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							- /*
 
-  * BattleProcessor.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 "BattleProcessor.h"
 
- #include "BattleActionProcessor.h"
 
- #include "BattleFlowProcessor.h"
 
- #include "BattleResultProcessor.h"
 
- #include "../CGameHandler.h"
 
- #include "../queries/QueriesProcessor.h"
 
- #include "../queries/BattleQueries.h"
 
- #include "../../lib/CPlayerState.h"
 
- #include "../../lib/TerrainHandler.h"
 
- #include "../../lib/battle/CBattleInfoCallback.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- #include "../../lib/battle/BattleInfo.h"
 
- #include "../../lib/battle/BattleLayout.h"
 
- #include "../../lib/entities/building/TownFortifications.h"
 
- #include "../../lib/gameState/CGameState.h"
 
- #include "../../lib/mapping/CMap.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/modding/IdentifierStorage.h"
 
- #include "../../lib/networkPacks/PacksForClient.h"
 
- #include "../../lib/networkPacks/PacksForClientBattle.h"
 
- #include "../../lib/CPlayerState.h"
 
- #include <vstd/RNG.h>
 
- BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
 
- 	: gameHandler(gameHandler)
 
- 	, actionsProcessor(std::make_unique<BattleActionProcessor>(this, gameHandler))
 
- 	, flowProcessor(std::make_unique<BattleFlowProcessor>(this, gameHandler))
 
- 	, resultProcessor(std::make_unique<BattleResultProcessor>(gameHandler))
 
- {
 
- }
 
- BattleProcessor::~BattleProcessor() = default;
 
- void BattleProcessor::engageIntoBattle(PlayerColor player)
 
- {
 
- 	//notify interfaces
 
- 	PlayerBlocked pb;
 
- 	pb.player = player;
 
- 	pb.reason = PlayerBlocked::UPCOMING_BATTLE;
 
- 	pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
 
- 	gameHandler->sendAndApply(pb);
 
- }
 
- void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
 
- 								const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 
- {
 
- 	auto battle = gameHandler->gameState().getBattle(battleID);
 
- 	auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
 
- 	if(!lastBattleQuery)
 
- 		lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
 
- 	assert(lastBattleQuery);
 
- 	//existing battle query for retying auto-combat
 
- 	if(lastBattleQuery)
 
- 	{
 
- 		BattleSideArray<const CGHeroInstance*> heroes{hero1, hero2};
 
- 		for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 		{
 
- 			if(heroes[i])
 
- 			{
 
- 				SetMana restoreInitialMana;
 
- 				restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
 
- 				restoreInitialMana.hid = heroes[i]->id;
 
- 				restoreInitialMana.mode = ChangeValueMode::ABSOLUTE;
 
- 				gameHandler->sendAndApply(restoreInitialMana);
 
- 			}
 
- 		}
 
- 		lastBattleQuery->result = std::nullopt;
 
- 		assert(lastBattleQuery->belligerents[BattleSide::ATTACKER] == battle->getSideArmy(BattleSide::ATTACKER));
 
- 		assert(lastBattleQuery->belligerents[BattleSide::DEFENDER] == battle->getSideArmy(BattleSide::DEFENDER));
 
- 	}
 
- 	BattleCancelled bc;
 
- 	bc.battleID = battleID;
 
- 	gameHandler->sendAndApply(bc);
 
- 	startBattle(army1, army2, tile, hero1, hero2, layout, town);
 
- }
 
- void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
 
- 								const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
 
- {
 
- 	assert(gameHandler->gameState().getBattle(army1->getOwner()) == nullptr);
 
- 	assert(gameHandler->gameState().getBattle(army2->getOwner()) == nullptr);
 
- 	BattleSideArray<const CArmedInstance *> armies{army1, army2};
 
- 	BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
 
- 	auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	const auto * battle = gameHandler->gameState().getBattle(battleID);
 
- 	assert(battle);
 
- 	
 
- 	//add battle bonuses based from player state only when attacks neutral creatures
 
- 	const auto * attackerInfo = gameHandler->gameInfo().getPlayerState(army1->getOwner(), false);
 
