BattleInfo.cpp 27 KB

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  1. /*
  2. * BattleInfo.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleInfo.h"
  12. #include "../CStack.h"
  13. #include "../CHeroHandler.h"
  14. #include "../NetPacks.h"
  15. #include "../filesystem/Filesystem.h"
  16. #include "../mapObjects/CGTownInstance.h"
  17. #include "../CGeneralTextHandler.h"
  18. #include "../BattleFieldHandler.h"
  19. #include "../ObstacleHandler.h"
  20. //TODO: remove
  21. #include "../IGameCallback.h"
  22. VCMI_LIB_NAMESPACE_BEGIN
  23. ///BattleInfo
  24. std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack * stack)
  25. {
  26. auto reachability = getReachability(stack);
  27. if(reachability.predecessors[dest] == -1) //cannot reach destination
  28. {
  29. return std::make_pair(std::vector<BattleHex>(), 0);
  30. }
  31. //making the Path
  32. std::vector<BattleHex> path;
  33. BattleHex curElem = dest;
  34. while(curElem != start)
  35. {
  36. path.push_back(curElem);
  37. curElem = reachability.predecessors[curElem];
  38. }
  39. return std::make_pair(path, reachability.distances[dest]);
  40. }
  41. void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
  42. {
  43. for(auto & elem : stacks)//setting casualties
  44. {
  45. const CStack * const st = elem;
  46. si32 killed = st->getKilled();
  47. if(killed > 0)
  48. casualties[st->side][st->getCreature()->idNumber] += killed;
  49. }
  50. }
  51. CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position)
  52. {
  53. PlayerColor owner = sides[side].color;
  54. assert((owner >= PlayerColor::PLAYER_LIMIT) ||
  55. (base.armyObj && base.armyObj->tempOwner == owner));
  56. auto ret = new CStack(&base, owner, id, side, slot);
  57. ret->initialPosition = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
  58. stacks.push_back(ret);
  59. return ret;
  60. }
  61. CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position)
  62. {
  63. PlayerColor owner = sides[side].color;
  64. auto ret = new CStack(&base, owner, id, side, slot);
  65. ret->initialPosition = position;
  66. stacks.push_back(ret);
  67. return ret;
  68. }
  69. void BattleInfo::localInit()
  70. {
  71. for(int i = 0; i < 2; i++)
  72. {
  73. auto armyObj = battleGetArmyObject(i);
  74. armyObj->battle = this;
  75. armyObj->attachTo(*this);
  76. }
  77. for(CStack * s : stacks)
  78. s->localInit(this);
  79. exportBonuses();
  80. }
  81. namespace CGH
  82. {
  83. static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
  84. {
  85. for(const JsonNode &level : node.Vector())
  86. {
  87. std::vector<int> pom;
  88. for(const JsonNode &value : level.Vector())
  89. {
  90. pom.push_back((int)value.Float());
  91. }
  92. dest.push_back(pom);
  93. }
  94. }
  95. }
  96. //RNG that works like H3 one
  97. struct RandGen
  98. {
  99. ui32 seed;
  100. void srand(ui32 s)
  101. {
  102. seed = s;
  103. }
  104. void srand(int3 pos)
  105. {
  106. srand(110291 * ui32(pos.x) + 167801 * ui32(pos.y) + 81569);
  107. }
  108. int rand()
  109. {
  110. seed = 214013 * seed + 2531011;
  111. return (seed >> 16) & 0x7FFF;
  112. }
  113. int rand(int min, int max)
  114. {
  115. if(min == max)
  116. return min;
  117. if(min > max)
  118. return min;
  119. return min + rand() % (max - min + 1);
  120. }
  121. };
  122. struct RangeGenerator
  123. {
  124. class ExhaustedPossibilities : public std::exception
  125. {
  126. };
  127. RangeGenerator(int _min, int _max, std::function<int()> _myRand):
  128. min(_min),
  129. remainingCount(_max - _min + 1),
  130. remaining(remainingCount, true),
  131. myRand(_myRand)
  132. {
  133. }
  134. int generateNumber()
  135. {
  136. if(!remainingCount)
  137. throw ExhaustedPossibilities();
  138. if(remainingCount == 1)
  139. return 0;
  140. return myRand() % remainingCount;
  141. }
  142. //get number fulfilling predicate. Never gives the same number twice.
