	}
 
- 	return BattleHex::INVALID; //not found!
 
- }
 
- }
 
- using namespace SiegeStuffThatShouldBeMovedToHandlers;
 
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	if(caster == nullptr)
 
- 	{
 
- 		logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
 
- 		return ESpellCastProblem::INVALID;
 
- 	}
 
- 	const PlayerColor player = caster->getCasterOwner();
 
- 	const auto side = playerToSide(player);
 
- 	if(!side)
 
- 		return ESpellCastProblem::INVALID;
 
- 	if(!battleDoWeKnowAbout(side.get()))
 
- 	{
 
- 		logGlobal->warn("You can't check if enemy can cast given spell!");
 
- 		return ESpellCastProblem::INVALID;
 
- 	}
 
- 	if(battleTacticDist())
 
- 		return ESpellCastProblem::ONGOING_TACTIC_PHASE;
 
- 	switch(mode)
 
- 	{
 
- 	case spells::Mode::HERO:
 
- 	{
 
- 		//if(battleCastSpells(side.get()) > 0)
 
- 		//	return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
 
- 		auto hero = dynamic_cast<const CGHeroInstance *>(caster);
 
- 		if(!hero)
 
- 			return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
 
- 		if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
 
- 			return ESpellCastProblem::MAGIC_IS_BLOCKED;
 
- 	}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(!battleGetSiegeLevel())
 
- 		return false;
 
- 	const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
 
- 	static const auto selectorNoWallPenalty = Selector::type()(Bonus::NO_WALL_PENALTY);
 
- 	if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
 
- 		return false;
 
- 	const int wallInStackLine = lineToWallHex(shooterPosition.getY());
 
- 	const int wallInDestLine = lineToWallHex(destHex.getY());
 
- 	const bool stackLeft = shooterPosition < wallInStackLine;
 
- 	const bool destRight = destHex > wallInDestLine;
 
- 	if (stackLeft && destRight) //shooting from outside to inside
 
- 	{
 
- 		int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
 
- 		if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
 
- 			row -= 2;
 
- 		const int wallPos = lineToWallHex(row);
 
- 		if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
 
- 	}
 
- 	return false;
 
- }
 
- si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if (!getAccesibility(stack).accessible(destHex, stack))
 
- 		return false;
 
- 	const ui8 siegeLevel = battleGetSiegeLevel();
 
- 	//check for wall
 
- 	//advanced teleport can pass wall of fort|citadel, expert - of castle
 
- 	if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
 
- 		return sameSideOfWall(stack->getPosition(), destHex);
 
- 	return true;
 
- }
 
- std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
 
- 	std::vector<PossiblePlayerBattleAction> allowedActionList;
 
- 	if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
 
- 	{
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
 
- 		{
 
- 			if(stack->hasBonusOfType(Bonus::SPELLCASTER) && data.creatureSpellToCast != -1)
 
- 			{
 
- 				const CSpell *spell = SpellID(data.creatureSpellToCast).toSpell();
 
- 				PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
 
- 				allowedActionList.push_back(act);
 
- 			}
 
- 			if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
 
- 				allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
 
- 			if(stack->hasBonusOfType(Bonus::DAEMON_SUMMONING))
 
- 				allowedActionList.push_back(PossiblePlayerBattleAction::RISE_DEMONS);
 
- 		}
 
- 		if(stack->canShoot())
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
 
- 		if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
 
- 		allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
 
- 		if(stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
 
- 		auto siegedTown = battleGetDefendedTown();
 
- 		if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
 
- 		if(stack->hasBonusOfType(Bonus::HEALER))
 
- 			allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
 
- 	}
 
- 	return allowedActionList;
 
- }
 
- PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
 
- 	PossiblePlayerBattleAction spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
 
- 	const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
 
- 	if(ti.massive || ti.type == spells::AimType::NO_TARGET)
 
- 		spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
 
- 	else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
 
- 		spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
 
- 	else if(ti.type == spells::AimType::CREATURE)
 
- 		spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
 
- 	else if(ti.type == spells::AimType::OBSTACLE)
 
- 		spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
 
- 	return spellSelMode;
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	std::set<BattleHex> attackedHexes;
 
- 	RETURN_IF_NOT_BATTLE(attackedHexes);
 
- 	AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions)
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	return attackedHexes;
 
- }
 
- SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
 
- {
 
- 	switch (mode)
 
- 	{
 
- 	case RANDOM_GENIE:
 
- 		return getRandomBeneficialSpell(rand, stack); //target
 
- 		break;
 
- 	case RANDOM_AIMED:
 
- 		return getRandomCastedSpell(rand, stack); //caster
 
- 		break;
 
- 	default:
 
- 		logGlobal->error("Incorrect mode of battleGetRandomSpell (%d)", static_cast<int>(mode));
 
- 		return SpellID::NONE;
 
- 	}
 
- }
 
- const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	for(auto s : battleGetAllStacks(true))
 
- 		if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
 
- 			return s;
 
- 	return nullptr;
 
- }
 
- const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return !unit->isGhost()
 
- 			&& vstd::contains(battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()), pos)
 
- 			&& (!onlyAlive || unit->alive());
 
- 	});
 
- 	if(!ret.empty())
 
- 		return ret.front();
 
- 	else
 
- 		return nullptr;
 
- }
 
- battle::Units CBattleInfoCallback::battleAliveUnits() const
 
- {
 
- 	return battleGetUnitsIf([](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false);
 
- 	});
 
- }
 
- battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
 
- {
 
- 	return battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false) && unit->unitSide() == side;
 
- 	});
 
- }
 
- //T is battle::Unit descendant
 
- template <typename T>
 
- const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & lastMoved, int phase)
 
- {
 
- 	const T * returnedUnit = nullptr;
 
- 	size_t currentUnitIndex = 0;
 
- 	for(size_t i = 0; i < all.size(); i++)
 
- 	{
 
- 		int32_t currentUnitSpeed = -1;
 
- 		int32_t returnedUnitSpeed = -1;
 
- 		if(returnedUnit)
 
- 			returnedUnitSpeed = returnedUnit->getInitiative(turn);
 
- 		if(all[i])
 
- 		{
 
- 			currentUnitSpeed = all[i]->getInitiative(turn);
 
- 			switch(phase)
 
- 			{
 
- 			case 1: // Faster first, attacker priority, higher slot first
 
- 				if(returnedUnit == nullptr || currentUnitSpeed > returnedUnitSpeed)
 
- 				{
 
- 					returnedUnit = all[i];
 
- 					currentUnitIndex = i;
 
- 				}
 
- 				else if(currentUnitSpeed == returnedUnitSpeed)
 