- 	if(attackerInfo && !army2->getOwner().isValidPlayer())
 
- 	{
 
- 		for(const auto & bonus : attackerInfo->battleBonuses)
 
- 		{
 
- 			GiveBonus giveBonus(GiveBonus::ETarget::OBJECT);
 
- 			giveBonus.id = hero1->id;
 
- 			giveBonus.bonus = bonus;
 
- 			gameHandler->sendAndApply(giveBonus);
 
- 		}
 
- 	}
 
- 	auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::ATTACKER).color));
 
- 	if(!lastBattleQuery)
 
- 		lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle->getSide(BattleSide::DEFENDER).color));
 
- 	if (lastBattleQuery)
 
- 	{
 
- 		lastBattleQuery->battleID = battleID;
 
- 	}
 
- 	else
 
- 	{
 
- 		auto newBattleQuery = std::make_shared<CBattleQuery>(gameHandler, battle);
 
- 		// store initial mana to reset if battle has been restarted
 
- 		for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
 
- 			if(heroes[i])
 
- 				newBattleQuery->initialHeroMana[i] = heroes[i]->mana;
 
- 		gameHandler->queries->addQuery(newBattleQuery);
 
- 	}
 
- 	flowProcessor->onBattleStarted(*battle);
 
- }
 
- void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2)
 
- {
 
- 	startBattle(army1, army2, army2->visitablePos(),
 
- 		army1->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army1) : nullptr,
 
- 		army2->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army2) : nullptr,
 
- 		BattleLayout::createDefaultLayout(gameHandler->gameInfo(), army1, army2),
 
- 		nullptr);
 
- }
 
- BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town)
 
- {
 
- 	const auto & t = *gameHandler->gameInfo().getTile(tile);
 
- 	TerrainId terrain = t.getTerrainID();
 
- 	if (town)
 
- 		terrain = town->getNativeTerrain();
 
- 	else if (gameHandler->gameState().getMap().isCoastalTile(tile)) //coastal tile is always ground
 
- 		terrain = ETerrainId::SAND;
 
- 	BattleField battlefieldType = gameHandler->gameState().battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
 
- 	if (town)
 
- 	{
 
- 		const TerrainType* terrainData = LIBRARY->terrainTypeHandler->getById(terrain);
 
- 		battlefieldType = BattleField(*RandomGeneratorUtil::nextItem(terrainData->battleFields, gameHandler->getRandomGenerator()));
 
- 	}
 
- 	else if (heroes[BattleSide::ATTACKER] && heroes[BattleSide::ATTACKER]->inBoat() && heroes[BattleSide::DEFENDER] && heroes[BattleSide::DEFENDER]->inBoat())
 
- 		battlefieldType = BattleField(*LIBRARY->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = BattleInfo::setupBattle(&gameHandler->gameInfo(), tile, terrain, battlefieldType, armies, heroes, layout, town);
 
- 	bs.battleID = gameHandler->gameState().nextBattleID;
 
- 	engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);
 
- 	engageIntoBattle(bs.info->getSide(BattleSide::DEFENDER).color);
 
- 	auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::ATTACKER).color));
 
- 	if(!lastBattleQuery)
 
- 		lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->getSide(BattleSide::DEFENDER).color));
 
- 	bool isDefenderHuman = bs.info->getSide(BattleSide::DEFENDER).color.isValidPlayer() && gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::DEFENDER).color)->isHuman();
 
- 	bool isAttackerHuman = gameHandler->gameInfo().getPlayerState(bs.info->getSide(BattleSide::ATTACKER).color)->isHuman();
 
- 	bool onlyOnePlayerHuman = isDefenderHuman != isAttackerHuman;
 
- 	bs.info->replayAllowed = lastBattleQuery == nullptr && onlyOnePlayerHuman;
 
- 	gameHandler->sendAndApply(bs);
 
- 	return bs.battleID;
 
- }
 
- bool BattleProcessor::checkBattleStateChanges(const CBattleInfoCallback & battle)
 
- {
 
- 	//check if drawbridge state need to be changes
 
- 	if (battle.battleGetFortifications().wallsHealth > 0)
 
- 		updateGateState(battle);
 