  143. int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
  144. {
  145. int ret = -1;
  146. do
  147. {
  148. int n = generateNumber();
  149. int i = 0;
  150. for(;;i++)
  151. {
  152. assert(i < (int)remaining.size());
  153. if(!remaining[i])
  154. continue;
  155. if(!n)
  156. break;
  157. n--;
  158. }
  159. remainingCount--;
  160. remaining[i] = false;
  161. ret = i + min;
  162. } while(goodNumberPred && !goodNumberPred(ret));
  163. return ret;
  164. }
  165. int min, remainingCount;
  166. std::vector<bool> remaining;
  167. std::function<int()> myRand;
  168. };
  169. BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
  170. {
  171. CMP_stack cmpst;
  172. auto curB = new BattleInfo();
  173. for(auto i = 0u; i < curB->sides.size(); i++)
  174. curB->sides[i].init(heroes[i], armies[i]);
  175. std::vector<CStack*> & stacks = (curB->stacks);
  176. curB->tile = tile;
  177. curB->battlefieldType = battlefieldType;
  178. curB->round = -2;
  179. curB->activeStack = -1;
  180. if(town)
  181. {
  182. curB->town = town;
  183. curB->terrainType = (*VLC->townh)[town->subID]->nativeTerrain;
  184. }
  185. else
  186. {
  187. curB->town = nullptr;
  188. curB->terrainType = terrain;
  189. }
  190. //setting up siege obstacles
  191. if (town && town->hasFort())
  192. {
  193. curB->si.gateState = EGateState::CLOSED;
  194. for (int b = 0; b < curB->si.wallState.size(); ++b)
  195. {
  196. curB->si.wallState[b] = EWallState::INTACT;
  197. }
  198. if (!town->hasBuilt(BuildingID::CITADEL))
  199. {
  200. curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
  201. }
  202. if (!town->hasBuilt(BuildingID::CASTLE))
  203. {
  204. curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
  205. curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
  206. }
  207. }
  208. //randomize obstacles
  209. if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
  210. {
  211. RandGen r;
  212. auto ourRand = [&](){ return r.rand(); };
  213. r.srand(tile);
  214. r.rand(1,8); //battle sound ID to play... can't do anything with it here
  215. int tilesToBlock = r.rand(5,12);
  216. std::vector<BattleHex> blockedTiles;
  217. auto appropriateAbsoluteObstacle = [&](int id)
  218. {
  219. auto * info = Obstacle(id).getInfo();
  220. return info && info->isAbsoluteObstacle && info->isAppropriate(curB->terrainType, battlefieldType);
  221. };
  222. auto appropriateUsualObstacle = [&](int id)
  223. {
  224. auto * info = Obstacle(id).getInfo();
  225. return info && !info->isAbsoluteObstacle && info->isAppropriate(curB->terrainType, battlefieldType);
  226. };
  227. if(r.rand(1,100) <= 40) //put cliff-like obstacle
  228. {
  229. try
  230. {
  231. RangeGenerator obidgen(0, VLC->obstacleHandler->objects.size() - 1, ourRand);
  232. auto obstPtr = std::make_shared<CObstacleInstance>();
  233. obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
  234. obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
  235. obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
  236. curB->obstacles.push_back(obstPtr);
  237. for(BattleHex blocked : obstPtr->getBlockedTiles())
  238. blockedTiles.push_back(blocked);
  239. tilesToBlock -= Obstacle(obstPtr->ID).getInfo()->blockedTiles.size() / 2;
  240. }
  241. catch(RangeGenerator::ExhaustedPossibilities &)
  242. {
  243. //silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
  244. logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle");
  245. }
  246. }
  247. try
  248. {
  249. while(tilesToBlock > 0)
  250. {
  251. RangeGenerator obidgen(0, VLC->obstacleHandler->objects.size() - 1, ourRand);
  252. auto tileAccessibility = curB->getAccesibility();
  253. const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
  254. const ObstacleInfo &obi = *Obstacle(obid).getInfo();
  255. auto validPosition = [&](BattleHex pos) -> bool
  256. {
  257. if(obi.height >= pos.getY())
  258. return false;
  259. if(pos.getX() == 0)
  260. return false;
  261. if(pos.getX() + obi.width > 15)
  262. return false;
  263. if(vstd::contains(blockedTiles, pos))
  264. return false;
  265. for(BattleHex blocked : obi.getBlocked(pos))
  266. {
  267. if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
  268. return false;
  269. if(vstd::contains(blockedTiles, blocked))
  270. return false;
  271. int x = blocked.getX();
  272. if(x <= 2 || x >= 14)
  273. return false;
  274. }
  275. return true;
  276. };
  277. RangeGenerator posgenerator(18, 168, ourRand);
  278. auto obstPtr = std::make_shared<CObstacleInstance>();
  279. obstPtr->ID = obid;
  280. obstPtr->pos = posgenerator.getSuchNumber(validPosition);
  281. obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
