BattleResultProcessor.cpp 24 KB

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  1. /*
  2. * BattleResultProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../TurnTimerHandler.h"
  14. #include "../processors/HeroPoolProcessor.h"
  15. #include "../queries/QueriesProcessor.h"
  16. #include "../queries/BattleQueries.h"
  17. #include "../../lib/ArtifactUtils.h"
  18. #include "../../lib/CStack.h"
  19. #include "../../lib/CPlayerState.h"
  20. #include "../../lib/IGameSettings.h"
  21. #include "../../lib/battle/CBattleInfoCallback.h"
  22. #include "../../lib/battle/IBattleState.h"
  23. #include "../../lib/battle/SideInBattle.h"
  24. #include "../../lib/gameState/CGameState.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. #include "../../lib/networkPacks/PacksForClientBattle.h"
  27. #include "../../lib/networkPacks/PacksForClient.h"
  28. #include "../../lib/spells/CSpellHandler.h"
  29. #include <vstd/RNG.h>
  30. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  31. // : owner(owner)
  32. : gameHandler(newGameHandler)
  33. {
  34. }
  35. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
  36. army(battle.battleGetArmyObject(sideInBattle))
  37. {
  38. heroWithDeadCommander = ObjectInstanceID();
  39. PlayerColor color = battle.sideToPlayer(sideInBattle);
  40. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  41. if (stack->summoned)//don't take into account temporary summoned stacks
  42. return false;
  43. if(stack->unitOwner() != color) //remove only our stacks
  44. return false;
  45. if (stack->isTurret())
  46. return false;
  47. return true;
  48. });
  49. for(const CStack * stConst : allStacks)
  50. {
  51. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  52. // TODO: better solution
  53. CStack * st = const_cast<CStack*>(stConst);
  54. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  55. st->health.takeResurrected();
  56. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  57. {
  58. auto warMachine = st->unitType()->warMachine;
  59. if(warMachine == ArtifactID::NONE)
  60. {
  61. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  62. }
  63. //catapult artifact remain even if "creature" killed in siege
  64. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  65. {
  66. logGlobal->debug("War machine has been destroyed");
  67. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  68. if (hero)
  69. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  70. else
  71. logGlobal->error("War machine in army without hero");
  72. }
  73. }
  74. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  75. {
  76. if(st->alive() && st->getCount() > 0)
  77. {
  78. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  79. const CreatureID summonedType = st->creatureId();
  80. summoned[summonedType] += st->getCount();
  81. }
  82. }
  83. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  84. {
  85. if (nullptr == st->base)
  86. {
  87. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  88. }
  89. else
  90. {
  91. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  92. if(c)
  93. {
  94. auto h = dynamic_cast <const CGHeroInstance *>(army);
  95. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  96. {
  97. logGlobal->debug("Commander is dead.");
  98. heroWithDeadCommander = army->id; //TODO: unify commander handling
  99. }
  100. }
  101. else
  102. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  103. }
  104. }
  105. else if(st->base && !army->slotEmpty(st->unitSlot()))
  106. {
  107. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  108. if(st->getCount() == 0 || !st->alive())
  109. {
  110. logGlobal->debug("Stack has been destroyed.");
  111. StackLocation sl(army, st->unitSlot());
  112. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  113. }
  114. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  115. {
  116. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  117. StackLocation sl(army, st->unitSlot());
  118. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  119. }
  120. }
  121. else
  122. {
  123. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  124. }
  125. }
  126. }
  127. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  128. {
  129. if (gh->getObjInstance(army->id) == nullptr)
  130. throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
  131. for (TStackAndItsNewCount &ncount : newStackCounts)
  132. {
  133. if (ncount.second > 0)
  134. gh->changeStackCount(ncount.first, ncount.second, true);
  135. else
  136. gh->eraseStack(ncount.first, true);
  137. }
  138. for (auto summoned_iter : summoned)
  139. {
  140. SlotID slot = army->getSlotFor(summoned_iter.first);
  141. if (slot.validSlot())
  142. {
  143. StackLocation location(army, slot);
  144. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  145. }
  146. else
  147. {
  148. //even if it will be possible to summon anything permanently it should be checked for free slot
  149. //necromancy is handled separately
  150. gh->complain("No free slot to put summoned creature");
  151. }
  152. }
  153. for (auto al : removedWarMachines)
