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- /*
- * CBattleInfoCallback.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "CBattleInfoCallback.h"
- #include <vcmi/scripting/Service.h>
- #include "../CStack.h"
- #include "BattleInfo.h"
- #include "DamageCalculator.h"
- #include "PossiblePlayerBattleAction.h"
- #include "../NetPacks.h"
- #include "../spells/CSpellHandler.h"
- #include "../mapObjects/CGTownInstance.h"
- #include "../BattleFieldHandler.h"
- #include "../CModHandler.h"
- #include "../Rect.h"
- VCMI_LIB_NAMESPACE_BEGIN
- namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
- {
- static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
- {
- static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
- return lineToHex[line];
- }
- static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
- {
- const int wallInStackLine = lineToWallHex(pos1.getY());
- const int wallInDestLine = lineToWallHex(pos2.getY());
- const bool stackLeft = pos1 < wallInStackLine;
- const bool destLeft = pos2 < wallInDestLine;
- return stackLeft == destLeft;
- }
- // parts of wall
- static const std::pair<int, EWallPart> wallParts[] =
- {
- std::make_pair(50, EWallPart::KEEP),
- std::make_pair(183, EWallPart::BOTTOM_TOWER),
- std::make_pair(182, EWallPart::BOTTOM_WALL),
- std::make_pair(130, EWallPart::BELOW_GATE),
- std::make_pair(78, EWallPart::OVER_GATE),
- std::make_pair(29, EWallPart::UPPER_WALL),
- std::make_pair(12, EWallPart::UPPER_TOWER),
- std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
- std::make_pair(96, EWallPart::GATE),
- std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
- std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
- };
- static EWallPart hexToWallPart(BattleHex hex)
- {
- for(const auto & elem : wallParts)
- {
- if(elem.first == hex)
- return elem.second;
- }
- return EWallPart::INVALID; //not found!
- }
- static BattleHex WallPartToHex(EWallPart part)
- {
- for(const auto & elem : wallParts)
- {
- if(elem.second == part)
- return elem.first;
- }
- return BattleHex::INVALID; //not found!
- }
- }
- using namespace SiegeStuffThatShouldBeMovedToHandlers;
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
- {
- RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
- if(caster == nullptr)
- {
- logGlobal->error("CBattleInfoCallback::battleCanCastSpell: no spellcaster.");
- return ESpellCastProblem::INVALID;
- }
- const PlayerColor player = caster->getCasterOwner();
- const auto side = playerToSide(player);
- if(!side)
- return ESpellCastProblem::INVALID;
- if(!battleDoWeKnowAbout(side.get()))
- {
- logGlobal->warn("You can't check if enemy can cast given spell!");
- return ESpellCastProblem::INVALID;
- }
- if(battleTacticDist())
- return ESpellCastProblem::ONGOING_TACTIC_PHASE;
- switch(mode)
- {
- case spells::Mode::HERO:
- {
- if(battleCastSpells(side.get()) > 0)
- return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
- const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
- if(!hero)
- return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
- if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
- return ESpellCastProblem::MAGIC_IS_BLOCKED;
- }
- break;
- default:
- break;
- }
- return ESpellCastProblem::OK;
- }
- bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
- {
- auto isTileBlocked = [&](BattleHex tile)
- {
- EWallPart wallPart = battleHexToWallPart(tile);
- if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
- return false; // does not blocks ranged attacks
- if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
- return true; // always blocks ranged attacks
- return isWallPartAttackable(wallPart);
- };
- auto needWallPenalty = [&](BattleHex from, BattleHex dest)
- {
- // arbitrary selected cell size for virtual grid
- // any even number can be selected (for division by two)
- static const int cellSize = 10;
- // create line that goes from center of shooter cell to center of target cell
- Point line1{ from.getX()*cellSize+cellSize/2, from.getY()*cellSize+cellSize/2};
- Point line2{ dest.getX()*cellSize+cellSize/2, dest.getY()*cellSize+cellSize/2};
- for (int y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
- {
- BattleHex obstacle = lineToWallHex(y);
- if (!isTileBlocked(obstacle))
- continue;
- // create rect around cell with an obstacle