- 				{
 
- 					if(lastMoved == -1 && turn <= 0 && all[i]->unitSide() == BattleSide::ATTACKER
 
- 						&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
 
- 					{
 
- 						returnedUnit = all[i];
 
- 						currentUnitIndex = i;
 
- 					}
 
- 					else if(lastMoved != -1 && all[i]->unitSide() != lastMoved
 
- 						&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
 
- 					{
 
- 						returnedUnit = all[i];
 
- 						currentUnitIndex = i;
 
- 					}
 
- 				}
 
- 				break;
 
- 			case 2: // Slower first, higher slot first
 
- 			case 3:
 
- 				if(returnedUnit == nullptr || currentUnitSpeed < returnedUnitSpeed)
 
- 				{
 
- 					returnedUnit = all[i];
 
- 					currentUnitIndex = i;
 
- 				}
 
- 				else if(currentUnitSpeed == returnedUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
 
- 					&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
 
- 				{
 
- 					returnedUnit = all[i];
 
- 					currentUnitIndex = i;
 
- 				}
 
- 				break;
 
- 			default:
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(!returnedUnit)
 
- 		return nullptr;
 
- 	all[currentUnitIndex] = nullptr;
 
- 	return returnedUnit;
 
- }
 
- void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn, int8_t lastMoved) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE();
 
- 	if(maxUnits == 0 && maxTurns == 0)
 
- 	{
 
- 		logGlobal->error("Attempt to get infinite battle queue");
 
- 		return;
 
- 	}
 
- 	auto actualTurn = turn > 0 ? turn : 0;
 
- 	auto outputFull = [&]() -> bool
 
- 	{
 
- 		if(maxUnits == 0)
 
- 			return false;//no limit
 
- 		size_t outSize = 0;
 
- 		for(const auto & oneTurn : out)
 
- 			outSize += oneTurn.size();
 
- 		return outSize >= maxUnits;
 
- 	};
 
- 	out.emplace_back();
 
- 	//We'll split creatures with remaining movement to 4 buckets
 
- 	// [0] - turrets/catapult,
 
- 	// [1] - normal (unmoved) creatures, other war machines,
 
- 	// [2] - waited cres that had morale,
 
- 	// [3] - rest of waited cres
 
- 	std::array<battle::Units, 4> phase;
 
- 	const battle::Unit * active = battleActiveUnit();
 
- 	if(active)
 
- 	{
 
- 		//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 		if(turn == 0 && active->willMove() && !active->waited())
 
- 		{
 
- 			out.back().push_back(active);
 
- 			if(outputFull())
 
- 				return;
 
- 		}
 
- 		//its first or current turn, turn priority for active stack side
 
- 		//TODO: what if active stack mind-controlled?
 
- 		if(turn <= 0 && lastMoved < 0)
 
- 			lastMoved = active->unitSide();
 
- 	}
 
- 	auto all = battleGetUnitsIf([](const battle::Unit * unit)
 
- 	{
 
- 		return !unit->isGhost();
 
- 	});
 
- 	if(!vstd::contains_if(all, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
 
- 	{
 
- 		//No unit will be able to move, battle is over.
 
- 		out.clear();
 
- 		return;
 
- 	}
 
- 	for(auto one : all)
 
- 	{
 
- 		if((actualTurn == 0 && !one->willMove()) //we are considering current round and unit won't move
 
- 		|| (actualTurn > 0 && !one->canMove(turn)) //unit won't be able to move in later rounds
 
- 		|| (actualTurn == 0 && one == active && !out.at(0).empty() && one == out.front().front())) //it's active unit already added at the beginning of queue
 
- 		{
 
- 			continue;
 
- 		}
 
- 		int p = one->battleQueuePhase(turn);
 
- 		phase[p].push_back(one);
 
- 	}
 
- 	boost::sort(phase[0], CMP_stack(0, actualTurn, lastMoved));
 
- 	std::copy(phase[0].begin(), phase[0].end(), std::back_inserter(out.back()));
 
- 	if(outputFull())
 
- 		return;
 
- 	for(int i = 1; i < 4; i++)
 
- 		boost::sort(phase[i], CMP_stack(i, actualTurn, lastMoved));
 
- 	int pi = 1;
 
- 	while(!outputFull() && pi < 4)
 
- 	{
 
- 		const battle::Unit * current = nullptr;
 
- 		if(phase[pi].empty())
 
- 			pi++;
 
- 		else
 
- 		{
 
- 			current = takeOneUnit(phase[pi], actualTurn, lastMoved, pi);
 
- 			if(!current)
 
- 			{
 
- 				pi++;
 
- 			}
 
- 			else
 
- 			{
 
- 				out.back().push_back(current);
 
- 				lastMoved = current->unitSide();
 
- 			}
 
- 		}
 
- 	}
 
- 	if(lastMoved < 0)
 
- 		lastMoved = BattleSide::ATTACKER;
 
- 	if(!outputFull() && (maxTurns == 0 || out.size() < maxTurns))
 
- 		battleGetTurnOrder(out, maxUnits, maxTurns, actualTurn + 1, lastMoved);
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
 
- 	if(!unit->getPosition().isValid()) //turrets
 
- 		return std::vector<BattleHex>();
 
- 	auto reachability = getReachability(unit);
 
- 	return battleGetAvailableHexes(reachability, unit);
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(!unit->getPosition().isValid()) //turrets
 
- 		return ret;
 
- 	auto unitSpeed = unit->Speed(0, true);
 
- 	const bool tacticPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
 
- 	{
 
- 		// If obstacles or other stacks makes movement impossible, it can't be helped.
 
- 		if(!cache.isReachable(i))
 
- 			continue;
 
- 		if(tacticPhase)
 
- 		{
 
- 			//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
 
- 			if(!isInTacticRange(i))
 
- 				continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			//Not tactics phase -> destination must be reachable and within unit range.
 
- 			if(cache.distances[i] > (int)unitSpeed)
 
- 				continue;
 
- 		}
 
- 		ret.push_back(i);
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const
 
- {
 
- 	std::vector<BattleHex> ret = battleGetAvailableHexes(unit);
 
- 	if(ret.empty())
 
- 		return ret;
 
- 	if(addOccupiable && unit->doubleWide())
 
- 	{
 
- 		std::vector<BattleHex> occupiable;
 
- 		for(auto hex : ret)
 
- 			occupiable.push_back(unit->occupiedHex(hex));
 
- 		vstd::concatenate(ret, occupiable);
 
- 	}
 
- 	if(attackable)
 
- 	{
 
- 		auto meleeAttackable = [&](BattleHex hex) -> bool
 
- 		{
 
- 			// Return true if given hex has at least one available neighbour.
 