  154. {
  155. gh->removeArtifact(al);
  156. }
  157. if (heroWithDeadCommander != ObjectInstanceID())
  158. {
  159. SetCommanderProperty scp;
  160. scp.heroid = heroWithDeadCommander;
  161. scp.which = SetCommanderProperty::ALIVE;
  162. scp.amount = 0;
  163. gh->sendAndApply(&scp);
  164. }
  165. }
  166. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  167. {
  168. if (result.winner == BattleSide::ATTACKER)
  169. {
  170. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  171. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  172. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  173. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  174. }
  175. else
  176. {
  177. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  178. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  179. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  180. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  181. }
  182. winnerSide = result.winner;
  183. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  184. }
  185. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  186. {
  187. auto const & giveExp = [&battle](BattleResult &r)
  188. {
  189. if (r.winner == BattleSide::NONE)
  190. {
  191. // draw
  192. return;
  193. }
  194. r.exp[BattleSide::ATTACKER] = 0;
  195. r.exp[BattleSide::DEFENDER] = 0;
  196. for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
  197. {
  198. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  199. }
  200. };
  201. LOG_TRACE(logGlobal);
  202. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  203. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  204. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  205. //Fill BattleResult structure with exp info
  206. giveExp(*battleResult);
  207. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  208. {
  209. if(heroAttacker)
  210. battleResult->exp[BattleSide::DEFENDER] += 500;
  211. if(heroDefender)
  212. battleResult->exp[BattleSide::ATTACKER] += 500;
  213. }
  214. // Give 500 exp to winner if a town was conquered during the battle
  215. const auto * defendedTown = battle.battleGetDefendedTown();
  216. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  217. battleResult->exp[BattleSide::ATTACKER] += 500;
  218. if(heroAttacker)
  219. battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
  220. if(heroDefender)
  221. battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
  222. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
  223. if(!battleQuery)
  224. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
  225. if (!battleQuery)
  226. {
  227. logGlobal->error("Cannot find battle query!");
  228. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
  229. return;
  230. }
  231. battleQuery->result = std::make_optional(*battleResult);
  232. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  233. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  234. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  235. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  236. // in battles against neutrals, 1st player can ask to replay battle manually
  237. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  238. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  239. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  240. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  241. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  242. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  243. if(onlyOnePlayerHuman)
  244. {
  245. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  246. battleResult->queryID = battleDialogQuery->queryID;
  247. gameHandler->queries->addQuery(battleDialogQuery);
  248. }
  249. else
  250. battleResult->queryID = QueryID::NONE;
  251. //set same battle result for all gameHandler->queries
  252. for(auto q : gameHandler->queries->allQueries())
  253. {
  254. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  255. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  256. otherBattleQuery->result = battleQuery->result;
  257. }
  258. gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
  259. gameHandler->sendAndApply(battleResult);
  260. if (battleResult->queryID == QueryID::NONE)
  261. endBattleConfirm(battle);
  262. }
  263. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  264. {
  265. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
  266. if(!battleQuery)
  267. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
  268. if(!battleQuery)
  269. {
  270. logGlobal->trace("No battle query, battle end was confirmed by another player");
  271. return;
  272. }
  273. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  274. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  275. const EBattleResult result = battleResult->result;
  276. //calculate casualties before deleting battle
  277. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  278. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  279. cab1.updateArmy(gameHandler);
  280. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  281. if(battleResult->winner == BattleSide::DEFENDER