- Rect rect {
- Point(obstacle.getX(), obstacle.getY()) * cellSize,
- Point( cellSize, cellSize)
- };
- if ( rect.intersectionTest(line1, line2))
- return true;
- }
- return false;
- };
- RETURN_IF_NOT_BATTLE(false);
- if(!battleGetSiegeLevel())
- return false;
- const std::string cachingStrNoWallPenalty = "type_NO_WALL_PENALTY";
- static const auto selectorNoWallPenalty = Selector::type()(Bonus::NO_WALL_PENALTY);
- if(shooter->hasBonus(selectorNoWallPenalty, cachingStrNoWallPenalty))
- return false;
- const int wallInStackLine = lineToWallHex(shooterPosition.getY());
- const bool shooterOutsideWalls = shooterPosition < wallInStackLine;
- return shooterOutsideWalls && needWallPenalty(shooterPosition, destHex);
- }
- si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if (!getAccesibility(stack).accessible(destHex, stack))
- return false;
- const ui8 siegeLevel = battleGetSiegeLevel();
- //check for wall
- //advanced teleport can pass wall of fort|citadel, expert - of castle
- if ((siegeLevel > CGTownInstance::NONE && telportLevel < 2) || (siegeLevel >= CGTownInstance::CASTLE && telportLevel < 3))
- return sameSideOfWall(stack->getPosition(), destHex);
- return true;
- }
- std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsForStack(const CStack * stack, const BattleClientInterfaceData & data)
- {
- RETURN_IF_NOT_BATTLE(std::vector<PossiblePlayerBattleAction>());
- std::vector<PossiblePlayerBattleAction> allowedActionList;
- if(data.tacticsMode) //would "if(battleGetTacticDist() > 0)" work?
- {
- allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_TACTICS);
- allowedActionList.push_back(PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK);
- }
- else
- {
- if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
- {
- if(stack->hasBonusOfType(Bonus::SPELLCASTER))
- {
- for (auto const & spellID : data.creatureSpellsToCast)
- {
- const CSpell *spell = spellID.toSpell();
- PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
- allowedActionList.push_back(act);
- }
- }
- if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
- allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
- }
- if(stack->canShoot())
- allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
- if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
- allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK_AND_RETURN);
- allowedActionList.push_back(PossiblePlayerBattleAction::ATTACK); //all active stacks can attack
- allowedActionList.push_back(PossiblePlayerBattleAction::WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
- if(stack->canMove() && stack->Speed(0, true)) //probably no reason to try move war machines or bound stacks
- allowedActionList.push_back(PossiblePlayerBattleAction::MOVE_STACK);
- const auto * siegedTown = battleGetDefendedTown();
- if(siegedTown && siegedTown->hasFort() && stack->hasBonusOfType(Bonus::CATAPULT)) //TODO: check shots
- allowedActionList.push_back(PossiblePlayerBattleAction::CATAPULT);
- if(stack->hasBonusOfType(Bonus::HEALER))
- allowedActionList.push_back(PossiblePlayerBattleAction::HEAL);
- }
- return allowedActionList;
- }
- PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
- {
- RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
- auto spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
- const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
- if(ti.massive || ti.type == spells::AimType::NO_TARGET)
- spellSelMode = PossiblePlayerBattleAction::NO_LOCATION;
- else if(ti.type == spells::AimType::LOCATION && ti.clearAffected)
- spellSelMode = PossiblePlayerBattleAction::FREE_LOCATION;
- else if(ti.type == spells::AimType::CREATURE)
- spellSelMode = PossiblePlayerBattleAction::AIMED_SPELL_CREATURE;
- else if(ti.type == spells::AimType::OBSTACLE)
- spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
- return PossiblePlayerBattleAction(spellSelMode, spell->id);
- }
- std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
- {
- std::set<BattleHex> attackedHexes;
- RETURN_IF_NOT_BATTLE(attackedHexes);
- AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
- for (BattleHex tile : at.hostileCreaturePositions)
- {
- const auto * st = battleGetUnitByPos(tile, true);
- if(st && st->unitOwner() != attacker->unitOwner()) //only hostile stacks - does it work well with Berserk?