  282. curB->obstacles.push_back(obstPtr);
  283. for(BattleHex blocked : obstPtr->getBlockedTiles())
  284. blockedTiles.push_back(blocked);
  285. tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
  286. }
  287. }
  288. catch(RangeGenerator::ExhaustedPossibilities &)
  289. {
  290. logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle");
  291. }
  292. }
  293. //reading battleStartpos - add creatures AFTER random obstacles are generated
  294. //TODO: parse once to some structure
  295. std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
  296. std::vector <int> commanderField, commanderBank;
  297. const JsonNode config(ResourceID("config/battleStartpos.json"));
  298. const JsonVector &positions = config["battle_positions"].Vector();
  299. CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
  300. CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
  301. CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
  302. CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
  303. CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
  304. CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
  305. for (auto position : config["commanderPositions"]["field"].Vector())
  306. {
  307. commanderField.push_back ((int)position.Float());
  308. }
  309. for (auto position : config["commanderPositions"]["creBank"].Vector())
  310. {
  311. commanderBank.push_back ((int)position.Float());
  312. }
  313. //adding war machines
  314. if(!creatureBank)
  315. {
  316. //Checks if hero has artifact and create appropriate stack
  317. auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
  318. {
  319. const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
  320. if(nullptr != warMachineArt)
  321. {
  322. CreatureID cre = warMachineArt->artType->warMachine;
  323. if(cre != CreatureID::NONE)
  324. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
  325. }
  326. };
  327. if(heroes[0])
  328. {
  329. handleWarMachine(0, ArtifactPosition::MACH1, 52);
  330. handleWarMachine(0, ArtifactPosition::MACH2, 18);
  331. handleWarMachine(0, ArtifactPosition::MACH3, 154);
  332. if(town && town->hasFort())
  333. handleWarMachine(0, ArtifactPosition::MACH4, 120);
  334. }
  335. if(heroes[1])
  336. {
  337. if(!town) //defending hero shouldn't receive ballista (bug #551)
  338. handleWarMachine(1, ArtifactPosition::MACH1, 66);
  339. handleWarMachine(1, ArtifactPosition::MACH2, 32);
  340. handleWarMachine(1, ArtifactPosition::MACH3, 168);
  341. }
  342. }
  343. //war machines added
  344. //battleStartpos read
  345. for(int side = 0; side < 2; side++)
  346. {
  347. int formationNo = armies[side]->stacksCount() - 1;
  348. vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
  349. int k = 0; //stack serial
  350. for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
  351. {
  352. std::vector<int> *formationVector = nullptr;
  353. if(creatureBank)
  354. formationVector = &creBankFormations[side][formationNo];
  355. else if(armies[side]->formation)
  356. formationVector = &tightFormations[side][formationNo];
  357. else
  358. formationVector = &looseFormations[side][formationNo];
  359. BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
  360. if(creatureBank && i->second->type->isDoubleWide())
  361. pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
  362. curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
  363. }
  364. }
  365. //adding commanders
  366. for (int i = 0; i < 2; ++i)
  367. {
  368. if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
  369. {
  370. curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
  371. }
  372. }
  373. if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
  374. {
  375. // keep tower
  376. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
  377. if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
  378. {
  379. // lower tower + upper tower
  380. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
  381. curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
  382. }
  383. //moat
  384. auto moat = std::make_shared<MoatObstacle>();
  385. moat->ID = curB->town->subID;
  386. moat->obstacleType = CObstacleInstance::MOAT;
  387. moat->uniqueID = static_cast<si32>(curB->obstacles.size());
  388. curB->obstacles.push_back(moat);
  389. }
  390. std::stable_sort(stacks.begin(),stacks.end(),cmpst);
  391. auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
  392. auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
  393. auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
  394. auto bgInfo = VLC->battlefields()->getById(battlefieldType);