- 			// Available hexes are already present in ret vector.
 
- 			auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
 
- 			{
 
- 				return BattleHex::mutualPosition(hex, availableHex) >= 0;
 
- 			});
 
- 			return availableNeighbor != ret.end();
 
- 		};
 
- 		for(auto otherSt : battleAliveUnits(otherSide(unit->unitSide())))
 
- 		{
 
- 			if(!otherSt->isValidTarget(false))
 
- 				continue;
 
- 			std::vector<BattleHex> occupied = otherSt->getHexes();
 
- 			if(battleCanShoot(unit, otherSt->getPosition()))
 
- 			{
 
- 				attackable->insert(attackable->end(), occupied.begin(), occupied.end());
 
- 				continue;
 
- 			}
 
- 			for(BattleHex he : occupied)
 
- 			{
 
- 				if(meleeAttackable(he))
 
- 					attackable->push_back(he);
 
- 			}
 
- 		}
 
- 	}
 
- 	//adding occupiable likely adds duplicates to ret -> clean it up
 
- 	boost::sort(ret);
 
- 	ret.erase(boost::unique(ret).end(), ret.end());
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(battleTacticDist())
 
- 		return false;
 
- 	if (!stack || !target)
 
- 		return false;
 
- 	if(!battleMatchOwner(stack, target))
 
- 		return false;
 
- 	auto &id = stack->getCreature()->idNumber;
 
- 	if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
 
- 		return false;
 
- 	return target->alive();
 
- }
 
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(battleTacticDist()) //no shooting during tactics
 
- 		return false;
 
- 	if (!attacker)
 
- 		return false;
 
- 	if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
 
- 		return false;
 
- 	//forgetfulness
 
- 	TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(Bonus::FORGETFULL));
 
- 	if(!forgetfulList->empty())
 
- 	{
 
- 		int forgetful = forgetfulList->valOfBonuses(Selector::type()(Bonus::FORGETFULL));
 
- 		//advanced+ level
 
- 		if(forgetful > 1)
 
- 			return false;
 
- 	}
 
- 	return attacker->canShoot()	&& (!battleIsUnitBlocked(attacker)
 
- 			|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
 
- }
 
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const battle::Unit * defender = battleGetUnitByPos(dest);
 
- 	if(!attacker || !defender)
 
- 		return false;
 
- 	if(battleMatchOwner(attacker, defender) && defender->alive())
 
- 		return battleCanShoot(attacker);
 
- 	return false;
 
- }
 
- TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
 
- {
 
- 	auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
 
- 	{
 
- 		auto noLimit = Selector::effectRange()(Bonus::NO_LIMIT);
 
- 		auto limitMatches = info.shooting
 
- 							? Selector::effectRange()(Bonus::ONLY_DISTANCE_FIGHT)
 
- 							: Selector::effectRange()(Bonus::ONLY_MELEE_FIGHT);
 
- 		//any regular bonuses or just ones for melee/ranged
 
- 		return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
 
- 	};
 
- 	const IBonusBearer * attackerBonuses = info.attacker;
 
- 	const IBonusBearer * defenderBonuses = info.defender;
 
- 	double additiveBonus = 1.0 + info.additiveBonus;
 
- 	double multBonus = 1.0 * info.multBonus;
 
- 	double minDmg = 0.0;
 
- 	double maxDmg = 0.0;
 
- 	minDmg = info.attacker->getMinDamage(info.shooting);
 
- 	maxDmg = info.attacker->getMaxDamage(info.shooting);
 
- 	minDmg *= info.attacker->getCount(),
 
- 	maxDmg *= info.attacker->getCount();
 
- 	if(info.attacker->creatureIndex() == CreatureID::ARROW_TOWERS)
 
- 	{
 
- 		SiegeStuffThatShouldBeMovedToHandlers::retrieveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
 
- 		TDmgRange unmodifiableTowerDamage = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
 
- 		return unmodifiableTowerDamage;
 
- 	}
 
- 	const std::string cachingStrSiedgeWeapon = "type_SIEGE_WEAPON";
 
- 	static const auto selectorSiedgeWeapon = Selector::type()(Bonus::SIEGE_WEAPON);
 
- 	if(attackerBonuses->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
 
- 	{ //minDmg and maxDmg are multiplied by hero attack + 1
 
- 		auto retrieveHeroPrimSkill = [&](int skill) -> int
 
- 		{
 
- 			std::shared_ptr<const Bonus> b = attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
 
- 			return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
 
- 		};
 
- 		minDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
 
- 		maxDmg *= retrieveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
 
- 	}
 
- 	double attackDefenceDifference = 0.0;
 
- 	double multAttackReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::GENERAL_ATTACK_REDUCTION)) / 100.0;
 
- 	attackDefenceDifference += info.attacker->getAttack(info.shooting) * multAttackReduction;
 
- 	double multDefenceReduction = 1.0 - battleBonusValue(attackerBonuses, Selector::type()(Bonus::ENEMY_DEFENCE_REDUCTION)) / 100.0;
 
- 	attackDefenceDifference -= info.defender->getDefense(info.shooting) * multDefenceReduction;
 
- 	const std::string cachingStrSlayer = "type_SLAYER";
 
- 	static const auto selectorSlayer = Selector::type()(Bonus::SLAYER);
 
- 	//slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
 
- 	auto slayerEffects = attackerBonuses->getBonuses(selectorSlayer, cachingStrSlayer);
 
- 	if(std::shared_ptr<const Bonus> slayerEffect = slayerEffects->getFirst(Selector::all))
 
- 	{
 
- 		std::vector<int32_t> affectedIds;
 
- 		const auto spLevel = slayerEffect->val;
 
- 		const CCreature * defenderType = info.defender->unitType();
 
- 		bool isAffected = false;
 
- 		for(const auto & b : defenderType->getBonusList())
 
- 		{
 
- 			if((b->type == Bonus::KING3 && spLevel >= 3) || //expert
 
- 				(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
 
- 				(b->type == Bonus::KING1 && spLevel >= 0)) //none or basic +
 
- 			{
 
- 				isAffected = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(isAffected)
 
- 		{
 
- 			attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->getLevelPower(spLevel);
 
- 			if(info.attacker->hasBonusOfType(Bonus::SPECIAL_PECULIAR_ENCHANT, SpellID::SLAYER))
 
- 			{
 
- 				ui8 attackerTier = info.attacker->unitType()->level;
 
- 				ui8 specialtyBonus = std::max(5 - attackerTier, 0);
 
- 				attackDefenceDifference += specialtyBonus;
 
- 	}
 
- 		}
 
- 	}
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenceDifference < 0) //decreasing dmg
 