  282. && finishingBattle->winnerHero
  283. && finishingBattle->winnerHero->visitedTown
  284. && !finishingBattle->winnerHero->inTownGarrison
  285. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  286. {
  287. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  288. }
  289. //give exp
  290. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  291. gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  292. // Eagle Eye handling
  293. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  294. {
  295. ChangeSpells spells;
  296. if(auto eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  297. {
  298. auto eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
  299. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  300. {
  301. auto spell = spellId.toEntity(VLC->spells());
  302. if(spell
  303. && spell->getLevel() <= eagleEyeLevel
  304. && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId())
  305. && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  306. {
  307. spells.spells.insert(spell->getId());
  308. }
  309. }
  310. }
  311. if(!spells.spells.empty())
  312. {
  313. spells.learn = 1;
  314. spells.hid = finishingBattle->winnerHero->id;
  315. InfoWindow iw;
  316. iw.player = finishingBattle->winnerHero->tempOwner;
  317. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  318. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  319. std::ostringstream names;
  320. for(int i = 0; i < spells.spells.size(); i++)
  321. {
  322. names << "%s";
  323. if(i < spells.spells.size() - 2)
  324. names << ", ";
  325. else if(i < spells.spells.size() - 1)
  326. names << "%s";
  327. }
  328. names << ".";
  329. iw.text.replaceRawString(names.str());
  330. auto it = spells.spells.begin();
  331. for(int i = 0; i < spells.spells.size(); i++, it++)
  332. {
  333. iw.text.replaceName(*it);
  334. if(i == spells.spells.size() - 2) //we just added pre-last name
  335. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  336. iw.components.emplace_back(ComponentType::SPELL, *it);
  337. }
  338. gameHandler->sendAndApply(&iw);
  339. gameHandler->sendAndApply(&spells);
  340. }
  341. }
  342. // Artifacts handling
  343. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  344. {
  345. std::vector<const CArtifactInstance*> arts; // display them in window
  346. CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
  347. const auto addArtifactToTransfer = [&artFittingSet, &arts](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
  348. {
  349. assert(art);
  350. const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
  351. if(dstSlot != ArtifactPosition::PRE_FIRST)
  352. {
  353. pack.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
  354. if(ArtifactUtils::isSlotEquipment(dstSlot))
  355. pack.artsPack0.back().askAssemble = true;
  356. arts.emplace_back(art);
  357. artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
  358. }
  359. };
  360. const auto sendArtifacts = [this](BulkMoveArtifacts & bma)
  361. {
  362. if(!bma.artsPack0.empty())
  363. gameHandler->sendAndApply(&bma);
  364. };
  365. BulkMoveArtifacts packHero(finishingBattle->winnerHero->getOwner(), ObjectInstanceID::NONE, finishingBattle->winnerHero->id, false);
  366. if(finishingBattle->loserHero)
  367. {
  368. packHero.srcArtHolder = finishingBattle->loserHero->id;
  369. for(const auto & slot : ArtifactUtils::commonWornSlots())
  370. {
  371. if(const auto artSlot = finishingBattle->loserHero->artifactsWorn.find(slot);
  372. artSlot != finishingBattle->loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
  373. {
  374. addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
  375. }
  376. }
  377. for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
  378. {
  379. if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
  380. addArtifactToTransfer(packHero, finishingBattle->loserHero->getArtPos(art), art);
  381. }
  382. if(finishingBattle->loserHero->commander)
  383. {
  384. BulkMoveArtifacts packCommander(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
  385. packCommander.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  386. for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
  387. addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
  388. sendArtifacts(packCommander);
  389. }
  390. auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
  391. for(const auto & armySlot : armyObj->stacks)
  392. {
  393. BulkMoveArtifacts packsArmy(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
  394. packsArmy.srcArtHolder = armyObj->id;
  395. packsArmy.srcCreature = armySlot.first;
  396. for(const auto & artSlot : armySlot.second->artifactsWorn)
  397. addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
  398. sendArtifacts(packsArmy);
  399. }
  400. }
  401. // Display loot
  402. if(!arts.empty())
  403. {
  404. InfoWindow iw;
  405. iw.player = finishingBattle->winnerHero->tempOwner;
  406. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  407. for(const auto art : arts) //TODO; separate function to display loot for various objects?
