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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 "CGameHandler.h"
- #include "CQuery.h"
- #include "CVCMIServer.h"
- #include "HeroPoolProcessor.h"
- #include "../lib/ArtifactUtils.h"
- #include "../lib/CGeneralTextHandler.h"
- #include "../lib/CStack.h"
- #include "../lib/CondSh.h"
- #include "../lib/GameSettings.h"
- #include "../lib/ScopeGuard.h"
- #include "../lib/TerrainHandler.h"
- #include "../lib/UnlockGuard.h"
- #include "../lib/battle/BattleInfo.h"
- #include "../lib/battle/CUnitState.h"
- #include "../lib/gameState/CGameState.h"
- #include "../lib/mapObjects/CGTownInstance.h"
- #include "../lib/mapping/CMap.h"
- #include "../lib/modding/IdentifierStorage.h"
- #include "../lib/serializer/Cast.h"
- #include "../lib/spells/AbilityCaster.h"
- #include "../lib/spells/BonusCaster.h"
- #include "../lib/spells/CSpellHandler.h"
- #include "../lib/spells/ISpellMechanics.h"
- #include "../lib/spells/ObstacleCasterProxy.h"
- #include "../lib/spells/Problem.h"
- #define COMPLAIN_RET_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return;}} while(0)
- #define COMPLAIN_RET_FALSE_IF(cond, txt) do {if (cond){gameHandler->complain(txt); return false;}} while(0)
- #define COMPLAIN_RET(txt) {gameHandler->complain(txt); return false;}
- #define COMPLAIN_RETF(txt, FORMAT) {gameHandler->complain(boost::str(boost::format(txt) % FORMAT)); return false;}
- CondSh<bool> battleMadeAction(false);
- CondSh<BattleResult *> battleResult(nullptr);
- boost::recursive_mutex battleActionMutex;
- static EndAction end_action;
- static void giveExp(BattleResult &r)
- {
- if (r.winner > 1)
- {
- // draw
- return;
- }
- r.exp[0] = 0;
- r.exp[1] = 0;
- for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
- {
- r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
- }
- }
- static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex) //return hexes for summoning two hex monsters in output, target = unit to guard
- {
- int x = targetPosition.getX();
- int y = targetPosition.getY();
- const bool targetIsAttacker = side == BattleSide::ATTACKER;
- if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- else
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
- //guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
- if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
- {
- if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- }
- else
- { //add back-side guardians for two-hex target, side guardians for one-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
- if (!targetIsTwoHex && x > 2) //back guard for one-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
- else if (targetIsTwoHex)//front-side guardians for two-hex target
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- if (x > 3) //back guard for two-hex
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
- }
- }
- }
- else if (!targetIsAttacker && ((y % 2 == 1) || (x < GameConstants::BFIELD_WIDTH - 2)))
- {
- if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- }
- else
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
- if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- else if (targetIsTwoHex)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- if (x < GameConstants::BFIELD_WIDTH - 4)
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
- }
- }
- }
- else if (!targetIsAttacker && y % 2 == 0)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
- }
- else if (targetIsAttacker && y % 2 == 1)
- {
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
- BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
- }
- }
- CasualtiesAfterBattle::CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat):
- army(battleSide.armyObject)
- {
- heroWithDeadCommander = ObjectInstanceID();
- PlayerColor color = battleSide.color;
- for(CStack * st : bat->stacks)
- {
- if(st->summoned) //don't take into account temporary summoned stacks
- continue;
- if(st->unitOwner() != color) //remove only our stacks
- continue;
- logGlobal->debug("Calculating casualties for %s", st->nodeName());
- st->health.takeResurrected();
- if(st->unitSlot() == SlotID::ARROW_TOWERS_SLOT)
- {
- logGlobal->debug("Ignored arrow towers stack.");
- }
- else if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
- {
- auto warMachine = st->unitType()->warMachine;
- if(warMachine == ArtifactID::NONE)
- {
- logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
- }
- //catapult artifact remain even if "creature" killed in siege
- else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
- {
- logGlobal->debug("War machine has been destroyed");
- auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
- if (hero)
- removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
- else
- logGlobal->error("War machine in army without hero");
- }
- }
- else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
- {
- if(st->alive() && st->getCount() > 0)
- {
- logGlobal->debug("Permanently summoned %d units.", st->getCount());
- const CreatureID summonedType = st->creatureId();
- summoned[summonedType] += st->getCount();
- }
- }
- else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
- {
- if (nullptr == st->base)
- {
- logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
- }
- else
- {
- auto c = dynamic_cast <const CCommanderInstance *>(st->base);
- if(c)
- {
- auto h = dynamic_cast <const CGHeroInstance *>(army);
- if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
- {
- logGlobal->debug("Commander is dead.");
- heroWithDeadCommander = army->id; //TODO: unify commander handling
- }
- }
- else
- logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
- }
- }
- else if(st->base && !army->slotEmpty(st->unitSlot()))
- {
- logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
- if(st->getCount() == 0 || !st->alive())
- {
- logGlobal->debug("Stack has been destroyed.");
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
- }
- else if(st->getCount() < army->getStackCount(st->unitSlot()))
- {
- logGlobal->debug("Stack lost %d units.", army->getStackCount(st->unitSlot()) - st->getCount());
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
- }
- else if(st->getCount() > army->getStackCount(st->unitSlot()))
- {
- logGlobal->debug("Stack gained %d units.", st->getCount() - army->getStackCount(st->unitSlot()));
- StackLocation sl(army, st->unitSlot());
- newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
- }
- }
- else
- {
- logGlobal->warn("Unable to process stack: %s", st->nodeName());
- }
- }
- }
- void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
- {
- for (TStackAndItsNewCount &ncount : newStackCounts)
- {
- if (ncount.second > 0)
- gh->changeStackCount(ncount.first, ncount.second, true);
- else
- gh->eraseStack(ncount.first, true);
- }
- for (auto summoned_iter : summoned)
- {
- SlotID slot = army->getSlotFor(summoned_iter.first);
- if (slot.validSlot())
- {
- StackLocation location(army, slot);
- gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
- }
- else
- {
- //even if it will be possible to summon anything permanently it should be checked for free slot
- //necromancy is handled separately
- gh->complain("No free slot to put summoned creature");
- }
- }
- for (auto al : removedWarMachines)
- {
- gh->removeArtifact(al);
- }
- if (heroWithDeadCommander != ObjectInstanceID())
- {
- SetCommanderProperty scp;
- scp.heroid = heroWithDeadCommander;
- scp.which = SetCommanderProperty::ALIVE;
- scp.amount = 0;
- gh->sendAndApply(&scp);
- }
- }
- BattleProcessor::BattleProcessor(CGameHandler * gameHandler):
- visitObjectAfterVictory(false),
- gameHandler(gameHandler)
- {
- }
- BattleProcessor::BattleProcessor():
- visitObjectAfterVictory(false),
- gameHandler(nullptr)
- {
- }
- BattleProcessor::~BattleProcessor()
- {
- if (battleThread)
- {
- //Setting battleMadeAction is needed because battleThread waits for the action to continue the main loop
- battleMadeAction.setn(true);
- battleThread->join();
- }
- }
- FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int remainingBattleQueriesCount)
- {
- assert(Query->result);
- assert(Query->bi);
- auto &result = *Query->result;
- auto &info = *Query->bi;
- winnerHero = result.winner != 0 ? info.sides[1].hero : info.sides[0].hero;
- loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
- victor = info.sides[result.winner].color;
- loser = info.sides[!result.winner].color;
- winnerSide = result.winner;
- this->remainingBattleQueriesCount = remainingBattleQueriesCount;
- }
- FinishingBattleHelper::FinishingBattleHelper()
- {
- winnerHero = loserHero = nullptr;
- winnerSide = 0;
- remainingBattleQueriesCount = 0;
- }
- 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::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
- const CGTownInstance *town) //use hero=nullptr for no hero
- {
- if(gameHandler->gameState()->curB)
- gameHandler->gameState()->curB.dellNull();
- engageIntoBattle(army1->tempOwner);
- engageIntoBattle(army2->tempOwner);
- static const CArmedInstance *armies[2];
- armies[0] = army1;
- armies[1] = army2;
- static const CGHeroInstance*heroes[2];
- heroes[0] = hero1;
- heroes[1] = hero2;
- setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(gameHandler->gameState()->curB->sides[0].color));
- //existing battle query for retying auto-combat
- if(lastBattleQuery)
- {
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- SetMana restoreInitialMana;
- restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
- restoreInitialMana.hid = heroes[i]->id;
- gameHandler->sendAndApply(&restoreInitialMana);
- }
- }
- lastBattleQuery->bi = gameHandler->gameState()->curB;
- lastBattleQuery->result = std::nullopt;
- lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject;
- lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject;
- }
- auto nextBattleQuery = std::make_shared<CBattleQuery>(gameHandler, gameHandler->gameState()->curB);
- for(int i : {0, 1})
- {
- if(heroes[i])
- {
- nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
- }
- }
- gameHandler->queries->addQuery(nextBattleQuery);
- this->battleThread = std::make_unique<boost::thread>(boost::thread(&BattleProcessor::runBattle, this));
- }
- void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
- {
- startBattlePrimary(army1, army2, tile,
- army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
- army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
- creatureBank);
- }
- void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
- {
- startBattleI(army1, army2, army2->visitablePos(), creatureBank);
- }
- void BattleProcessor::runBattle()
- {
- boost::unique_lock lock(battleActionMutex);
- gameHandler->setBattle(gameHandler->gameState()->curB);
- assert(gameHandler->gameState()->curB);
- //TODO: pre-tactic stuff, call scripts etc.