- 	{
 
- 		const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
 
- 		multBonus *= 1.0 - dec;
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
 
- 		additiveBonus += inc;
 
- 	}
 
- 	const std::string cachingStrJousting = "type_JOUSTING";
 
- 	static const auto selectorJousting = Selector::type()(Bonus::JOUSTING);
 
- 	const std::string cachingStrChargeImmunity = "type_CHARGE_IMMUNITY";
 
- 	static const auto selectorChargeImmunity = Selector::type()(Bonus::CHARGE_IMMUNITY);
 
- 	//applying jousting bonus
 
- 	if(info.chargedFields > 0 && attackerBonuses->hasBonus(selectorJousting, cachingStrJousting) && !defenderBonuses->hasBonus(selectorChargeImmunity, cachingStrChargeImmunity))
 
- 		additiveBonus += info.chargedFields * 0.05;
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	const std::string cachingStrArchery = "type_SECONDARY_SKILL_PREMYs_ARCHERY";
 
- 	static const auto selectorArchery = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY);
 
- 	const std::string cachingStrOffence = "type_SECONDARY_SKILL_PREMYs_OFFENCE";
 
- 	static const auto selectorOffence = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE);
 
- 	const std::string cachingStrArmorer = "type_SECONDARY_SKILL_PREMYs_ARMORER";
 
- 	static const auto selectorArmorer = Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER);
 
- 	if(info.shooting)
 
- 		additiveBonus += attackerBonuses->valOfBonuses(selectorArchery, cachingStrArchery) / 100.0;
 
- 	else
 
- 		additiveBonus += attackerBonuses->valOfBonuses(selectorOffence, cachingStrOffence) / 100.0;
 
- 	multBonus *= (std::max(0, 100 - defenderBonuses->valOfBonuses(selectorArmorer, cachingStrArmorer))) / 100.0;
 
- 	//handling hate effect
 
- 	//assume that unit have only few HATE features and cache them all
 
- 	const std::string cachingStrHate = "type_HATE";
 
- 	static const auto selectorHate = Selector::type()(Bonus::HATE);
 
- 	auto allHateEffects = attackerBonuses->getBonuses(selectorHate, cachingStrHate);
 
- 	additiveBonus += allHateEffects->valOfBonuses(Selector::subtype()(info.defender->creatureIndex())) / 100.0;
 
- 	const std::string cachingStrMeleeReduction = "type_GENERAL_DAMAGE_REDUCTIONs_0";
 
- 	static const auto selectorMeleeReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 0);
 
- 	const std::string cachingStrRangedReduction = "type_GENERAL_DAMAGE_REDUCTIONs_1";
 
- 	static const auto selectorRangedReduction = Selector::typeSubtype(Bonus::GENERAL_DAMAGE_REDUCTION, 1);
 
- 	//handling spell effects
 
- 	if(!info.shooting) //eg. shield
 
- 	{
 
- 		multBonus *= (100 - defenderBonuses->valOfBonuses(selectorMeleeReduction, cachingStrMeleeReduction)) / 100.0;
 
- 	}
 
- 	else //eg. air shield
 
- 	{
 
- 		multBonus *= (100 - defenderBonuses->valOfBonuses(selectorRangedReduction, cachingStrRangedReduction)) / 100.0;
 
- 	}
 
- 	if(info.shooting)
 
- 	{
 
- 		//todo: set actual percentage in spell bonus configuration instead of just level; requires non trivial backward compatibility handling
 
- 		//get list first, total value of 0 also counts
 
- 		TConstBonusListPtr forgetfulList = attackerBonuses->getBonuses(Selector::type()(Bonus::FORGETFULL),"type_FORGETFULL");
 
- 		if(!forgetfulList->empty())
 
- 		{
 
- 			int forgetful = forgetfulList->valOfBonuses(Selector::all);
 
- 			//none of basic level
 
- 			if(forgetful == 0 || forgetful == 1)
 
- 				multBonus *= 0.5;
 
- 			else
 
- 				logGlobal->warn("Attempt to calculate shooting damage with adv+ FORGETFULL effect");
 
- 		}
 
- 	}
 
- 	const std::string cachingStrForcedMinDamage = "type_ALWAYS_MINIMUM_DAMAGE";
 
- 	static const auto selectorForcedMinDamage = Selector::type()(Bonus::ALWAYS_MINIMUM_DAMAGE);
 
- 	const std::string cachingStrForcedMaxDamage = "type_ALWAYS_MAXIMUM_DAMAGE";
 
- 	static const auto selectorForcedMaxDamage = Selector::type()(Bonus::ALWAYS_MAXIMUM_DAMAGE);
 
- 	TConstBonusListPtr curseEffects = attackerBonuses->getBonuses(selectorForcedMinDamage, cachingStrForcedMinDamage);
 
- 	TConstBonusListPtr blessEffects = attackerBonuses->getBonuses(selectorForcedMaxDamage, cachingStrForcedMaxDamage);
 
- 	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
 
- 	double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo<std::shared_ptr<Bonus>>))->additionalInfo[0] : 0;
 
- 	if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
 
- 	{
 
- 		multBonus *= 1.0 - curseMultiplicativePenalty/100;
 
- 	}
 
- 	const std::string cachingStrAdvAirShield = "isAdvancedAirShield";
 
- 	auto isAdvancedAirShield = [](const Bonus* bonus)
 
- 	{
 
- 		return bonus->source == Bonus::SPELL_EFFECT
 
- 				&& bonus->sid == SpellID::AIR_SHIELD
 
- 				&& bonus->val >= SecSkillLevel::ADVANCED;
 
- 	};
 
- 	if(info.shooting)
 
- 	{
 
- 		//wall / distance penalty + advanced air shield
 
- 		BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
 
- 		BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
 
- 		const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
 
- 		const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
 
- 		if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
 
- 			multBonus *= 0.5;
 
- 		if(obstaclePenalty)
 
- 			multBonus *= 0.5; //cumulative
 
- 	}
 
- 	else
 
- 	{
 
- 		const std::string cachingStrNoMeleePenalty = "type_NO_MELEE_PENALTY";
 
- 		static const auto selectorNoMeleePenalty = Selector::type()(Bonus::NO_MELEE_PENALTY);
 
- 		if(info.attacker->isShooter() && !attackerBonuses->hasBonus(selectorNoMeleePenalty, cachingStrNoMeleePenalty))
 
- 			multBonus *= 0.5;
 
- 	}
 
- 	// psychic elementals versus mind immune units 50%
 
- 	if(info.attacker->creatureIndex() == CreatureID::PSYCHIC_ELEMENTAL)
 