  395. for(const std::shared_ptr<Bonus> & bonus : bgInfo->bonuses)
  396. {
  397. curB->addNewBonus(bonus);
  398. }
  399. //native terrain bonuses
  400. static auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
  401. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
  402. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
  403. curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
  404. //////////////////////////////////////////////////////////////////////////
  405. //tactics
  406. bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
  407. int tacticLvls[2] = {0};
  408. for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
  409. {
  410. if(heroes[i])
  411. tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
  412. }
  413. int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
  414. if(tacticsSkillDiff && isTacticsAllowed)
  415. {
  416. curB->tacticsSide = tacticsSkillDiff < 0;
  417. //bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
  418. curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);
  419. }
  420. else
  421. curB->tacticDistance = 0;
  422. return curB;
  423. }
  424. const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const
  425. {
  426. for(int i = 0; i < sides.size(); i++)
  427. if(sides[i].color == player)
  428. return sides[i].hero;
  429. logGlobal->error("Player %s is not in battle!", player.getStr());
  430. return nullptr;
  431. }
  432. ui8 BattleInfo::whatSide(PlayerColor player) const
  433. {
  434. for(int i = 0; i < sides.size(); i++)
  435. if(sides[i].color == player)
  436. return i;
  437. logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr());
  438. return -1;
  439. }
  440. CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
  441. {
  442. return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
  443. }
  444. BattleInfo::BattleInfo():
  445. round(-1),
  446. activeStack(-1),
  447. town(nullptr),
  448. tile(-1,-1,-1),
  449. battlefieldType(BattleField::NONE),
  450. terrainType(),
  451. tacticsSide(0),
  452. tacticDistance(0)
  453. {
  454. setBattle(this);
  455. setNodeType(BATTLE);
  456. }
  457. BattleInfo::~BattleInfo() = default;
  458. int32_t BattleInfo::getActiveStackID() const
  459. {
  460. return activeStack;
  461. }
  462. TStacks BattleInfo::getStacksIf(TStackFilter predicate) const
  463. {
  464. TStacks ret;
  465. vstd::copy_if(stacks, std::back_inserter(ret), predicate);
  466. return ret;
  467. }
  468. battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const
  469. {
  470. battle::Units ret;
  471. vstd::copy_if(stacks, std::back_inserter(ret), predicate);
  472. return ret;
  473. }
  474. BattleField BattleInfo::getBattlefieldType() const
  475. {
  476. return battlefieldType;
  477. }
  478. TerrainId BattleInfo::getTerrainType() const
  479. {
  480. return terrainType;
  481. }
  482. IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
  483. {
  484. ObstacleCList ret;
  485. for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++)
  486. ret.push_back(*iter);
  487. return ret;
  488. }
  489. PlayerColor BattleInfo::getSidePlayer(ui8 side) const
  490. {
  491. return sides.at(side).color;
  492. }
  493. const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
  494. {
  495. return sides.at(side).armyObject;
  496. }
  497. const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
  498. {
  499. return sides.at(side).hero;
  500. }
  501. ui8 BattleInfo::getTacticDist() const
  502. {
  503. return tacticDistance;
  504. }
  505. ui8 BattleInfo::getTacticsSide() const
  506. {
  507. return tacticsSide;
  508. }
  509. const CGTownInstance * BattleInfo::getDefendedTown() const
  510. {
  511. return town;
  512. }
  513. si8 BattleInfo::getWallState(int partOfWall) const
  514. {
  515. return si.wallState.at(partOfWall);
  516. }
  517. EGateState BattleInfo::getGateState() const
  518. {
  519. return si.gateState;
  520. }
  521. uint32_t BattleInfo::getCastSpells(ui8 side) const
  522. {
  523. return sides.at(side).castSpellsCount;
  524. }
  525. int32_t BattleInfo::getEnchanterCounter(ui8 side) const
  526. {
  527. return sides.at(side).enchanterCounter;
  528. }
  529. const IBonusBearer * BattleInfo::asBearer() const
  530. {
  531. return this;
  532. }
  533. int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
  534. {
  535. if(damage.first != damage.second)
  536. {
  537. int64_t sum = 0;
  538. auto howManyToAv = std::min<int32_t>(10, attackerCount);
  539. auto rangeGen = rng.getInt64Range(damage.first, damage.second);
  540. for(int32_t g = 0; g < howManyToAv; ++g)
  541. sum += rangeGen();
  542. return sum / howManyToAv;
  543. }
  544. else