- //Moat should be initialized here, because only here we can use spellcasting
- if (gameHandler->gameState()->curB->town && gameHandler->gameState()->curB->town->fortLevel() >= CGTownInstance::CITADEL)
- {
- const auto * h = gameHandler->gameState()->curB->battleGetFightingHero(BattleSide::DEFENDER);
- const auto * actualCaster = h ? static_cast<const spells::Caster*>(h) : nullptr;
- auto moatCaster = spells::SilentCaster(gameHandler->gameState()->curB->getSidePlayer(BattleSide::DEFENDER), actualCaster);
- auto cast = spells::BattleCast(gameHandler->gameState()->curB, &moatCaster, spells::Mode::PASSIVE, gameHandler->gameState()->curB->town->town->moatAbility.toSpell());
- auto target = spells::Target();
- cast.cast(gameHandler->spellEnv, target);
- }
- //tactic round
- {
- while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && gameHandler->gameState()->curB->tacticDistance && !battleResult.get())
- {
- auto unlockGuard = vstd::makeUnlockGuard(battleActionMutex);
- boost::this_thread::sleep(boost::posix_time::milliseconds(50));
- }
- }
- //initial stacks appearance triggers, e.g. built-in bonus spells
- auto initialStacks = gameHandler->gameState()->curB->stacks; //use temporary variable to outclude summoned stacks added to gameHandler->gameState()->curB->stacks from processing
- for (CStack * stack : initialStacks)
- {
- if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
- {
- std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
- auto accessibility = gameHandler->getAccesibility();
- CreatureID creatureData = CreatureID(summonInfo->subtype);
- std::vector<BattleHex> targetHexes;
- const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
- const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
- /*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
- For one-hex targets there are four guardians - front, back and one per side (up + down).
- Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
- Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
- if (!guardianIsBig)
- targetHexes = stack->getSurroundingHexes();
- else
- summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
- for(auto hex : targetHexes)
- {
- if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
- {
- battle::UnitInfo info;
- info.id = gameHandler->gameState()->curB->battleNextUnitId();
- info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
- info.type = creatureData;
- info.side = stack->unitSide();
- info.position = hex;
- info.summoned = true;
- BattleUnitsChanged pack;
- pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
- info.save(pack.changedStacks.back().data);
- gameHandler->sendAndApply(&pack);
- }
- }
- }
- stackEnchantedTrigger(stack);
- }
- //spells opening battle
- for (int i = 0; i < 2; ++i)
- {
- auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
- if (h)
- {
- TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
- for (auto b : *bl)
- {
- spells::BonusCaster caster(h, b);
- const CSpell * spell = SpellID(b->subtype).toSpell();
- spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
- parameters.setSpellLevel(3);
- parameters.setEffectDuration(b->val);
- parameters.massive = true;
- parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
- }
- }
- }
- // it is possible that due to opening spells one side was eliminated -> check for end of battle
- checkBattleStateChanges();
- bool firstRound = true;//FIXME: why first round is -1?
- //main loop
- while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !battleResult.get()) //till the end of the battle ;]
- {
- BattleNextRound bnr;
- bnr.round = gameHandler->gameState()->curB->round + 1;
- logGlobal->debug("Round %d", bnr.round);
- gameHandler->sendAndApply(&bnr);
- auto obstacles = gameHandler->gameState()->curB->obstacles; //we copy container, because we're going to modify it
- for (auto &obstPtr : obstacles)
- {
- if (const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
- if (sco->turnsRemaining == 0)
- removeObstacle(*obstPtr);
- }
- const BattleInfo & curB = *gameHandler->gameState()->curB;
- for(auto stack : curB.stacks)
- {
- if(stack->alive() && !firstRound)
- stackEnchantedTrigger(stack);
- }
- //stack loop
- auto getNextStack = [this]() -> const CStack *
- {
- if(battleResult.get())
- return nullptr;
- std::vector<battle::Units> q;
- gameHandler->gameState()->curB->battleGetTurnOrder(q, 1, 0, -1); //todo: get rid of "turn -1"
- if(!q.empty())
- {
- if(!q.front().empty())
- {
- auto next = q.front().front();
- const auto stack = dynamic_cast<const CStack *>(next);
- // regeneration takes place before everything else but only during first turn attempt in each round
- // also works under blind and similar effects
- if(stack && stack->alive() && !stack->waiting)
- {
- BattleTriggerEffect bte;
- bte.stackID = stack->unitId();
- bte.effect = vstd::to_underlying(BonusType::HP_REGENERATION);
- const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
- if(stack->hasBonusOfType(BonusType::HP_REGENERATION))
- bte.val = std::min(lostHealth, stack->valOfBonuses(BonusType::HP_REGENERATION));
- if(bte.val) // anything to heal
- gameHandler->sendAndApply(&bte);
- }
- if(next->willMove())
- return stack;
- }
- }
- return nullptr;
- };
- const CStack * next = nullptr;
- while((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && (next = getNextStack()))
- {
- BattleUnitsChanged removeGhosts;
- for(auto stack : curB.stacks)
- {
- if(stack->ghostPending)
- removeGhosts.changedStacks.emplace_back(stack->unitId(), UnitChanges::EOperation::REMOVE);
- }
- if(!removeGhosts.changedStacks.empty())
- gameHandler->sendAndApply(&removeGhosts);
- // check for bad morale => freeze
- int nextStackMorale = next->moraleVal();
- if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_MORALE_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size()-1, -nextStackMorale);
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- {
- //unit loses its turn - empty freeze action
- BattleAction ba;
- ba.actionType = EActionType::BAD_MORALE;
- ba.side = next->unitSide();
- ba.stackNumber = next->unitId();
- makeAutomaticAction(next, ba);
- continue;
- }
- }
- if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
- {
- logGlobal->trace("Handle Berserk effect");
- std::pair<const battle::Unit *, BattleHex> attackInfo = curB.getNearestStack(next);
- if (attackInfo.first != nullptr)
- {
- BattleAction attack;
- attack.actionType = EActionType::WALK_AND_ATTACK;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- attack.aimToHex(attackInfo.second);
- attack.aimToUnit(attackInfo.first);
- makeAutomaticAction(next, attack);
- logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
- }
- else
- {
- makeStackDoNothing(next);
- logGlobal->trace("No target found");
- }
- continue;
- }
- const CGHeroInstance * curOwner = gameHandler->battleGetOwnerHero(next);
- const int stackCreatureId = next->unitType()->getId();
- if ((stackCreatureId == CreatureID::ARROW_TOWERS || stackCreatureId == CreatureID::BALLISTA)
- && (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, stackCreatureId)))
- {
- BattleAction attack;
- attack.actionType = EActionType::SHOOT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- //TODO: select target by priority
- const battle::Unit * target = nullptr;
- for(auto & elem : gameHandler->gameState()->curB->stacks)
- {
- if(elem->unitType()->getId() != CreatureID::CATAPULT
- && elem->unitOwner() != next->unitOwner()
- && elem->isValidTarget()
- && gameHandler->gameState()->curB->battleCanShoot(next, elem->getPosition()))
- {
- target = elem;
- break;
- }
- }
- if(target == nullptr)
- {
- makeStackDoNothing(next);
- }
- else
- {
- attack.aimToUnit(target);
- makeAutomaticAction(next, attack);
- }
- continue;
- }
- if (next->unitType()->getId() == CreatureID::CATAPULT)
- {
- const auto & attackableBattleHexes = curB.getAttackableBattleHexes();
- if (attackableBattleHexes.empty())
- {
- makeStackDoNothing(next);
- continue;
- }
- if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::CATAPULT))
- {
- BattleAction attack;
- attack.actionType = EActionType::CATAPULT;
- attack.side = next->unitSide();
- attack.stackNumber = next->unitId();
- makeAutomaticAction(next, attack);
- continue;
- }
- }
- if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
- {
- TStacks possibleStacks = gameHandler->battleGetStacksIf([=](const CStack * s)
- {
- return s->unitOwner() == next->unitOwner() && s->canBeHealed();
- });
- if (!possibleStacks.size())
- {
- makeStackDoNothing(next);
- continue;
- }
- if (!curOwner || gameHandler->getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(BonusType::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT))
- {
- RandomGeneratorUtil::randomShuffle(possibleStacks, gameHandler->getRandomGenerator());
- const CStack * toBeHealed = possibleStacks.front();
- BattleAction heal;
- heal.actionType = EActionType::STACK_HEAL;
- heal.aimToUnit(toBeHealed);
- heal.side = next->unitSide();
- heal.stackNumber = next->unitId();
- makeAutomaticAction(next, heal);
- continue;
- }
- }
- int numberOfAsks = 1;
- bool breakOuter = false;
- do
- {//ask interface and wait for answer
- if (!battleResult.get())
- {
- stackTurnTrigger(next); //various effects
- if(next->fear)
- {
- makeStackDoNothing(next); //end immediately if stack was affected by fear
- }
- else
- {
- logGlobal->trace("Activating %s", next->nodeName());
- auto nextId = next->unitId();
- BattleSetActiveStack sas;
- sas.stack = nextId;
- gameHandler->sendAndApply(&sas);
- auto actionWasMade = [&]() -> bool
- {
- if (battleMadeAction.data)//active stack has made its action
- return true;
- if (battleResult.get())// battle is finished
- return true;
- if (next == nullptr)//active stack was been removed
- return true;
- return !next->alive();//active stack is dead
- };
- boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
- battleMadeAction.data = false;
- while ((gameHandler->gameLobby()->state != EServerState::SHUTDOWN) && !actionWasMade())
- {
- {
- boost::unique_lock actionLock(battleActionMutex);
- battleMadeAction.cond.wait(lock);
- }
- if (gameHandler->battleGetStackByID(nextId, false) != next)
- next = nullptr; //it may be removed, while we wait
- }
- }
- }
- if (battleResult.get()) //don't touch it, battle could be finished while waiting got action
- {
- breakOuter = true;
- break;
- }
- //we're after action, all results applied
- checkBattleStateChanges(); //check if this action ended the battle
- if(next != nullptr)
- {
- //check for good morale
- nextStackMorale = next->moraleVal();
- if( !battleResult.get()
- && !next->hadMorale