- 	{
 
- 		const std::string cachingStrMindImmunity = "type_MIND_IMMUNITY";
 
- 		static const auto selectorMindImmunity = Selector::type()(Bonus::MIND_IMMUNITY);
 
- 		if(defenderBonuses->hasBonus(selectorMindImmunity, cachingStrMindImmunity))
 
- 			multBonus *= 0.5;
 
- 	}
 
- 	// TODO attack on petrified unit 50%
 
- 	// blinded unit retaliates
 
- 	minDmg *= additiveBonus * multBonus;
 
- 	maxDmg *= additiveBonus * multBonus;
 
- 	if(curseEffects->size()) //curse handling (rest)
 
- 	{
 
- 		minDmg += curseBlessAdditiveModifier;
 
- 		maxDmg = minDmg;
 
- 	}
 
- 	else if(blessEffects->size()) //bless handling
 
- 	{
 
- 		maxDmg += curseBlessAdditiveModifier;
 
- 		minDmg = maxDmg;
 
- 	}
 
- 	TDmgRange returnedVal = std::make_pair(int64_t(minDmg), int64_t(maxDmg));
 
- 	//damage cannot be less than 1
 
- 	vstd::amax(returnedVal.first, 1);
 
- 	vstd::amax(returnedVal.second, 1);
 
- 	return returnedVal;
 
- }
 
- TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
 
- 	const bool shooting = battleCanShoot(attacker, defender->getPosition());
 
- 	const BattleAttackInfo bai(attacker, defender, shooting);
 
- 	return battleEstimateDamage(bai, retaliationDmg);
 
- }
 
- TDmgRange CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, TDmgRange * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
 
- 	TDmgRange ret = calculateDmgRange(bai);
 
- 	if(retaliationDmg)
 
- 	{
 
- 		if(bai.shooting)
 
- 		{
 
- 			//FIXME: handle RANGED_RETALIATION
 
- 			retaliationDmg->first = retaliationDmg->second = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			//TODO: rewrite using boost::numeric::interval
 
- 			//TODO: rewire once more using interval-based fuzzy arithmetic
 
- 			int64_t TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
 
- 			for (int i=0; i<2; ++i)
 
- 			{
 
- 				auto retaliationAttack = bai.reverse();
 
- 				int64_t dmg = ret.*pairElems[i];
 
- 				auto state = retaliationAttack.attacker->acquireState();
 
- 				state->damage(dmg);
 
- 				retaliationAttack.attacker = state.get();
 
- 				retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
 
- {
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
 
- 	RETURN_IF_NOT_BATTLE(obstacles);
 
- 	for(auto & obs : battleGetAllObstacles())
 
- 	{
 
- 		if(vstd::contains(obs->getBlockedTiles(), tile)
 
- 				|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
 
- 		{
 
- 			obstacles.push_back(obs);
 
- 		}
 
- 	}
 
- 	return obstacles;
 
- }
 
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit) const
 
- {
 
- 	std::vector<std::shared_ptr<const CObstacleInstance>> affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
 
- 	RETURN_IF_NOT_BATTLE(affectedObstacles);
 
- 	if(unit->alive())
 
- 	{
 
- 		affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
 
- 		if(unit->doubleWide())
 
- 		{
 
- 			BattleHex otherHex = unit->occupiedHex(unit->getPosition());
 
- 			if(otherHex.isValid())
 
- 				for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
 
- 					affectedObstacles.push_back(i);
 
- 		}
 
- 		for(auto hex : unit->getHexes())
 
- 			if(hex == ESiegeHex::GATE_BRIDGE)
 
- 				if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
 
- 					for(int i=0; i<affectedObstacles.size(); i++)
 
- 						if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
 
- 							affectedObstacles.erase(affectedObstacles.begin()+i);
 
- 	}
 
- 	return affectedObstacles;
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility() const
 
- {
 
- 	AccessibilityInfo ret;
 
- 	ret.fill(EAccessibility::ACCESSIBLE);
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
 
- 	{
 
- 		ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
 
- 		ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
 
- 	}
 
- 	//special battlefields with logically unavailable tiles
 
- 	auto bFieldType = battleGetBattlefieldType();
 
- 	if(bFieldType != BattleField::NONE)
 
- 	{
 
- 		std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
 
- 		for(auto hex : impassableHexes)
 
- 			ret[hex] = EAccessibility::UNAVAILABLE;
 
- 	}
 
- 	//gate -> should be before stacks
 
- 	if(battleGetSiegeLevel() > 0)
 
- 	{
 
- 		EAccessibility accessability = EAccessibility::ACCESSIBLE;
 
- 		switch(battleGetGateState())
 
- 		{
 
- 		case EGateState::CLOSED:
 
- 			accessability = EAccessibility::GATE;
 
- 			break;
 
- 		case EGateState::BLOCKED:
 
- 			accessability = EAccessibility::UNAVAILABLE;
 
- 			break;
 
- 		}
 
- 		ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
 
- 	}
 
- 	//tiles occupied by standing stacks
 
- 	for(auto unit : battleAliveUnits())
 
- 	{
 
- 		for(auto hex : unit->getHexes())
 
- 			if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
 
- 				ret[hex] = EAccessibility::ALIVE_STACK;
 
- 	}
 
- 	//obstacles
 
- 	for(const auto &obst : battleGetAllObstacles())
 
- 	{
 
- 		for(auto hex : obst->getBlockedTiles())
 
- 			ret[hex] = EAccessibility::OBSTACLE;
 
- 	}
 
- 	//walls
 
- 	if(battleGetSiegeLevel() > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
 
- 		for(auto hex : permanentlyLocked)
 
- 			ret[hex] = EAccessibility::UNAVAILABLE;
 
- 		//TODO likely duplicated logic
 
- 		static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
 
- 		{
 
- 			//which part of wall, which hex is blocked if this part of wall is not destroyed
 
- 			std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
 
- 			std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
 
- 			std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
 
- 			std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
 
- 		};
 
- 		for(auto & elem : lockedIfNotDestroyed)
 
- 		{
 
- 			if(battleGetWallState(elem.first) != EWallState::DESTROYED)
 
- 				ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
 
- {
 
- 	return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
 
- {
 
- 	auto ret = getAccesibility();
 
- 	for(auto hex : accessibleHexes)
 
- 		if(hex.isValid())
 
- 			ret[hex] = EAccessibility::ACCESSIBLE;
 
- 	return ret;
 
- }
 
- ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = accessibility;
 
- 	ret.params = params;
 
- 	ret.predecessors.fill(BattleHex::INVALID);
 
- 	ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
 
- 	if(!params.startPosition.isValid()) //if got call for arrow turrets
 
- 		return ret;
 