  408. {
  409. if(art->isScroll())
  410. iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
  411. else
  412. iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
  413. if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
  414. {
  415. gameHandler->sendAndApply(&iw);
  416. iw.components.clear();
  417. }
  418. }
  419. gameHandler->sendAndApply(&iw);
  420. }
  421. if(!packHero.artsPack0.empty())
  422. sendArtifacts(packHero);
  423. }
  424. // Remove beaten hero
  425. if(finishingBattle->loserHero)
  426. {
  427. //add statistics
  428. if(!finishingBattle->isDraw())
  429. {
  430. ConstTransitivePtr<CGHeroInstance> strongestHero = nullptr;
  431. for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
  432. if(!strongestHero || hero->exp > strongestHero->exp)
  433. strongestHero = hero;
  434. if(strongestHero->id == finishingBattle->loserHero->id && strongestHero->level > 5)
  435. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
  436. }
  437. RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
  438. gameHandler->sendAndApply(&ro);
  439. }
  440. // For draw case both heroes should be removed
  441. if(finishingBattle->isDraw() && finishingBattle->winnerHero)
  442. {
  443. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
  444. gameHandler->sendAndApply(&ro);
  445. }
  446. // add statistic
  447. if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
  448. {
  449. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
  450. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
  451. if(!finishingBattle->isDraw())
  452. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
  453. }
  454. else
  455. {
  456. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
  457. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
  458. if(!finishingBattle->isDraw())
  459. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
  460. }
  461. BattleResultAccepted raccepted;
  462. raccepted.battleID = battle.getBattle()->getBattleID();
  463. raccepted.heroResult[BattleSide::ATTACKER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
  464. raccepted.heroResult[BattleSide::DEFENDER].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
  465. raccepted.heroResult[BattleSide::ATTACKER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
  466. raccepted.heroResult[BattleSide::DEFENDER].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
  467. raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
  468. raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
  469. raccepted.winnerSide = finishingBattle->winnerSide;
  470. gameHandler->sendAndApply(&raccepted);
  471. gameHandler->queries->popIfTop(battleQuery);
  472. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  473. }
  474. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  475. {
  476. LOG_TRACE(logGlobal);
  477. assert(finishingBattles.count(battleID) != 0);
  478. if(finishingBattles.count(battleID) == 0)
  479. return;
  480. auto & finishingBattle = finishingBattles[battleID];
  481. finishingBattle->remainingBattleQueriesCount--;
  482. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  483. if (finishingBattle->remainingBattleQueriesCount > 0)
  484. //Battle results will be handled when all battle gameHandler->queries are closed
  485. return;
  486. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  487. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  488. // Still, it looks like a hole.
  489. // Necromancy if applicable.
  490. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  491. // Give raised units to winner and show dialog, if any were raised,
  492. // units will be given after casualties are taken
  493. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  494. if (necroSlot != SlotID() && !finishingBattle->isDraw())
  495. {
  496. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  497. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  498. }
  499. BattleResultsApplied resultsApplied;
  500. resultsApplied.battleID = battleID;
  501. resultsApplied.player1 = finishingBattle->victor;
  502. resultsApplied.player2 = finishingBattle->loser;
  503. gameHandler->sendAndApply(&resultsApplied);
  504. //handle victory/loss of engaged players
  505. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  506. gameHandler->checkVictoryLossConditions(playerColors);
  507. if (result.result == EBattleResult::SURRENDER)
  508. {
  509. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
  510. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  511. }
  512. if (result.result == EBattleResult::ESCAPE)
  513. {
  514. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
  515. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  516. }
  517. if (result.winner != BattleSide::NONE && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  518. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  519. {
  520. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
  521. gameHandler->sendAndApply(&ro);
  522. if (gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  523. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  524. }
  525. finishingBattles.erase(battleID);
  526. battleResults.erase(battleID);
  527. }
  528. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
  529. {
  530. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  531. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  532. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  533. battleResult->battleID = battle.getBattle()->getBattleID();
  534. battleResult->result = resultType;
  535. battleResult->winner = victoriusSide; //surrendering side loses
  536. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  537. if (stack->summoned)//don't take into account temporary summoned stacks
  538. return false;
  539. if (stack->isTurret())
  540. return false;
  541. return true;
  542. });
  543. for(const auto & st : allStacks) //setting casualties
  544. {
  545. si32 killed = st->getKilled();
  546. if(killed > 0)
  547. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  548. }
  549. }
  550. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  551. {
  552. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  553. }