- && !next->defending
- && !next->waited()
- && !next->fear
- && next->alive()
- && nextStackMorale > 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_MORALE_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size()-1, nextStackMorale);
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- {
- BattleTriggerEffect bte;
- bte.stackID = next->unitId();
- bte.effect = vstd::to_underlying(BonusType::MORALE);
- bte.val = 1;
- bte.additionalInfo = 0;
- gameHandler->sendAndApply(&bte); //play animation
- ++numberOfAsks; //move this stack once more
- }
- }
- }
- --numberOfAsks;
- } while (numberOfAsks > 0);
- if (breakOuter)
- {
- break;
- }
- }
- firstRound = false;
- }
- if (gameHandler->gameLobby()->state != EServerState::SHUTDOWN)
- endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
- }
- bool BattleProcessor::makeAutomaticAction(const CStack *stack, BattleAction &ba)
- {
- boost::unique_lock lock(battleActionMutex);
- BattleSetActiveStack bsa;
- bsa.stack = stack->unitId();
- bsa.askPlayerInterface = false;
- gameHandler->sendAndApply(&bsa);
- bool ret = makeBattleAction(ba);
- checkBattleStateChanges();
- return ret;
- }
- void BattleProcessor::attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender)
- {
- if(attacker->hasBonusOfType(attackMode))
- {
- std::set<SpellID> spellsToCast;
- TConstBonusListPtr spells = attacker->getBonuses(Selector::type()(attackMode));
- for(const auto & sf : *spells)
- {
- spellsToCast.insert(SpellID(sf->subtype));
- }
- for(SpellID spellID : spellsToCast)
- {
- bool castMe = false;
- if(!defender->alive())
- {
- logGlobal->debug("attackCasting: all attacked creatures have been killed");
- return;
- }
- int32_t spellLevel = 0;
- TConstBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
- for(const auto & sf : *spellsByType)
- {
- int meleeRanged;
- if(sf->additionalInfo.size() < 2)
- {
- // legacy format
- vstd::amax(spellLevel, sf->additionalInfo[0] % 1000);
- meleeRanged = sf->additionalInfo[0] / 1000;
- }
- else
- {
- vstd::amax(spellLevel, sf->additionalInfo[0]);
- meleeRanged = sf->additionalInfo[1];
- }
- if (meleeRanged == 0 || (meleeRanged == 1 && ranged) || (meleeRanged == 2 && !ranged))
- castMe = true;
- }
- int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
- vstd::amin(chance, 100);
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::AbilityCaster caster(attacker, spellLevel);
- spells::Target target;
- target.emplace_back(defender);
- spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
- auto m = spell->battleMechanics(¶meters);
- spells::detail::ProblemImpl ignored;
- if(!m->canBeCastAt(target, ignored))
- continue;
- //check if spell should be cast (probability handling)
- if(gameHandler->getRandomGenerator().nextInt(99) >= chance)
- continue;
- //casting
- if(castMe)
- {
- parameters.cast(gameHandler->spellEnv, target);
- }
- }
- }
- }
- void BattleProcessor::handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender)
- {
- attackCasting(ranged, BonusType::SPELL_BEFORE_ATTACK, attacker, defender); //no death stare / acid breath needed?
- }
- void BattleProcessor::handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender)
- {
- if(!attacker->alive() || !defender->alive()) // can be already dead
- return;
- attackCasting(ranged, BonusType::SPELL_AFTER_ATTACK, attacker, defender);
- if(!defender->alive())
- {
- //don't try death stare or acid breath on dead stack (crash!)
- return;
- }
- if(attacker->hasBonusOfType(BonusType::DEATH_STARE))
- {
- // mechanics of Death Stare as in H3:
- // each gorgon have 10% chance to kill (counted separately in H3) -> binomial distribution
- //original formula x = min(x, (gorgons_count + 9)/10);
- double chanceToKill = attacker->valOfBonuses(BonusType::DEATH_STARE, 0) / 100.0f;
- vstd::amin(chanceToKill, 1); //cap at 100%
- std::binomial_distribution<> distribution(attacker->getCount(), chanceToKill);
- int staredCreatures = distribution(gameHandler->getRandomGenerator().getStdGenerator());
- double cap = 1 / std::max(chanceToKill, (double)(0.01));//don't divide by 0
- int maxToKill = static_cast<int>((attacker->getCount() + cap - 1) / cap); //not much more than chance * count
- vstd::amin(staredCreatures, maxToKill);
- staredCreatures += (attacker->level() * attacker->valOfBonuses(BonusType::DEATH_STARE, 1)) / defender->level();
- if(staredCreatures)
- {
- //TODO: death stare was not originally available for multiple-hex attacks, but...
- const CSpell * spell = SpellID(SpellID::DEATH_STARE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(staredCreatures);
- parameters.cast(gameHandler->spellEnv, target);
- }
- }
- if(!defender->alive())
- return;
- int64_t acidDamage = 0;
- TConstBonusListPtr acidBreath = attacker->getBonuses(Selector::type()(BonusType::ACID_BREATH));
- for(const auto & b : *acidBreath)
- {
- if(b->additionalInfo[0] > gameHandler->getRandomGenerator().nextInt(99))
- acidDamage += b->val;
- }
- if(acidDamage > 0)
- {
- const CSpell * spell = SpellID(SpellID::ACID_BREATH_DAMAGE).toSpell();
- spells::AbilityCaster caster(attacker, 0);
- spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
- spells::Target target;
- target.emplace_back(defender);
- parameters.setEffectValue(acidDamage * attacker->getCount());
- parameters.cast(gameHandler->spellEnv, target);
- }
- if(!defender->alive())
- return;
- if(attacker->hasBonusOfType(BonusType::TRANSMUTATION) && defender->isLiving()) //transmutation mechanics, similar to WoG werewolf ability
- {
- double chanceToTrigger = attacker->valOfBonuses(BonusType::TRANSMUTATION) / 100.0f;
- vstd::amin(chanceToTrigger, 1); //cap at 100%
- if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- int bonusAdditionalInfo = attacker->getBonus(Selector::type()(BonusType::TRANSMUTATION))->additionalInfo[0];
- if(defender->unitType()->getId() == bonusAdditionalInfo ||
- (bonusAdditionalInfo == CAddInfo::NONE && defender->unitType()->getId() == attacker->unitType()->getId()))
- return;
- battle::UnitInfo resurrectInfo;
- resurrectInfo.id = gameHandler->gameState()->curB->battleNextUnitId();
- resurrectInfo.summoned = false;
- resurrectInfo.position = defender->getPosition();
- resurrectInfo.side = defender->unitSide();
- if(bonusAdditionalInfo != CAddInfo::NONE)
- resurrectInfo.type = CreatureID(bonusAdditionalInfo);
- else
- resurrectInfo.type = attacker->creatureId();
- if(attacker->hasBonusOfType((BonusType::TRANSMUTATION), 0))
- resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
- else if (attacker->hasBonusOfType((BonusType::TRANSMUTATION), 1))
- resurrectInfo.count = defender->getCount();
- else
- return; //wrong subtype
- BattleUnitsChanged addUnits;
- addUnits.changedStacks.emplace_back(resurrectInfo.id, UnitChanges::EOperation::ADD);
- resurrectInfo.save(addUnits.changedStacks.back().data);
- BattleUnitsChanged removeUnits;
- removeUnits.changedStacks.emplace_back(defender->unitId(), UnitChanges::EOperation::REMOVE);
- gameHandler->sendAndApply(&removeUnits);
- gameHandler->sendAndApply(&addUnits);
- }
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0) || attacker->hasBonusOfType(BonusType::DESTRUCTION, 1))
- {
- double chanceToTrigger = 0;
- int amountToDie = 0;
- if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 0)) //killing by percentage
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 0) / 100.0f;
- int percentageToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(0)))->additionalInfo[0];
- amountToDie = static_cast<int>(defender->getCount() * percentageToDie * 0.01f);
- }
- else if(attacker->hasBonusOfType(BonusType::DESTRUCTION, 1)) //killing by count
- {
- chanceToTrigger = attacker->valOfBonuses(BonusType::DESTRUCTION, 1) / 100.0f;
- amountToDie = attacker->getBonus(Selector::type()(BonusType::DESTRUCTION).And(Selector::subtype()(1)))->additionalInfo[0];
- }
- vstd::amin(chanceToTrigger, 1); //cap trigger chance at 100%
- if(gameHandler->getRandomGenerator().getDoubleRange(0, 1)() > chanceToTrigger)
- return;
- BattleStackAttacked bsa;
- bsa.attackerID = -1;
- bsa.stackAttacked = defender->unitId();
- bsa.damageAmount = amountToDie * defender->getMaxHealth();
- bsa.flags = BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID::SLAYER;
- defender->prepareAttacked(bsa, gameHandler->getRandomGenerator());
- StacksInjured si;
- si.stacks.push_back(bsa);
- gameHandler->sendAndApply(&si);
- sendGenericKilledLog(defender, bsa.killedAmount, false);
- }
- }
- void BattleProcessor::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
- {
- if(first && !counter)
- handleAttackBeforeCasting(ranged, attacker, defender);
- FireShieldInfo fireShield;
- BattleAttack bat;
- BattleLogMessage blm;
- bat.stackAttacking = attacker->unitId();
- bat.tile = targetHex;
- std::shared_ptr<battle::CUnitState> attackerState = attacker->acquireState();
- if(ranged)
- bat.flags |= BattleAttack::SHOT;
- if(counter)
- bat.flags |= BattleAttack::COUNTER;
- const int attackerLuck = attacker->luckVal();
- if(attackerLuck > 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_GOOD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size() - 1, attackerLuck);
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::LUCKY;
- }
- if(attackerLuck < 0)
- {
- auto diceSize = VLC->settings()->getVector(EGameSettings::COMBAT_BAD_LUCK_DICE);
- size_t diceIndex = std::min<size_t>(diceSize.size() - 1, -attackerLuck);
- if(diceSize.size() > 0 && gameHandler->getRandomGenerator().nextInt(1, diceSize[diceIndex]) == 1)
- bat.flags |= BattleAttack::UNLUCKY;
- }
- if (gameHandler->getRandomGenerator().nextInt(99) < attacker->valOfBonuses(BonusType::DOUBLE_DAMAGE_CHANCE))
- {
- bat.flags |= BattleAttack::DEATH_BLOW;
- }
- const auto * owner = gameHandler->gameState()->curB->getHero(attacker->unitOwner());
- if(owner)
- {
- int chance = owner->valOfBonuses(BonusType::BONUS_DAMAGE_CHANCE, attacker->creatureIndex());
- if (chance > gameHandler->getRandomGenerator().nextInt(99))
- bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
- }
- int64_t drainedLife = 0;
- // only primary target
- if(defender->alive())
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, defender, distance, false);
- //multiple-hex normal attack
- std::set<const CStack*> attackedCreatures = gameHandler->gameState()->curB->getAttackedCreatures(attacker, targetHex, bat.shot()); //creatures other than primary target
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
- }
- std::shared_ptr<const Bonus> bonus = attacker->getBonusLocalFirst(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- if(bonus && ranged) //TODO: make it work in melee?