- 	const std::set<BattleHex> obstacles = getStoppers(params.perspective);
 
- 	std::queue<BattleHex> hexq; //bfs queue
 
- 	//first element
 
- 	hexq.push(params.startPosition);
 
- 	ret.distances[params.startPosition] = 0;
 
- 	std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache;
 
- 	for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
 
- 		accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		const BattleHex curHex = hexq.front();
 
- 		hexq.pop();
 
- 		//walking stack can't step past the obstacles
 
- 		if(curHex != params.startPosition && isInObstacle(curHex, obstacles, params))
 
- 			continue;
 
- 		const int costToNeighbour = ret.distances[curHex.hex] + 1;
 
- 		for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
 
- 		{
 
- 			if(neighbour.isValid())
 
- 			{
 
- 				const int costFoundSoFar = ret.distances[neighbour.hex];
 
- 				if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
 
- 				{
 
- 					hexq.push(neighbour);
 
- 					ret.distances[neighbour.hex] = costToNeighbour;
 
- 					ret.predecessors[neighbour.hex] = curHex;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::isInObstacle(
 
- 	BattleHex hex,
 
- 	const std::set<BattleHex> & obstacles,
 
- 	const ReachabilityInfo::Parameters & params) const
 
- {
 
- 	auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
 
- 	for(auto occupiedHex : occupiedHexes)
 
- 	{
 
- 		if(vstd::contains(obstacles, occupiedHex))
 
- 		{
 
- 			if(occupiedHex == ESiegeHex::GATE_BRIDGE)
 
- 			{
 
- 				if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
 
- 					return true;
 
- 			}
 
- 			else
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
 
- {
 
- 	std::set<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	for(auto &oi : battleGetAllObstacles(whichSidePerspective))
 
- 	{
 
- 		if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
 
- 		{
 
- 			range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
 
- {
 
- 	auto reachability = getReachability(closest);
 
- 	auto avHexes = battleGetAvailableHexes(reachability, closest);
 
- 	// I hate std::pairs with their undescriptive member names first / second
 
- 	struct DistStack
 
- 	{
 
- 		int distanceToPred;
 
- 		BattleHex destination;
 
- 		const battle::Unit * stack;
 
- 	};
 
- 	std::vector<DistStack> stackPairs;
 
- 	std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->isValidTarget(false) && unit != closest;
 
- 	});
 
- 	for(const battle::Unit * st : possible)
 
- 	{
 
- 		for(BattleHex hex : avHexes)
 
- 			if(CStack::isMeleeAttackPossible(closest, st, hex))
 
- 			{
 
- 				DistStack hlp = {reachability.distances[hex], hex, st};
 
- 				stackPairs.push_back(hlp);
 
- 			}
 
- 	}
 
- 	if (stackPairs.size())
 
- 	{
 
- 		auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
 
- 		auto minimal = boost::min_element(stackPairs, comparator);
 
- 		return std::make_pair(minimal->stack, minimal->destination);
 
- 	}
 
- 	else
 
- 		return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
 
- }
 
- BattleHex CBattleInfoCallback::getAvaliableHex(CreatureID creID, ui8 side, int initialPos) const
 
- {
 
- 	bool twoHex = VLC->creh->objects[creID]->isDoubleWide();
 
- 	int pos;
 
- 	if (initialPos > -1)
 
- 		pos = initialPos;
 
- 	else //summon elementals depending on player side
 
- 	{
 
-  		if(side == BattleSide::ATTACKER)
 
- 	 		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, side))
 
- 			occupyable.insert(i);
 
- 	if(occupyable.empty())
 
- 	{
 
- 		return BattleHex::INVALID; //all tiles are covered
 
- 	}
 
- 	return BattleHex::getClosestTile(side, pos, occupyable);
 
- }
 
- si8 CBattleInfoCallback::battleGetTacticDist() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	//TODO get rid of this method
 
- 	if(battleDoWeKnowAbout(battleGetTacticsSide()))
 
- 		return battleTacticDist();
 
- 	return 0;
 
- }
 
- bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto side = battleGetTacticsSide();
 
- 	auto dist = battleGetTacticDist();
 
- 	return ((!side && dest.getX() > 0 && dest.getX() <= dist)
 
- 			|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
 
- {
 
- 	ReachabilityInfo::Parameters params(unit, unit->getPosition());
 
- 	if(!battleDoWeKnowAbout(unit->unitSide()))
 
- 	{
 
- 		//Stack is held by enemy, we can't use his perspective to check for reachability.
 
- 		// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
 
- 		params.perspective = battleGetMySide();
 
- 	}
 
- 	return getReachability(params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	if(params.flying)
 
- 		return getFlyingReachability(params);
 
- 	else
 
- 		return makeBFS(getAccesibility(params.knownAccessible), params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = getAccesibility(params.knownAccessible);
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 	{
 
- 		if(ret.accessibility.accessible(i, params.doubleWide, params.side))
 
- 		{
 
- 			ret.predecessors[i] = params.startPosition;
 
- 			ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const  battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	//does not return hex attacked directly
 
- 	AttackableTiles at;
 
- 	RETURN_IF_NOT_BATTLE(at);
 
- 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
 
- 	auto defender = battleGetUnitByPos(destinationTile, true);
 
- 	if (!defender)
 
- 		return at; // can't attack thin air
 
- 	//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
 
- 	bool reverse = isToReverse(destinationTile, attacker, defender);
 
- 	if(reverse && attacker->doubleWide())
 
- 	{
 
- 		hex = attacker->occupiedHex(hex); //the other hex stack stands on
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
 
- 	{
 
- 		boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
 
- 	{
 
- 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 
- 		for(BattleHex tile : hexes)
 
- 		{
 
- 			if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
 
- 			{
 
- 				auto st = battleGetUnitByPos(tile, true);
 
- 				if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
 
- 					at.hostileCreaturePositions.insert(tile);
 
- 			}
 
- 		}
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
 
- 	{
 
- 		std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
 
- 		for(int i = 0; i<hexes.size(); i++)
 
- 		{
 
- 			if(hexes.at(i) == hex)
 
- 			{
 
- 				hexes.erase(hexes.begin() + i);
 
- 				i = 0;
 
- 			}
 
- 		}
 
- 		for(BattleHex tile : hexes)
 
- 		{
 
- 			//friendly stacks can also be damaged by Dragon Breath
 
- 			auto st = battleGetUnitByPos(tile, true);
 
- 			if(st && st != attacker)
 
- 				at.friendlyCreaturePositions.insert(tile);
 