  545. {
  546. return damage.first;
  547. }
  548. }
  549. void BattleInfo::nextRound(int32_t roundNr)
  550. {
  551. for(int i = 0; i < 2; ++i)
  552. {
  553. sides.at(i).castSpellsCount = 0;
  554. vstd::amax(--sides.at(i).enchanterCounter, 0);
  555. }
  556. round = roundNr;
  557. for(CStack * s : stacks)
  558. {
  559. // new turn effects
  560. s->reduceBonusDurations(Bonus::NTurns);
  561. s->afterNewRound();
  562. }
  563. for(auto & obst : obstacles)
  564. obst->battleTurnPassed();
  565. }
  566. void BattleInfo::nextTurn(uint32_t unitId)
  567. {
  568. activeStack = unitId;
  569. CStack * st = getStack(activeStack);
  570. //remove bonuses that last until when stack gets new turn
  571. st->removeBonusesRecursive(Bonus::UntilGetsTurn);
  572. st->afterGetsTurn();
  573. }
  574. void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
  575. {
  576. battle::UnitInfo info;
  577. info.load(id, data);
  578. CStackBasicDescriptor base(info.type, info.count);
  579. PlayerColor owner = getSidePlayer(info.side);
  580. auto ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
  581. ret->initialPosition = info.position;
  582. stacks.push_back(ret);
  583. ret->localInit(this);
  584. ret->summoned = info.summoned;
  585. }
  586. void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
  587. {
  588. auto sta = getStack(id);
  589. if(!sta)
  590. {
  591. logGlobal->error("Cannot find stack %d", id);
  592. return;
  593. }
  594. sta->position = destination;
  595. }
  596. void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
  597. {
  598. CStack * changedStack = getStack(id, false);
  599. if(!changedStack)
  600. throw std::runtime_error("Invalid unit id in BattleInfo update");
  601. if(!changedStack->alive() && healthDelta > 0)
  602. {
  603. //checking if we resurrect a stack that is under a living stack
  604. auto accessibility = getAccesibility();
  605. if(!accessibility.accessible(changedStack->getPosition(), changedStack))
  606. {
  607. logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
  608. return; //position is already occupied
  609. }
  610. }
  611. bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
  612. bool resurrected = !changedStack->alive() && healthDelta > 0;
  613. //applying changes
  614. changedStack->load(data);
  615. if(healthDelta < 0)
  616. {
  617. changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
  618. }
  619. resurrected = resurrected || (killed && changedStack->alive());
  620. if(killed)
  621. {
  622. if(changedStack->cloneID >= 0)
  623. {
  624. //remove clone as well
  625. CStack * clone = getStack(changedStack->cloneID);
  626. if(clone)
  627. clone->makeGhost();
  628. changedStack->cloneID = -1;
  629. }
  630. }
  631. if(resurrected || killed)
  632. {
  633. //removing all spells effects
  634. auto selector = [](const Bonus * b)
  635. {
  636. //Special case: DISRUPTING_RAY is absolutely permanent
  637. return b->source == Bonus::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
  638. };
  639. changedStack->removeBonusesRecursive(selector);
  640. }
  641. if(!changedStack->alive() && changedStack->isClone())
  642. {
  643. for(CStack * s : stacks)
  644. {
  645. if(s->cloneID == changedStack->unitId())
  646. s->cloneID = -1;
  647. }
  648. }
  649. }
  650. void BattleInfo::removeUnit(uint32_t id)
  651. {
  652. std::set<uint32_t> ids;
  653. ids.insert(id);
  654. while(!ids.empty())
  655. {
  656. auto toRemoveId = *ids.begin();
  657. auto toRemove = getStack(toRemoveId, false);
  658. if(!toRemove)
  659. {
  660. logGlobal->error("Cannot find stack %d", toRemoveId);
  661. return;
  662. }
  663. if(!toRemove->ghost)
  664. {
  665. toRemove->onRemoved();
  666. toRemove->detachFromAll();
  667. //stack may be removed instantly (not being killed first)
  668. //handle clone remove also here
  669. if(toRemove->cloneID >= 0)
  670. {
  671. ids.insert(toRemove->cloneID);
  672. toRemove->cloneID = -1;
  673. }
  674. //cleanup remaining clone links if any
  675. for(auto s : stacks)
  676. {
  677. if(s->cloneID == toRemoveId)
  678. s->cloneID = -1;
  679. }
  680. }
  681. ids.erase(toRemoveId);
  682. }
  683. }
  684. void BattleInfo::updateUnit(uint32_t id, const JsonNode & data)
  685. {
  686. //TODO
  687. }
  688. void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  689. {
  690. CStack * sta = getStack(id, false);
  691. if(!sta)
  692. {
  693. logGlobal->error("Cannot find stack %d", id);
  694. return;
  695. }
  696. for(const Bonus & b : bonus)
  697. addOrUpdateUnitBonus(sta, b, true);
  698. }
  699. void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  700. {