- {
- //this is need for displaying hit animation
- bat.flags |= BattleAttack::SPELL_LIKE;
- bat.spellID = SpellID(bonus->subtype);
- //TODO: should spell override creature`s projectile?
- auto spell = bat.spellID.toSpell();
- battle::Target target;
- target.emplace_back(defender, targetHex);
- spells::BattleCast event(gameHandler->gameState()->curB, attacker, spells::Mode::SPELL_LIKE_ATTACK, spell);
- event.setSpellLevel(bonus->val);
- auto attackedCreatures = spell->battleMechanics(&event)->getAffectedStacks(target);
- //TODO: get exact attacked hex for defender
- for(const CStack * stack : attackedCreatures)
- {
- if(stack != defender && stack->alive()) //do not hit same stack twice
- {
- drainedLife += applyBattleEffects(bat, attackerState, fireShield, stack, distance, true);
- }
- }
- //now add effect info for all attacked stacks
- for (BattleStackAttacked & bsa : bat.bsa)
- {
- if (bsa.attackerID == attacker->unitId()) //this is our attack and not f.e. fire shield
- {
- //this is need for displaying affect animation
- bsa.flags |= BattleStackAttacked::SPELL_EFFECT;
- bsa.spellID = SpellID(bonus->subtype);
- }
- }
- }
- attackerState->afterAttack(ranged, counter);
- {
- UnitChanges info(attackerState->unitId(), UnitChanges::EOperation::RESET_STATE);
- attackerState->save(info.data);
- bat.attackerChanges.changedStacks.push_back(info);
- }
- if (drainedLife > 0)
- bat.flags |= BattleAttack::LIFE_DRAIN;
- gameHandler->sendAndApply(&bat);
- {
- const bool multipleTargets = bat.bsa.size() > 1;
- int64_t totalDamage = 0;
- int32_t totalKills = 0;
- for(const BattleStackAttacked & bsa : bat.bsa)
- {
- totalDamage += bsa.damageAmount;
- totalKills += bsa.killedAmount;
- }
- {
- MetaString text;
- attacker->addText(text, EMetaText::GENERAL_TXT, 376);
- attacker->addNameReplacement(text);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(text);
- }
- addGenericKilledLog(blm, defender, totalKills, multipleTargets);
- }
- // drain life effect (as well as log entry) must be applied after the attack
- if(drainedLife > 0)
- {
- MetaString text;
- attackerState->addText(text, EMetaText::GENERAL_TXT, 361);
- attackerState->addNameReplacement(text, false);
- text.replaceNumber(drainedLife);
- defender->addNameReplacement(text, true);
- blm.lines.push_back(std::move(text));
- }
- if(!fireShield.empty())
- {
- //todo: this should be "virtual" spell instead, we only need fire spell school bonus here
- const CSpell * fireShieldSpell = SpellID(SpellID::FIRE_SHIELD).toSpell();
- int64_t totalDamage = 0;
- for(const auto & item : fireShield)
- {
- const CStack * actor = item.first;
- int64_t rawDamage = item.second;
- const CGHeroInstance * actorOwner = gameHandler->gameState()->curB->getHero(actor->unitOwner());
- if(actorOwner)
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actorOwner, attacker, rawDamage);
- }
- else
- {
- rawDamage = fireShieldSpell->adjustRawDamage(actor, attacker, rawDamage);
- }
- totalDamage+=rawDamage;
- //FIXME: add custom effect on actor
- }
- if (totalDamage > 0)
- {
- BattleStackAttacked bsa;
- bsa.flags |= BattleStackAttacked::FIRE_SHIELD;
- bsa.stackAttacked = attacker->unitId(); //invert
- bsa.attackerID = defender->unitId();
- bsa.damageAmount = totalDamage;
- attacker->prepareAttacked(bsa, gameHandler->getRandomGenerator());
- StacksInjured pack;
- pack.stacks.push_back(bsa);
- gameHandler->sendAndApply(&pack);
- // TODO: this is already implemented in Damage::describeEffect()
- {
- MetaString text;
- text.appendLocalString(EMetaText::GENERAL_TXT, 376);
- text.replaceLocalString(EMetaText::SPELL_NAME, SpellID::FIRE_SHIELD);
- text.replaceNumber(totalDamage);
- blm.lines.push_back(std::move(text));
- }
- addGenericKilledLog(blm, attacker, bsa.killedAmount, false);
- }
- }
- gameHandler->sendAndApply(&blm);
- handleAfterAttackCasting(ranged, attacker, defender);
- }
- int64_t BattleProcessor::applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary)
- {
- BattleStackAttacked bsa;
- if(secondary)
- bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
- bsa.attackerID = attackerState->unitId();
- bsa.stackAttacked = def->unitId();
- {
- BattleAttackInfo bai(attackerState.get(), def, distance, bat.shot());
- bai.deathBlow = bat.deathBlow();
- bai.doubleDamage = bat.ballistaDoubleDmg();
- bai.luckyStrike = bat.lucky();
- bai.unluckyStrike = bat.unlucky();
- auto range = gameHandler->gameState()->curB->calculateDmgRange(bai);
- bsa.damageAmount = gameHandler->gameState()->curB->getActualDamage(range.damage, attackerState->getCount(), gameHandler->getRandomGenerator());
- CStack::prepareAttacked(bsa, gameHandler->getRandomGenerator(), bai.defender->acquireState()); //calculate casualties
- }
- int64_t drainedLife = 0;
- //life drain handling
- if(attackerState->hasBonusOfType(BonusType::LIFE_DRAIN) && def->isLiving())
- {
- int64_t toHeal = bsa.damageAmount * attackerState->valOfBonuses(BonusType::LIFE_DRAIN) / 100;
- attackerState->heal(toHeal, EHealLevel::RESURRECT, EHealPower::PERMANENT);
- drainedLife += toHeal;
- }
- //soul steal handling
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL) && def->isLiving())
- {
- //we can have two bonuses - one with subtype 0 and another with subtype 1
- //try to use permanent first, use only one of two
- for(si32 subtype = 1; subtype >= 0; subtype--)
- {
- if(attackerState->hasBonusOfType(BonusType::SOUL_STEAL, subtype))
- {
- int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(BonusType::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
- attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
- drainedLife += toHeal;
- break;
- }
- }
- }
- bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
- //fire shield handling
- if(!bat.shot() &&
- !def->isClone() &&
- def->hasBonusOfType(BonusType::FIRE_SHIELD) &&
- !attackerState->hasBonusOfType(BonusType::FIRE_IMMUNITY) &&
- CStack::isMeleeAttackPossible(attackerState.get(), def) // attacked needs to be adjacent to defender for fire shield to trigger (e.g. Dragon Breath attack)
- )
- {
- //TODO: use damage with bonus but without penalties
- auto fireShieldDamage = (std::min<int64_t>(def->getAvailableHealth(), bsa.damageAmount) * def->valOfBonuses(BonusType::FIRE_SHIELD)) / 100;
- fireShield.push_back(std::make_pair(def, fireShieldDamage));
- }
- return drainedLife;
- }
- void BattleProcessor::sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- BattleLogMessage blm;
- addGenericKilledLog(blm, defender, killed, multiple);
- gameHandler->sendAndApply(&blm);
- }
- }
- void BattleProcessor::addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple)
- {
- if(killed > 0)
- {
- const int32_t txtIndex = (killed > 1) ? 379 : 378;
- std::string formatString = VLC->generaltexth->allTexts[txtIndex];
- // these default h3 texts have unnecessary new lines, so get rid of them before displaying (and trim just in case, trimming newlines does not works for some reason)
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\n'), formatString.end());
- formatString.erase(std::remove(formatString.begin(), formatString.end(), '\r'), formatString.end());
- boost::algorithm::trim(formatString);
- boost::format txt(formatString);
- if(killed > 1)
- {
- txt % killed % (multiple ? VLC->generaltexth->allTexts[43] : defender->unitType()->getNamePluralTranslated()); // creatures perish
- }
- else //killed == 1
- {
- txt % (multiple ? VLC->generaltexth->allTexts[42] : defender->unitType()->getNameSingularTranslated()); // creature perishes
- }
- MetaString line;
- line.appendRawString(txt.str());
- blm.lines.push_back(std::move(line));
- }
- }
- void BattleProcessor::endBattle(int3 tile, const CGHeroInstance * heroAttacker, const CGHeroInstance * heroDefender)
- {
- LOG_TRACE(logGlobal);
- //Fill BattleResult structure with exp info
- giveExp(*battleResult.data);
- if (battleResult.get()->result == BattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
- {
- if(heroAttacker)