- 		}
 
- 	}
 
- 	else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
 
- 	{
 
- 		auto direction = BattleHex::mutualPosition(hex, destinationTile);
 
- 		if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
 
- 		{
 
- 			BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
 
- 			if (nextHex.isValid())
 
- 			{
 
- 				//friendly stacks can also be damaged by Dragon Breath
 
- 				auto st = battleGetUnitByPos(nextHex, true);
 
- 				if(st != nullptr)
 
- 					at.friendlyCreaturePositions.insert(nextHex);
 
- 			}
 
- 		}
 
- 	}
 
- 	return at;
 
- }
 
- AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const  battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	//does not return hex attacked directly
 
- 	AttackableTiles at;
 
- 	RETURN_IF_NOT_BATTLE(at);
 
- 	if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
 
- 	{
 
- 		std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
 
- 		targetHexes.push_back(destinationTile);
 
- 		boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
 
- 	}
 
- 	return at;
 
- }
 
- std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
 
- {
 
- 	std::vector<const battle::Unit*> units;
 
- 	RETURN_IF_NOT_BATTLE(units);
 
- 	AttackableTiles at;
 
- 	if (rangedAttack)
 
- 		at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
 
- 	else
 
- 		at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	units = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		if (unit->isGhost() || !unit->alive())
 
- 			return false;
 
- 		for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
 
- 		{
 
- 			if (vstd::contains(at.hostileCreaturePositions, hex))
 
- 				return true;
 
- 			if (vstd::contains(at.friendlyCreaturePositions, hex))
 
- 				return true;
 
- 		}
 
- 		return false;
 
- 	});
 
- 	return units;
 
- }
 
- std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
 
- {
 
- 	std::set<const CStack*> attackedCres;
 
- 	RETURN_IF_NOT_BATTLE(attackedCres);
 
- 	AttackableTiles at;
 
- 	if(rangedAttack)
 
- 		at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
 
- 	else
 
- 		at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
 
- {
 
- 	static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
 
- 	static const std::set<BattleHex::EDir> leftDirs  { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
 
- 	auto mutualPos = BattleHex::mutualPosition(hex, testHex);
 
- 	if (side == BattleSide::ATTACKER)
 
- 		return rightDirs.count(mutualPos);
 
- 	else
 
- 		return leftDirs.count(mutualPos);
 
- }
 
- //TODO: this should apply also to mechanics and cursor interface
 
- bool CBattleInfoCallback::isToReverse (BattleHex attackerHex, const battle::Unit * attacker, const battle::Unit * defender) const
 
- {
 
- 	if (attackerHex < 0 ) //turret
 
- 		return false;
 
- 	BattleHex defenderHex = defender->getPosition();
 
- 	if (isHexInFront(attackerHex, defenderHex, BattleSide::Type(attacker->unitSide())))
 
- 		return false;
 
- 	if (defender->doubleWide())
 
- 	{
 
- 		if (isHexInFront(attackerHex,defender->occupiedHex(), BattleSide::Type(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	if (attacker->doubleWide())
 
- 	{
 
- 		if (isHexInFront(attacker->occupiedHex(), defenderHex, BattleSide::Type(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
 
- 	// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
 
- 	if (attacker->doubleWide() && defender->doubleWide())
 
- 	{
 
- 		if (isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), BattleSide::Type(attacker->unitSide())))
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
 
- {
 
- 	ReachabilityInfo::TDistances ret;
 
- 	ret.fill(-1);
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	auto reachability = getReachability(unit);
 
- 	boost::copy(reachability.distances, ret.begin());
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
 
- 	static const auto selectorNoDistancePenalty = Selector::type()(Bonus::NO_DISTANCE_PENALTY);
 
- 	if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
 
- 		return false;
 
- 	if(auto target = battleGetUnitByPos(destHex, true))
 
- 	{
 
- 		//If any hex of target creature is within range, there is no penalty
 
- 		for(auto hex : target->getHexes())
 
- 			if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
 
- 				return false;
 
- 		//TODO what about two-hex shooters?
 
- 	}
 
- 	else
 
- 	{
 
- 		if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
 
- 	return WallPartToHex(part);
 
- }
 
- EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
 
- 	return hexToWallPart(hex);
 
- }
 
- bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
 
- 																	wallPart != EWallPart::INVALID;
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
 
- {
 
- 	std::vector<BattleHex> attackableBattleHexes;
 
- 	RETURN_IF_NOT_BATTLE(attackableBattleHexes);
 
- 	for(auto & wallPartPair : wallParts)
 
- 	{
 
- 		if(isWallPartPotentiallyAttackable(wallPartPair.second))
 
- 		{
 
- 			auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
 
- 			if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
 
- 			{
 
- 				attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
 
- 			}
 
- 		}
 
- 	}
 
- 	return attackableBattleHexes;
 
- }
 
- int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	//TODO should be replaced using bonus system facilities (propagation onto battle node)
 
- 	int32_t ret = caster->getSpellCost(sp);
 
- 	//checking for friendly stacks reducing cost of the spell and
 
- 	//enemy stacks increasing it
 
- 	int32_t manaReduction = 0;
 
- 	int32_t manaIncrease = 0;
 
- 	for(auto unit : battleAliveUnits())
 
- 	{
 
- 		if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
 
- 		{
 
- 			vstd::amax(manaReduction, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 		if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
 
- 		{
 
- 			vstd::amax(manaIncrease, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
 
- 		}
 
- 	}
 
- 	return ret - manaReduction + manaIncrease;
 
- }
 
- bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
 
- {
 
- 	return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
 
- }
 
- bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(unit->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	for(auto adjacent : battleAdjacentUnits(unit))
 
- 	{
 
- 		if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
 
- {
 
- 	std::set<const battle::Unit *> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	for(auto hex : unit->getSurroundingHexes())
 
- 	{
 
- 		if(auto neighbour = battleGetUnitByPos(hex, true))
 
- 			ret.insert(neighbour);
 
- 	}
 
- 	return ret;
 
- }
 
- SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	//This is complete list. No spells from mods.
 