  701. CStack * sta = getStack(id, false);
  702. if(!sta)
  703. {
  704. logGlobal->error("Cannot find stack %d", id);
  705. return;
  706. }
  707. for(const Bonus & b : bonus)
  708. addOrUpdateUnitBonus(sta, b, false);
  709. }
  710. void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
  711. {
  712. CStack * sta = getStack(id, false);
  713. if(!sta)
  714. {
  715. logGlobal->error("Cannot find stack %d", id);
  716. return;
  717. }
  718. for(const Bonus & one : bonus)
  719. {
  720. auto selector = [one](const Bonus * b)
  721. {
  722. //compare everything but turnsRemain, limiter and propagator
  723. return one.duration == b->duration
  724. && one.type == b->type
  725. && one.subtype == b->subtype
  726. && one.source == b->source
  727. && one.val == b->val
  728. && one.sid == b->sid
  729. && one.valType == b->valType
  730. && one.additionalInfo == b->additionalInfo
  731. && one.effectRange == b->effectRange
  732. && one.description == b->description;
  733. };
  734. sta->removeBonusesRecursive(selector);
  735. }
  736. }
  737. uint32_t BattleInfo::nextUnitId() const
  738. {
  739. return static_cast<uint32_t>(stacks.size());
  740. }
  741. void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
  742. {
  743. if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
  744. {
  745. //no such effect or cumulative - add new
  746. logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
  747. sta->addNewBonus(std::make_shared<Bonus>(value));
  748. }
  749. else
  750. {
  751. logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
  752. for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize
  753. {
  754. if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype)
  755. {
  756. stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
  757. }
  758. }
  759. CBonusSystemNode::treeHasChanged();
  760. }
  761. }
  762. void BattleInfo::setWallState(int partOfWall, si8 state)
  763. {
  764. si.wallState.at(partOfWall) = state;
  765. }
  766. void BattleInfo::addObstacle(const ObstacleChanges & changes)
  767. {
  768. std::shared_ptr<SpellCreatedObstacle> obstacle = std::make_shared<SpellCreatedObstacle>();
  769. obstacle->fromInfo(changes);
  770. obstacles.push_back(obstacle);
  771. }
  772. void BattleInfo::updateObstacle(const ObstacleChanges& changes)
  773. {
  774. std::shared_ptr<SpellCreatedObstacle> changedObstacle = std::make_shared<SpellCreatedObstacle>();
  775. changedObstacle->fromInfo(changes);
  776. for(int i = 0; i < obstacles.size(); ++i)
  777. {
  778. if(obstacles[i]->uniqueID == changes.id) // update this obstacle
  779. {
  780. SpellCreatedObstacle * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacles[i].get());
  781. assert(spellObstacle);
  782. // Currently we only support to update the "revealed" property
  783. spellObstacle->revealed = changedObstacle->revealed;
  784. break;
  785. }
  786. }
  787. }
  788. void BattleInfo::removeObstacle(uint32_t id)
  789. {
  790. for(int i=0; i < obstacles.size(); ++i)
  791. {
  792. if(obstacles[i]->uniqueID == id) //remove this obstacle
  793. {
  794. obstacles.erase(obstacles.begin() + i);
  795. break;
  796. }
  797. }
  798. }
  799. CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
  800. {
  801. return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
  802. }
  803. CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
  804. {
  805. return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
  806. }
  807. #if SCRIPTING_ENABLED
  808. scripting::Pool * BattleInfo::getContextPool() const
  809. {
  810. //this is real battle, use global scripting context pool
  811. //TODO: make this line not ugly
  812. return IObjectInterface::cb->getGlobalContextPool();
  813. }
  814. #endif
  815. bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
  816. {
  817. switch(phase)
  818. {
  819. case 0: //catapult moves after turrets
  820. return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
  821. case 1:
  822. case 2:
  823. case 3:
  824. {
  825. int as = a->getInitiative(turn), bs = b->getInitiative(turn);
  826. if(as != bs)
  827. return as > bs;
  828. if(a->unitSide() == b->unitSide())
  829. return a->unitSlot() < b->unitSlot();
  830. return (a->unitSide() == side || b->unitSide() == side)
  831. ? a->unitSide() != side
  832. : a->unitSide() < b->unitSide();
  833. }
  834. default:
  835. assert(false);
  836. return false;
  837. }
  838. assert(false);
  839. return false;
  840. }
  841. CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side)
  842. {
  843. phase = Phase;
  844. turn = Turn;
  845. side = Side;
  846. }
  847. VCMI_LIB_NAMESPACE_END