- battleResult.data->exp[1] += 500;
- if(heroDefender)
- battleResult.data->exp[0] += 500;
- }
- if(heroAttacker)
- battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
- if(heroDefender)
- battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
- if (!battleQuery)
- {
- logGlobal->error("Cannot find battle query!");
- gameHandler->complain("Player " + boost::lexical_cast<std::string>(gameHandler->gameState()->curB->sides[0].color) + " has no battle query at the top!");
- return;
- }
- battleQuery->result = std::make_optional(*battleResult.data);
- //Check how many battle gameHandler->queries were created (number of players blocked by battle)
- const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
- finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
- // in battles against neutrals, 1st player can ask to replay battle manually
- if (!gameHandler->gameState()->curB->sides[1].color.isValidPlayer())
- {
- auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, gameHandler->gameState()->curB);
- battleResult.data->queryID = battleDialogQuery->queryID;
- gameHandler->queries->addQuery(battleDialogQuery);
- }
- else
- battleResult.data->queryID = -1;
- //set same battle result for all gameHandler->queries
- for(auto q : gameHandler->queries->allQueries())
- {
- auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
- if(otherBattleQuery)
- otherBattleQuery->result = battleQuery->result;
- }
- gameHandler->sendAndApply(battleResult.data); //after this point casualties objects are destroyed
- if (battleResult.data->queryID == -1)
- endBattleConfirm(gameHandler->gameState()->curB);
- }
- void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
- {
- auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battleInfo->sides.at(0).color));
- if(!battleQuery)
- {
- logGlobal->trace("No battle query, battle end was confirmed by another player");
- return;
- }
- const BattleResult::EResult result = battleResult.get()->result;
- CasualtiesAfterBattle cab1(battleInfo->sides.at(0), battleInfo), cab2(battleInfo->sides.at(1), battleInfo); //calculate casualties before deleting battle
- ChangeSpells cs; //for Eagle Eye
- if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
- {
- if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
- {
- double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE, 0);
- for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
- {
- auto spell = spellId.toSpell(VLC->spells());
- if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
- cs.spells.insert(spell->getId());
- }
- }
- }
- std::vector<const CArtifactInstance *> arts; //display them in window
- if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
- {
- auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
- {
- const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
- if(slot != ArtifactPosition::PRE_FIRST)
- {
- arts.push_back(art);
- ma->dst = ArtifactLocation(finishingBattle->winnerHero, slot);
- if(ArtifactUtils::isSlotBackpack(slot))
- ma->askAssemble = false;
- gameHandler->sendAndApply(ma);
- }
- };
- if (finishingBattle->loserHero)
- {
- //TODO: wrap it into a function, somehow (std::variant -_-)
- auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig() &&
- art->artType->getId() != ArtifactID::SPELLBOOK)
- // don't move war machines or locked arts (spellbook)
- {
- sendMoveArtifact(art, &ma);
- }
- }
- for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
- {
- //we assume that no big artifacts can be found
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero,
- ArtifactPosition(GameConstants::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
- const CArtifactInstance * art = ma.src.getArt();
- if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
- {
- sendMoveArtifact(art, &ma);
- }
- }
- if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
- {
- artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
- for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
- {
- auto artifactsWorn = armySlot.second->artifactsWorn;
- for (auto artSlot : artifactsWorn)
- {
- MoveArtifact ma;
- ma.src = ArtifactLocation(armySlot.second, artSlot.first);
- const CArtifactInstance * art = ma.src.getArt();
- if (art && !art->artType->isBig())
- {
- sendMoveArtifact(art, &ma);
- }
- }
- }
- }
- if (arts.size()) //display loot
- {
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
- for (auto art : arts) //TODO; separate function to display loot for various ojects?
- {
- iw.components.emplace_back(
- Component::EComponentType::ARTIFACT, art->artType->getId(),
- art->artType->getId() == ArtifactID::SPELL_SCROLL? art->getScrollSpellID() : 0, 0);
- if (iw.components.size() >= 14)
- {
- gameHandler->sendAndApply(&iw);
- iw.components.clear();
- }
- }
- if (iw.components.size())
- {
- gameHandler->sendAndApply(&iw);
- }
- }
- //Eagle Eye secondary skill handling
- if (!cs.spells.empty())
- {
- cs.learn = 1;
- cs.hid = finishingBattle->winnerHero->id;
- InfoWindow iw;
- iw.player = finishingBattle->winnerHero->tempOwner;
- iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
- iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
- std::ostringstream names;
- for (int i = 0; i < cs.spells.size(); i++)
- {
- names << "%s";
- if (i < cs.spells.size() - 2)
- names << ", ";
- else if (i < cs.spells.size() - 1)
- names << "%s";
- }
- names << ".";
- iw.text.replaceRawString(names.str());
- auto it = cs.spells.begin();
- for (int i = 0; i < cs.spells.size(); i++, it++)
- {
- iw.text.replaceLocalString(EMetaText::SPELL_NAME, it->toEnum());
- if (i == cs.spells.size() - 2) //we just added pre-last name
- iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
- iw.components.emplace_back(Component::EComponentType::SPELL, *it, 0, 0);
- }
- gameHandler->sendAndApply(&iw);
- gameHandler->sendAndApply(&cs);
- }
- cab1.updateArmy(gameHandler);
- cab2.updateArmy(gameHandler); //take casualties after battle is deleted
- if(finishingBattle->loserHero) //remove beaten hero
- {
- RemoveObject ro(finishingBattle->loserHero->id);
- gameHandler->sendAndApply(&ro);
- }
- if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
- {
- RemoveObject ro(finishingBattle->winnerHero->id);
- gameHandler->sendAndApply(&ro);
- }
- if(battleResult.data->winner == BattleSide::DEFENDER
- && finishingBattle->winnerHero
- && finishingBattle->winnerHero->visitedTown
- && !finishingBattle->winnerHero->inTownGarrison
- && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
- {
- gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
- }
- //give exp
- if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
- gameHandler->changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
- BattleResultAccepted raccepted;
- raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battleInfo->sides.at(0).armyObject);
- raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battleInfo->sides.at(1).armyObject);
- raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
- raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
- raccepted.heroResult[0].exp = battleResult.data->exp[0];
- raccepted.heroResult[1].exp = battleResult.data->exp[1];
- raccepted.winnerSide = finishingBattle->winnerSide;
- gameHandler->sendAndApply(&raccepted);
- gameHandler->queries->popIfTop(battleQuery);
- //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
- }
- void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
- {
- LOG_TRACE(logGlobal);
- if(!finishingBattle)
- return;
- finishingBattle->remainingBattleQueriesCount--;
- logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
- if (finishingBattle->remainingBattleQueriesCount > 0)
- //Battle results will be handled when all battle gameHandler->queries are closed
- return;
- //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
- // but the battle consequences are applied after final player is unblocked. Hard to abuse...
- // Still, it looks like a hole.
- // Necromancy if applicable.