- 	if (resultProcessor->battleIsEnding(battle))
 
- 		return true;
 
- 	//check if battle ended
 
- 	if (auto result = battle.battleIsFinished())
 
- 	{
 
- 		setBattleResult(battle, EBattleResult::NORMAL, *result);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void BattleProcessor::updateGateState(const CBattleInfoCallback & battle)
 
- {
 
- 	// GATE_BRIDGE - leftmost tile, located over moat
 
- 	// GATE_OUTER - central tile, mostly covered by gate image
 
- 	// GATE_INNER - rightmost tile, inside the walls
 
- 	// GATE_OUTER or GATE_INNER:
 
- 	// - if defender moves unit on these tiles, bridge will open
 
- 	// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
 
- 	// - blocked to attacker if bridge is closed
 
- 	// GATE_BRIDGE
 
- 	// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
 
- 	// - if Force Field is cast here, bridge can't open (but can close, in any town)
 
- 	// - deals moat damage to attacker if bridge is closed (fortress only)
 
- 	bool hasForceFieldOnBridge = !battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), true).empty();
 
- 	bool hasStackAtGateInner   = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_INNER), false) != nullptr;
 
- 	bool hasStackAtGateOuter   = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_OUTER), false) != nullptr;
 
- 	bool hasStackAtGateBridge  = battle.battleGetUnitByPos(BattleHex(BattleHex::GATE_BRIDGE), false) != nullptr;
 
- 	bool hasWideMoat           = vstd::contains_if(battle.battleGetAllObstaclesOnPos(BattleHex(BattleHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
 
- 	{
 
- 		return obst->obstacleType == CObstacleInstance::MOAT;
 
- 	});
 
- 	BattleUpdateGateState db;
 
- 	db.state = battle.battleGetGateState();
 
- 	db.battleID = battle.getBattle()->getBattleID();
 
- 	if (battle.battleGetWallState(EWallPart::GATE) == EWallState::DESTROYED)
 
- 	{
 
- 		db.state = EGateState::DESTROYED;
 
- 	}
 
- 	else if (db.state == EGateState::OPENED)
 
- 	{
 
- 		bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
 
- 		bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
 
- 		if (gateCanClose)
 
- 			db.state = EGateState::CLOSED;
 
- 		else
 
- 			db.state = EGateState::OPENED;
 
- 	}
 
- 	else // CLOSED or BLOCKED
 
- 	{
 
- 		bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
 
- 		if (gateBlocked)
 
- 			db.state = EGateState::BLOCKED;
 
- 		else
 
- 			db.state = EGateState::CLOSED;
 
- 	}
 
- 	if (db.state != battle.battleGetGateState())
 
- 		gameHandler->sendAndApply(db);
 
- }
 
- bool BattleProcessor::makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction &ba)
 
- {
 
- 	const auto * battle = gameHandler->gameState().getBattle(battleID);
 
- 	if (!battle)
 
- 		return false;
 
- 	bool result = actionsProcessor->makePlayerBattleAction(*battle, player, ba);
 
- 	if (gameHandler->gameState().getBattle(battleID) != nullptr && !resultProcessor->battleIsEnding(*battle))
 
- 		flowProcessor->onActionMade(*battle, ba);
 
- 	return result;
 
- }
 
- void BattleProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
 
- {
 
- 	resultProcessor->setBattleResult(battle, resultType, victoriusSide);
 
- 	resultProcessor->endBattle(battle);
 
- }
 
- bool BattleProcessor::makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction &ba)
 
- {
 
- 	return actionsProcessor->makeAutomaticBattleAction(battle, ba);
 
- }
 
- void BattleProcessor::endBattleConfirm(const BattleID & battleID)
 
- {
 
- 	auto battle = gameHandler->gameState().getBattle(battleID);
 
- 	assert(battle);
 
- 	if (!battle)
 
- 		return;
 
- 	resultProcessor->endBattleConfirm(*battle);
 
- }
 
- void BattleProcessor::battleFinalize(const BattleID & battleID, const BattleResult &result)
 
- {
 
- 	resultProcessor->battleFinalize(battleID, result);
 
- }
 
 
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