- 	//todo: this should be Spellbook of caster Stack
 
- 	static const std::set<SpellID> allPossibleSpells =
 
- 	{
 
- 		SpellID::AIR_SHIELD,
 
- 		SpellID::ANTI_MAGIC,
 
- 		SpellID::BLESS,
 
- 		SpellID::BLOODLUST,
 
- 		SpellID::COUNTERSTRIKE,
 
- 		SpellID::CURE,
 
- 		SpellID::FIRE_SHIELD,
 
- 		SpellID::FORTUNE,
 
- 		SpellID::HASTE,
 
- 		SpellID::MAGIC_MIRROR,
 
- 		SpellID::MIRTH,
 
- 		SpellID::PRAYER,
 
- 		SpellID::PRECISION,
 
- 		SpellID::PROTECTION_FROM_AIR,
 
- 		SpellID::PROTECTION_FROM_EARTH,
 
- 		SpellID::PROTECTION_FROM_FIRE,
 
- 		SpellID::PROTECTION_FROM_WATER,
 
- 		SpellID::SHIELD,
 
- 		SpellID::SLAYER,
 
- 		SpellID::STONE_SKIN
 
- 	};
 
- 	std::vector<SpellID> beneficialSpells;
 
- 	auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
 
- 	{
 
- 		auto stacks = battleGetStacksIf([=](const CStack * stack)
 
- 		{
 
- 			return pred(stack) && stack->owner != subject->owner && stack->isValidTarget(false);
 
- 		});
 
- 		if(stacks.empty())
 
- 			return nullptr;
 
- 		else
 
- 			return stacks.front();
 
- 	};
 
- 	for(const SpellID& spellID : allPossibleSpells)
 
- 	{
 
- 		std::stringstream cachingStr;
 
- 		cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
 
- 		if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
 
- 		 //TODO: this ability has special limitations
 
- 		|| !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
 
- 			continue;
 
- 		switch (spellID)
 
- 		{
 
- 		case SpellID::SHIELD:
 
- 		case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
 
- 		{
 
- 			auto walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
 
- 			{
 
- 				return !stack->canShoot();
 
- 			});
 
- 			if (!walker)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::AIR_SHIELD: //only against active shooters
 
- 		{
 
- 			auto shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
 
- 			{
 
- 				return stack->canShoot();
 
- 			});
 
- 			if (!shooter)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::ANTI_MAGIC:
 
- 		case SpellID::MAGIC_MIRROR:
 
- 		case SpellID::PROTECTION_FROM_AIR:
 
- 		case SpellID::PROTECTION_FROM_EARTH:
 
- 		case SpellID::PROTECTION_FROM_FIRE:
 
- 		case SpellID::PROTECTION_FROM_WATER:
 
- 		{
 
- 			const ui8 enemySide = 1 - subject->side;
 
- 			//todo: only if enemy has spellbook
 
- 			if (!battleHasHero(enemySide)) //only if there is enemy hero
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::CURE: //only damaged units
 
- 		{
 
- 			//do not cast on affected by debuffs
 
- 			if(!subject->canBeHealed())
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::BLOODLUST:
 
- 		{
 
- 			if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::PRECISION:
 
- 		{
 
- 			if(!subject->canShoot())
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		case SpellID::SLAYER://only if monsters are present
 
- 		{
 
- 			auto kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
 
- 			{
 
- 				const auto isKing = Selector::type()(Bonus::KING1)
 
- 									.Or(Selector::type()(Bonus::KING2))
 
- 									.Or(Selector::type()(Bonus::KING3));
 
- 				return stack->hasBonus(isKing);
 
- 			});
 
- 			if (!kingMonster)
 
- 				continue;
 
- 		}
 
- 			break;
 
- 		}
 
- 		beneficialSpells.push_back(spellID);
 
- 	}
 
- 	if(!beneficialSpells.empty())
 
- 	{
 
- 		return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
 
- 	}
 
- 	else
 
- 	{
 
- 		return SpellID::NONE;
 
- 	}
 
- }
 
- SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	TConstBonusListPtr bl = caster->getBonuses(Selector::type()(Bonus::SPELLCASTER));
 
- 	if (!bl->size())
 
- 		return SpellID::NONE;
 
- 	int totalWeight = 0;
 
- 	for(auto b : *bl)
 
- 	{
 
- 		totalWeight += std::max(b->additionalInfo[0], 1); //minimal chance to cast is 1
 
- 	}
 
- 	int randomPos = rand.nextInt(totalWeight - 1);
 
- 	for(auto b : *bl)
 
- 	{
 
- 		randomPos -= std::max(b->additionalInfo[0], 1);
 
- 		if(randomPos < 0)
 
- 		{
 
- 			return SpellID(b->subtype);
 
- 		}
 
- 	}
 
- 	return SpellID::NONE;
 
- }
 
- int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-3);
 
- 	if(!battleCanSurrender(Player))
 
- 		return -1;
 
- 	const auto sideOpt = playerToSide(Player);
 
- 	if(!sideOpt)
 
- 		return -1;
 
- 	const auto side = sideOpt.get();
 
- 	int ret = 0;
 
- 	double discount = 0;
 
- 	for(auto unit : battleAliveUnits(side))
 
- 		ret += unit->getRawSurrenderCost();
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
 
- 	ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
 
- 	vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
 
- 	return ret;
 
- }
 
- si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
 
- {
 
- 	const IBonusBearer * node = nullptr;
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		node = h;
 
- 	else
 
- 		node = getBattleNode();
 
- 	if(!node)
 
- 		return 0;
 
- 	auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_BELOW));
 
- 	if(b->size())
 
- 		return b->totalValue();
 
- 	return 0;
 
- }
 
- si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
 
- {
 
- 	const IBonusBearer *node = nullptr;
 
- 	if(const CGHeroInstance * h = battleGetFightingHero(side))
 
- 		node = h;
 
- 	else
 
- 		node = getBattleNode();
 
- 	if(!node)
 
- 		return GameConstants::SPELL_LEVELS;
 
- 	//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
 
- 	auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_ABOVE));
 
- 	if(b->size())
 
- 		return b->totalValue();
 
- 	return GameConstants::SPELL_LEVELS;
 
- }
 
- boost::optional<int> CBattleInfoCallback::battleIsFinished() const
 
- {
 
- 	auto units = battleGetUnitsIf([=](const battle::Unit * unit)
 
- 	{
 
- 		return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(Bonus::SIEGE_WEAPON);
 
- 	});
 
- 	std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
 
- 	for(auto & unit : units)
 
- 	{
 
- 		//todo: move SIEGE_WEAPON check to Unit state
 
- 		hasUnit.at(unit->unitSide()) = true;
 
- 		if(hasUnit[0] && hasUnit[1])
 
- 			return boost::none;
 
- 	}
 
- 	
 
- 	hasUnit = {false, false};
 
- 	for(auto & unit : units)
 
- 	{
 
- 		if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
 
- 		{
 
- 			hasUnit.at(unit->unitSide()) = true;
 
- 		}
 
- 	}
 
- 	if(!hasUnit[0] && !hasUnit[1])
 
- 		return 2;
 
- 	if(!hasUnit[1])
 
- 		return 0;
 
- 	else
 
- 		return 1;
 
- }
 
- VCMI_LIB_NAMESPACE_END
 
 
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