- const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
- // Give raised units to winner and show dialog, if any were raised,
- // units will be given after casualties are taken
- const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
- if (necroSlot != SlotID())
- {
- finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
- gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
- }
- BattleResultsApplied resultsApplied;
- resultsApplied.player1 = finishingBattle->victor;
- resultsApplied.player2 = finishingBattle->loser;
- gameHandler->sendAndApply(&resultsApplied);
- gameHandler->setBattle(nullptr);
- if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
- {
- logGlobal->trace("post-victory visit");
- gameHandler->visitObjectOnTile(*gameHandler->getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
- }
- visitObjectAfterVictory = false;
- //handle victory/loss of engaged players
- std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
- gameHandler->checkVictoryLossConditions(playerColors);
- if (result.result == BattleResult::SURRENDER)
- gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
- if (result.result == BattleResult::ESCAPE)
- gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
- if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
- && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
- {
- RemoveObject ro(finishingBattle->winnerHero->id);
- gameHandler->sendAndApply(&ro);
- if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
- gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
- }
- finishingBattle.reset();
- }
- int BattleProcessor::moveStack(int stack, BattleHex dest)
- {
- int ret = 0;
- const CStack *curStack = gameHandler->battleGetStackByID(stack),
- *stackAtEnd = gameHandler->gameState()->curB->battleGetStackByPos(dest);
- assert(curStack);
- assert(dest < GameConstants::BFIELD_SIZE);
- if (gameHandler->gameState()->curB->tacticDistance)
- {
- assert(gameHandler->gameState()->curB->isInTacticRange(dest));
- }
- auto start = curStack->getPosition();
- if (start == dest)
- return 0;
- //initing necessary tables
- auto accessibility = gameHandler->getAccesibility(curStack);
- std::set<BattleHex> passed;
- //Ignore obstacles on starting position
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- //shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
- if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
- {
- BattleHex shifted = dest.cloneInDirection(curStack->destShiftDir(), false);
- if(accessibility.accessible(shifted, curStack))
- dest = shifted;
- }
- if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility.accessible(dest, curStack))
- {
- gameHandler->complain("Given destination is not accessible!");
- return 0;
- }
- bool canUseGate = false;
- auto dbState = gameHandler->gameState()->curB->si.gateState;
- if(gameHandler->battleGetSiegeLevel() > 0 && curStack->unitSide() == BattleSide::DEFENDER &&
- dbState != EGateState::DESTROYED &&
- dbState != EGateState::BLOCKED)
- {
- canUseGate = true;
- }
- std::pair< std::vector<BattleHex>, int > path = gameHandler->gameState()->curB->getPath(start, dest, curStack);
- ret = path.second;
- int creSpeed = curStack->speed(0, true);
- if (gameHandler->gameState()->curB->tacticDistance > 0 && creSpeed > 0)
- creSpeed = GameConstants::BFIELD_SIZE;
- bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
- return true;
- if (hex == ESiegeHex::GATE_OUTER)
- return true;
- if (hex == ESiegeHex::GATE_INNER)
- return true;
- return false;
- };
- auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
- {
- if (isGateDrawbridgeHex(hex))
- return true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && isGateDrawbridgeHex(otherHex))
- return true;
- }
- return false;
- };
- if (curStack->hasBonusOfType(BonusType::FLYING))
- {
- if (path.second <= creSpeed && path.first.size() > 0)
- {
- if (canUseGate && dbState != EGateState::OPENED &&
- occupyGateDrawbridgeHex(dest))
- {
- BattleUpdateGateState db;
- db.state = EGateState::OPENED;
- gameHandler->sendAndApply(&db);
- }
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->unitId();
- std::vector<BattleHex> tiles;
- tiles.push_back(path.first[0]);
- sm.tilesToMove = tiles;
- sm.distance = path.second;
- sm.teleporting = false;
- gameHandler->sendAndApply(&sm);
- }
- }
- else //for non-flying creatures
- {
- std::vector<BattleHex> tiles;
- const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
- int v = (int)path.first.size()-1;
- path.first.push_back(start);
- // check if gate need to be open or closed at some point
- BattleHex openGateAtHex, gateMayCloseAtHex;
- if (canUseGate)
- {
- for (int i = (int)path.first.size()-1; i >= 0; i--)
- {
- auto needOpenGates = [&](BattleHex hex) -> bool
- {
- if (hasWideMoat && hex == ESiegeHex::GATE_BRIDGE)
- return true;
- if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
- return true;
- else if (hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
- return true;
- return false;
- };
- auto hex = path.first[i];
- if (!openGateAtHex.isValid() && dbState != EGateState::OPENED)
- {
- if (needOpenGates(hex))
- openGateAtHex = path.first[i+1];
- //TODO we need find batter way to handle double-wide stacks
- //currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- if (otherHex.isValid() && needOpenGates(otherHex))
- openGateAtHex = path.first[i+2];
- }
- //gate may be opened and then closed during stack movement, but not other way around
- if (openGateAtHex.isValid())
- dbState = EGateState::OPENED;
- }
- if (!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
- {
- if (hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- if (hasWideMoat)
- {
- if (hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
- path.first[i-1] != ESiegeHex::GATE_INNER &&
- path.first[i-1] != ESiegeHex::GATE_BRIDGE)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- else if (hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
- {
- gateMayCloseAtHex = path.first[i-1];
- }
- }
- }
- }
- bool stackIsMoving = true;
- while(stackIsMoving)
- {
- if (v<tilesToMove)
- {
- logGlobal->error("Movement terminated abnormally");
- break;
- }
- bool gateStateChanging = false;
- //special handling for opening gate on from starting hex
- if (openGateAtHex.isValid() && openGateAtHex == start)
- gateStateChanging = true;
- else
- {
- for (bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
- {
- BattleHex hex = path.first[v];
- tiles.push_back(hex);
- if ((openGateAtHex.isValid() && openGateAtHex == hex) ||
- (gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
- {
- gateStateChanging = true;
- }
- //if we walked onto something, finalize this portion of stack movement check into obstacle
- if(!gameHandler->battleGetAllObstaclesOnPos(hex, false).empty())
- obstacleHit = true;
- if (curStack->doubleWide())
- {
- BattleHex otherHex = curStack->occupiedHex(hex);
- //two hex creature hit obstacle by backside
- auto obstacle2 = gameHandler->battleGetAllObstaclesOnPos(otherHex, false);
- if(otherHex.isValid() && !obstacle2.empty())
- obstacleHit = true;
- }
- if(!obstacleHit)
- passed.insert(hex);
- }
- }
- if (!tiles.empty())
- {
- //commit movement
- BattleStackMoved sm;
- sm.stack = curStack->unitId();
- sm.distance = path.second;
- sm.teleporting = false;
- sm.tilesToMove = tiles;
- gameHandler->sendAndApply(&sm);
- tiles.clear();
- }
- //we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
- if (curStack->getPosition() != dest)
- {
- if(stackIsMoving && start != curStack->getPosition())
- {
- stackIsMoving = gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
- passed.insert(curStack->getPosition());
- if(curStack->doubleWide())
- passed.insert(curStack->occupiedHex());
- }
- if (gateStateChanging)
- {
- if (curStack->getPosition() == openGateAtHex)
- {
- openGateAtHex = BattleHex();
- //only open gate if stack is still alive
- if (curStack->alive())
- {
- BattleUpdateGateState db;
- db.state = EGateState::OPENED;
- gameHandler->sendAndApply(&db);
- }
- }
- else if (curStack->getPosition() == gateMayCloseAtHex)
- {
- gateMayCloseAtHex = BattleHex();
- updateGateState();
- }
- }
- }
- else
- //movement finished normally: we reached destination
- stackIsMoving = false;
- }
- }
- //handle last hex separately for deviation
- if (VLC->settings()->getBoolean(EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES))
- {
- if (dest == battle::Unit::occupiedHex(start, curStack->doubleWide(), curStack->unitSide())
- || start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
- passed.clear(); //Just empty passed, obstacles will handled automatically
- }
- //handling obstacle on the final field (separate, because it affects both flying and walking stacks)
- gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
- return ret;
- }
- void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
- {
- battleResult.set(nullptr);
- const auto & t = *gameHandler->getTile(tile);
- TerrainId terrain = t.terType->getId();
- if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
- terrain = ETerrainId::SAND;
- BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
- if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
- terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
- //send info about battles
- BattleStart bs;
- bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
- engageIntoBattle(bs.info->sides[0].color);
- engageIntoBattle(bs.info->sides[1].color);
- auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries.topQuery(bs.info->sides[0].color));
- bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
- gameHandler->sendAndApply(&bs);
- }
- void BattleProcessor::checkBattleStateChanges()
- {
- //check if drawbridge state need to be changes
- if (gameHandler->battleGetSiegeLevel() > 0)
- updateGateState();
- //check if battle ended
- if (auto result = gameHandler->battleIsFinished())
- {
- setBattleResult(BattleResult::NORMAL, *result);
- }
- }
- bool BattleProcessor::makeBattleAction(BattleAction &ba)
- {
- bool ok = true;
- battle::Target target = ba.getTarget(gameHandler->gameState()->curB);
- const CStack * stack = gameHandler->battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
- const bool isAboutActiveStack = stack && (ba.stackNumber == gameHandler->gameState()->curB->getActiveStackID());
- logGlobal->trace("Making action: %s", ba.toString());
- switch(ba.actionType)
- {
- case EActionType::WALK: //walk
- case EActionType::DEFEND: //defend
- case EActionType::WAIT: //wait
- case EActionType::WALK_AND_ATTACK: //walk or attack
- case EActionType::SHOOT: //shoot
- case EActionType::CATAPULT: //catapult
- case EActionType::STACK_HEAL: //healing with First Aid Tent
- case EActionType::MONSTER_SPELL:
- if (!stack)
- {
- gameHandler->complain("No such stack!");
- return false;
- }
- if (!stack->alive())
- {
- gameHandler->complain("This stack is dead: " + stack->nodeName());
- return false;
- }
- if (gameHandler->battleTacticDist())
- {
- if (stack && stack->unitSide() != gameHandler->battleGetTacticsSide())
- {
- gameHandler->complain("This is not a stack of side that has tactics!");
- return false;
- }
- }
- else if (!isAboutActiveStack)
- {
- gameHandler->complain("Action has to be about active stack!");
- return false;
- }
- }
- auto wrapAction = [this](BattleAction &ba)
- {
- StartAction startAction(ba);
- gameHandler->sendAndApply(&startAction);
- return vstd::makeScopeGuard([&]()
- {
- gameHandler->sendAndApply(&end_action);
- });
- };
- switch(ba.actionType)
- {
- case EActionType::END_TACTIC_PHASE: //wait
- case EActionType::BAD_MORALE:
- case EActionType::NO_ACTION:
- {
- auto wrapper = wrapAction(ba);
- break;
- }
- case EActionType::WALK:
- {
- auto wrapper = wrapAction(ba);
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for move action.");
- ok = false;
- break;
- }
- int walkedTiles = moveStack(ba.stackNumber, target.at(0).hexValue); //move
- if (!walkedTiles)
- gameHandler->complain("Stack failed movement!");
- break;
- }
- case EActionType::DEFEND:
- {
- //defensive stance, TODO: filter out spell boosts from bonus (stone skin etc.)
- SetStackEffect sse;
- Bonus defenseBonusToAdd(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 20, -1, PrimarySkill::DEFENSE, BonusValueType::PERCENT_TO_ALL);
- Bonus bonus2(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, stack->valOfBonuses(BonusType::DEFENSIVE_STANCE),
- -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
- Bonus alternativeWeakCreatureBonus(BonusDuration::STACK_GETS_TURN, BonusType::PRIMARY_SKILL, BonusSource::OTHER, 1, -1, PrimarySkill::DEFENSE, BonusValueType::ADDITIVE_VALUE);
- BonusList defence = *stack->getBonuses(Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE));
- int oldDefenceValue = defence.totalValue();
- defence.push_back(std::make_shared<Bonus>(defenseBonusToAdd));
- defence.push_back(std::make_shared<Bonus>(bonus2));
- int difference = defence.totalValue() - oldDefenceValue;
- std::vector<Bonus> buffer;
- if(difference == 0) //give replacement bonus for creatures not reaching 5 defense points (20% of def becomes 0)
- {
- difference = 1;
- buffer.push_back(alternativeWeakCreatureBonus);
- }
- else
- {
- buffer.push_back(defenseBonusToAdd);
- }
- buffer.push_back(bonus2);
- sse.toUpdate.push_back(std::make_pair(ba.stackNumber, buffer));
- gameHandler->sendAndApply(&sse);
- BattleLogMessage message;
- MetaString text;
- stack->addText(text, EMetaText::GENERAL_TXT, 120);
- stack->addNameReplacement(text);
- text.replaceNumber(difference);
- message.lines.push_back(text);
- gameHandler->sendAndApply(&message);
- //don't break - we share code with next case
- }
- [[fallthrough]];
- case EActionType::WAIT:
- {
- auto wrapper = wrapAction(ba);
- break;
- }
- case EActionType::RETREAT: //retreat/flee
- {
- if (!gameHandler->gameState()->curB->battleCanFlee(gameHandler->gameState()->curB->sides.at(ba.side).color))
- gameHandler->complain("Cannot retreat!");
- else
- setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
- break;
- }
- case EActionType::SURRENDER:
- {
- PlayerColor player = gameHandler->gameState()->curB->sides.at(ba.side).color;
- int cost = gameHandler->gameState()->curB->battleGetSurrenderCost(player);
- if (cost < 0)
- gameHandler->complain("Cannot surrender!");
- else if (gameHandler->getResource(player, EGameResID::GOLD) < cost)
- gameHandler->complain("Not enough gold to surrender!");
- else
- {
- gameHandler->giveResource(player, EGameResID::GOLD, -cost);
- setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
- }
- break;
- }
- case EActionType::WALK_AND_ATTACK: //walk or attack
- {
- auto wrapper = wrapAction(ba);
- if(!stack)
- {
- gameHandler->complain("No attacker");
- ok = false;
- break;
- }
- if(target.size() < 2)
- {
- gameHandler->complain("Two destinations required for attack action.");
- ok = false;
- break;
- }
- BattleHex attackPos = target.at(0).hexValue;
- BattleHex destinationTile = target.at(1).hexValue;
- const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destinationTile, true);
- if(!destinationStack)
- {
- gameHandler->complain("Invalid target to attack");
- ok = false;
- break;
- }
- BattleHex startingPos = stack->getPosition();
- int distance = moveStack(ba.stackNumber, attackPos);
- logGlobal->trace("%s will attack %s", stack->nodeName(), destinationStack->nodeName());
- if(stack->getPosition() != attackPos
- && !(stack->doubleWide() && (stack->getPosition() == attackPos.cloneInDirection(stack->destShiftDir(), false)))
- )
- {
- // we were not able to reach destination tile, nor occupy specified hex
- // abort attack attempt, but treat this case as legal - we may have stepped onto a quicksands/mine
- break;
- }
- if(destinationStack && stack->unitId() == destinationStack->unitId()) //we should just move, it will be handled by following check
- {
- destinationStack = nullptr;
- }
- if(!destinationStack)
- {
- gameHandler->complain("Unit can not attack itself");
- ok = false;
- break;
- }
- if(!CStack::isMeleeAttackPossible(stack, destinationStack))
- {
- gameHandler->complain("Attack cannot be performed!");
- ok = false;
- break;
- }
- //attack
- int totalAttacks = stack->totalAttacks.getMeleeValue();
- //TODO: move to CUnitState
- const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- const bool firstStrike = destinationStack->hasBonusOfType(BonusType::FIRST_STRIKE);
- const bool retaliation = destinationStack->ableToRetaliate();
- for (int i = 0; i < totalAttacks; ++i)
- {
- //first strike
- if(i == 0 && firstStrike && retaliation)
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- //move can cause death, eg. by walking into the moat, first strike can cause death or paralysis/petrification
- if(stack->alive() && !stack->hasBonusOfType(BonusType::NOT_ACTIVE) && destinationStack->alive())
- {
- makeAttack(stack, destinationStack, (i ? 0 : distance), destinationTile, i==0, false, false);//no distance travelled on second attack
- }
- //counterattack
- //we check retaliation twice, so if it unblocked during attack it will work only on next attack
- if(stack->alive()
- && !stack->hasBonusOfType(BonusType::BLOCKS_RETALIATION)
- && (i == 0 && !firstStrike)
- && retaliation && destinationStack->ableToRetaliate())
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, false, true);
- }
- }
- //return
- if(stack->hasBonusOfType(BonusType::RETURN_AFTER_STRIKE)
- && target.size() == 3
- && startingPos != stack->getPosition()
- && startingPos == target.at(2).hexValue
- && stack->alive())
- {
- moveStack(ba.stackNumber, startingPos);
- //NOTE: curStack->unitId() == ba.stackNumber (rev 1431)
- }
- break;
- }
- case EActionType::SHOOT:
- {
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for shot action.");
- ok = false;
- break;
- }
- auto destination = target.at(0).hexValue;
- const CStack * destinationStack = gameHandler->gameState()->curB->battleGetStackByPos(destination);
- if (!gameHandler->gameState()->curB->battleCanShoot(stack, destination))
- {
- gameHandler->complain("Cannot shoot!");
- break;
- }
- if (!destinationStack)
- {
- gameHandler->complain("No target to shoot!");
- break;
- }
- auto wrapper = wrapAction(ba);
- makeAttack(stack, destinationStack, 0, destination, true, true, false);
- //ranged counterattack
- if (destinationStack->hasBonusOfType(BonusType::RANGED_RETALIATION)
- && !stack->hasBonusOfType(BonusType::BLOCKS_RANGED_RETALIATION)
- && destinationStack->ableToRetaliate()
- && gameHandler->gameState()->curB->battleCanShoot(destinationStack, stack->getPosition())
- && stack->alive()) //attacker may have died (fire shield)
- {
- makeAttack(destinationStack, stack, 0, stack->getPosition(), true, true, true);
- }
- //allow more than one additional attack
- int totalRangedAttacks = stack->totalAttacks.getRangedValue();
- //TODO: move to CUnitState
- const auto * attackingHero = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
- if(attackingHero)
- {
- totalRangedAttacks += attackingHero->valOfBonuses(BonusType::HERO_GRANTS_ATTACKS, stack->creatureIndex());
- }
- for(int i = 1; i < totalRangedAttacks; ++i)
- {
- if(
- stack->alive()
- && destinationStack->alive()
- && stack->shots.canUse()
- )
- {
- makeAttack(stack, destinationStack, 0, destination, false, true, false);
- }
- }
- break;
- }
- case EActionType::CATAPULT:
- {
- auto wrapper = wrapAction(ba);
- const CStack * shooter = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
- std::shared_ptr<const Bonus> catapultAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::CATAPULT));
- if(!catapultAbility || catapultAbility->subtype < 0)
- {
- gameHandler->complain("We do not know how to shoot :P");
- }
- else
- {
- const CSpell * spell = SpellID(catapultAbility->subtype).toSpell();
- spells::BattleCast parameters(gameHandler->gameState()->curB, shooter, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can shot infinitely by catapult
- auto shotLevel = stack->valOfBonuses(Selector::typeSubtype(BonusType::CATAPULT_EXTRA_SHOTS, catapultAbility->subtype));
- parameters.setSpellLevel(shotLevel);
- parameters.cast(gameHandler->spellEnv, target);
- }
- //finish by scope guard
- break;
- }
- case EActionType::STACK_HEAL: //healing with First Aid Tent
- {
- auto wrapper = wrapAction(ba);
- const CStack * healer = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
- if(target.size() < 1)
- {
- gameHandler->complain("Destination required for heal action.");
- ok = false;
- break;
- }
- const battle::Unit * destStack = nullptr;
- std::shared_ptr<const Bonus> healerAbility = stack->getBonusLocalFirst(Selector::type()(BonusType::HEALER));
- if(target.at(0).unitValue)
- destStack = target.at(0).unitValue;
- else
- destStack = gameHandler->gameState()->curB->battleGetUnitByPos(target.at(0).hexValue);
- if(healer == nullptr || destStack == nullptr || !healerAbility || healerAbility->subtype < 0)
- {
- gameHandler->complain("There is either no healer, no destination, or healer cannot heal :P");
- }
- else
- {
- const CSpell * spell = SpellID(healerAbility->subtype).toSpell();
- spells::BattleCast parameters(gameHandler->gameState()->curB, healer, spells::Mode::SPELL_LIKE_ATTACK, spell); //We can heal infinitely by first aid tent
- auto dest = battle::Destination(destStack, target.at(0).hexValue);
- parameters.setSpellLevel(0);
- parameters.cast(gameHandler->spellEnv, {dest});
- }
- break;
- }
- case EActionType::MONSTER_SPELL:
- {
- auto wrapper = wrapAction(ba);
- const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
- SpellID spellID = SpellID(ba.actionSubtype);
- std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(BonusType::RANDOM_SPELLCASTER));
- std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(BonusType::SPELLCASTER, spellID));
- //TODO special bonus for genies ability
- if (randSpellcaster && gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
- spellID = gameHandler->battleGetRandomStackSpell(gameHandler->getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_GENIE);
- if (spellID < 0)
- gameHandler->complain("That stack can't cast spells!");
- else
- {
- const CSpell * spell = SpellID(spellID).toSpell();
- spells::BattleCast parameters(gameHandler->gameState()->curB, stack, spells::Mode::CREATURE_ACTIVE, spell);
- int32_t spellLvl = 0;
- if(spellcaster)
- vstd::amax(spellLvl, spellcaster->val);
- if(randSpellcaster)
- vstd::amax(spellLvl, randSpellcaster->val);
- parameters.setSpellLevel(spellLvl);
- parameters.cast(gameHandler->spellEnv, target);
- }
- break;
- }
- }
- if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND
- || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
- gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
- if(ba.stackNumber == gameHandler->gameState()->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
- battleMadeAction.setn(true);
- return ok;
- }
- bool BattleProcessor::makeCustomAction(BattleAction & ba)
- {
- switch(ba.actionType)
- {
- case EActionType::HERO_SPELL:
- {
- COMPLAIN_RET_FALSE_IF(ba.side > 1, "Side must be 0 or 1!");
- const CGHeroInstance *h = gameHandler->gameState()->curB->battleGetFightingHero(ba.side);
- COMPLAIN_RET_FALSE_IF((!h), "Wrong caster!");
- const CSpell * s = SpellID(ba.actionSubtype).toSpell();
- if (!s)
- {
- logGlobal->error("Wrong spell id (%d)!", ba.actionSubtype);
- return false;
- }
- spells::BattleCast parameters(gameHandler->gameState()->curB, h, spells::Mode::HERO, s);
- spells::detail::ProblemImpl problem;
- auto m = s->battleMechanics(¶meters);
- if(!m->canBeCast(problem))//todo: should we check aimed cast?
- {
- logGlobal->warn("Spell cannot be cast!");
- std::vector<std::string> texts;
- problem.getAll(texts);
- for(auto s : texts)
- logGlobal->warn(s);
- return false;
- }
- StartAction start_action(ba);
- gameHandler->sendAndApply(&start_action); //start spell casting
- parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
- gameHandler->sendAndApply(&end_action);
- if (!gameHandler->gameState()->curB->battleGetStackByID(gameHandler->gameState()->curB->activeStack))
- {
- battleMadeAction.setn(true);
- }
- checkBattleStateChanges();
- if (battleResult.get())
- {
- battleMadeAction.setn(true);
- //battle will be ended by startBattle function
- //endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->heroes[0], gameHandler->gameState()->curB->heroes[1]);
- }
- return true;
- }
- }
- return false;
- }
- void BattleProcessor::stackEnchantedTrigger(const CStack * st)
- {
- auto bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTED)));
- for(auto b : bl)
- {
- const CSpell * sp = SpellID(b->subtype).toSpell();
- if(!sp)
- continue;
- const int32_t val = bl.valOfBonuses(Selector::typeSubtype(b->type, b->subtype));
- const int32_t level = ((val > 3) ? (val - 3) : val);
- spells::BattleCast battleCast(gameHandler->gameState()->curB, st, spells::Mode::PASSIVE, sp);
- //this makes effect accumulate for at most 50 turns by default, but effect may be permanent and last till the end of battle
- battleCast.setEffectDuration(50);
- battleCast.setSpellLevel(level);
- spells::Target target;
- if(val > 3)
- {
- for(auto s : gameHandler->gameState()->curB->battleGetAllStacks())
- if(gameHandler->battleMatchOwner(st, s, true) && s->isValidTarget()) //all allied
- target.emplace_back(s);
- }
- else
- {
- target.emplace_back(st);
- }
- battleCast.applyEffects(gameHandler->spellEnv, target, false, true);
- }
- }
- void BattleProcessor::stackTurnTrigger(const CStack *st)
- {
- BattleTriggerEffect bte;
- bte.stackID = st->unitId();
- bte.effect = -1;
- bte.val = 0;
- bte.additionalInfo = 0;
- if (st->alive())
- {
- //unbind
- if (st->hasBonus(Selector::type()(BonusType::BIND_EFFECT)))
- {
- bool unbind = true;
- BonusList bl = *(st->getBonuses(Selector::type()(BonusType::BIND_EFFECT)));
- auto adjacent = gameHandler->gameState()->curB->battleAdjacentUnits(st);
- for (auto b : bl)
- {
- if(b->additionalInfo != CAddInfo::NONE)
- {
- const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(b->additionalInfo[0]); //binding stack must be alive and adjacent
- if(stack)
- {
- if(vstd::contains(adjacent, stack)) //binding stack is still present
- unbind = false;
- }
- }
- else
- {
- unbind = false;
- }
- }
- if (unbind)
- {
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::UNBIND;
- ssp.stackID = st->unitId();
- gameHandler->sendAndApply(&ssp);
- }
- }
- if (st->hasBonusOfType(BonusType::POISON))
- {
- std::shared_ptr<const Bonus> b = st->getBonusLocalFirst(Selector::source(BonusSource::SPELL_EFFECT, SpellID::POISON).And(Selector::type()(BonusType::STACK_HEALTH)));
- if (b) //TODO: what if not?...
- {
- bte.val = std::max (b->val - 10, -(st->valOfBonuses(BonusType::POISON)));
- if (bte.val < b->val) //(negative) poison effect increases - update it
- {
- bte.effect = vstd::to_underlying(BonusType::POISON);
- gameHandler->sendAndApply(&bte);
- }
- }
- }
- if(st->hasBonusOfType(BonusType::MANA_DRAIN) && !st->drainedMana)
- {
- const PlayerColor opponent = gameHandler->gameState()->curB->otherPlayer(gameHandler->gameState()->curB->battleGetOwner(st));
- const CGHeroInstance * opponentHero = gameHandler->gameState()->curB->getHero(opponent);
- if(opponentHero)
- {
- ui32 manaDrained = st->valOfBonuses(BonusType::MANA_DRAIN);
- vstd::amin(manaDrained, opponentHero->mana);
- if(manaDrained)
- {
- bte.effect = vstd::to_underlying(BonusType::MANA_DRAIN);
- bte.val = manaDrained;
- bte.additionalInfo = opponentHero->id.getNum(); //for sanity
- gameHandler->sendAndApply(&bte);
- }
- }
- }
- if (st->isLiving() && !st->hasBonusOfType(BonusType::FEARLESS))
- {
- bool fearsomeCreature = false;
- for (CStack * stack : gameHandler->gameState()->curB->stacks)
- {
- if (gameHandler->battleMatchOwner(st, stack) && stack->alive() && stack->hasBonusOfType(BonusType::FEAR))
- {
- fearsomeCreature = true;
- break;
- }
- }
- if (fearsomeCreature)
- {
- if (gameHandler->getRandomGenerator().nextInt(99) < 10) //fixed 10%
- {
- bte.effect = vstd::to_underlying(BonusType::FEAR);
- gameHandler->sendAndApply(&bte);
- }
- }
- }
- BonusList bl = *(st->getBonuses(Selector::type()(BonusType::ENCHANTER)));
- int side = gameHandler->gameState()->curB->whatSide(st->unitOwner());
- if(st->canCast() && gameHandler->gameState()->curB->battleGetEnchanterCounter(side) == 0)
- {
- bool cast = false;
- while(!bl.empty() && !cast)
- {
- auto bonus = *RandomGeneratorUtil::nextItem(bl, gameHandler->getRandomGenerator());
- auto spellID = SpellID(bonus->subtype);
- const CSpell * spell = SpellID(spellID).toSpell();
- bl.remove_if([&bonus](const Bonus * b)
- {
- return b == bonus.get();
- });
- spells::BattleCast parameters(gameHandler->gameState()->curB, st, spells::Mode::ENCHANTER, spell);
- parameters.setSpellLevel(bonus->val);
- parameters.massive = true;
- parameters.smart = true;
- //todo: recheck effect level
- if(parameters.castIfPossible(gameHandler->spellEnv, spells::Target(1, spells::Destination())))
- {
- cast = true;
- int cooldown = bonus->additionalInfo[0];
- BattleSetStackProperty ssp;
- ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
- ssp.absolute = false;
- ssp.val = cooldown;
- ssp.stackID = st->unitId();
- gameHandler->sendAndApply(&ssp);
- }
- }
- }
- }
- }
- void BattleProcessor::makeStackDoNothing(const CStack * next)
- {
- BattleAction doNothing;
- doNothing.actionType = EActionType::NO_ACTION;
- doNothing.side = next->unitSide();
- doNothing.stackNumber = next->unitId();
- makeAutomaticAction(next, doNothing);
- }
- void BattleProcessor::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
- {
- boost::unique_lock<boost::mutex> guard(battleResult.mx);
- if (battleResult.data)
- {
- gameHandler->complain((boost::format("The battle result has been already set (to %d, asked to %d)")
- % battleResult.data->result % resultType).str());
- return;
- }
- auto br = new BattleResult();
- br->result = resultType;
- br->winner = victoriusSide; //surrendering side loses
- gameHandler->gameState()->curB->calculateCasualties(br->casualties);
- battleResult.data = br;
- }
- void BattleProcessor::removeObstacle(const CObstacleInstance & obstacle)
- {
- BattleObstaclesChanged obsRem;
- obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
- gameHandler->sendAndApply(&obsRem);
- }
- void BattleProcessor::updateGateState()
- {
- // 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 = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
- bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
- bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
- bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
- bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
- {
- return obst->obstacleType == CObstacleInstance::MOAT;
- });
- BattleUpdateGateState db;
- db.state = gameHandler->gameState()->curB->si.gateState;
- if (gameHandler->gameState()->curB->si.wallState[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 != gameHandler->gameState()->curB->si.gateState)
- gameHandler->sendAndApply(&db);
- }
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