- {
- attackedHexes.insert(tile);
- }
- }
- for (BattleHex tile : at.friendlyCreaturePositions)
- {
- if(battleGetUnitByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedHexes.insert(tile);
- }
- }
- return attackedHexes;
- }
- SpellID CBattleInfoCallback::battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const
- {
- switch (mode)
- {
- case RANDOM_GENIE:
- return getRandomBeneficialSpell(rand, stack); //target
- break;
- case RANDOM_AIMED:
- return getRandomCastedSpell(rand, stack); //caster
- break;
- default:
- logGlobal->error("Incorrect mode of battleGetRandomSpell (%d)", static_cast<int>(mode));
- return SpellID::NONE;
- }
- }
- const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- for(const auto * s : battleGetAllStacks(true))
- if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
- return s;
- return nullptr;
- }
- const battle::Unit * CBattleInfoCallback::battleGetUnitByPos(BattleHex pos, bool onlyAlive) const
- {
- RETURN_IF_NOT_BATTLE(nullptr);
- auto ret = battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return !unit->isGhost()
- && vstd::contains(battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()), pos)
- && (!onlyAlive || unit->alive());
- });
- if(!ret.empty())
- return ret.front();
- else
- return nullptr;
- }
- battle::Units CBattleInfoCallback::battleAliveUnits() const
- {
- return battleGetUnitsIf([](const battle::Unit * unit)
- {
- return unit->isValidTarget(false);
- });
- }
- battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
- {
- return battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return unit->isValidTarget(false) && unit->unitSide() == side;
- });
- }
- using namespace battle;
- //T is battle::Unit descendant
- template <typename T>
- const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
- {
- const T * returnedUnit = nullptr;
- size_t currentUnitIndex = 0;
- for(size_t i = 0; i < allUnits.size(); i++)
- {
- int32_t currentUnitInitiative = -1;
- int32_t returnedUnitInitiative = -1;
- if(returnedUnit)
- returnedUnitInitiative = returnedUnit->getInitiative(turn);
- if(!allUnits[i])
- continue;
- auto currentUnit = allUnits[i];
- currentUnitInitiative = currentUnit->getInitiative(turn);
- switch(phase)
- {
- case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
- if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
- {
- returnedUnit = currentUnit;
- currentUnitIndex = i;
- }
- else if(currentUnitInitiative == returnedUnitInitiative)
- {
- if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
- && !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
- {
- returnedUnit = currentUnit;
- currentUnitIndex = i;
- }
- else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
- && !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
- {
- returnedUnit = currentUnit;
- currentUnitIndex = i;
- }
- }
- break;
- case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
- case BattlePhases::WAIT:
- if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
- {
- returnedUnit = currentUnit;
- currentUnitIndex = i;
- }
- else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
- && !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
- {
- returnedUnit = currentUnit;
- currentUnitIndex = i;
- }
- break;
- default:
- break;
- }
- }
- if(!returnedUnit)
- return nullptr;
- allUnits[currentUnitIndex] = nullptr;
- return returnedUnit;
- }
- void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
- {
- RETURN_IF_NOT_BATTLE();
- if(maxUnits == 0 && maxTurns == 0)
- {
- logGlobal->error("Attempt to get infinite battle queue");
- return;
- }
- auto actualTurn = turn > 0 ? turn : 0;
- auto turnsIsFull = [&]() -> bool
- {
- if(maxUnits == 0)
- return false;//no limit
- size_t turnsSize = 0;
- for(const auto & oneTurn : turns)
- turnsSize += oneTurn.size();
- return turnsSize >= maxUnits;
- };
- turns.emplace_back();
- // We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
- std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
- const battle::Unit * activeUnit = battleActiveUnit();
- if(activeUnit)
- {
- //its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
- if(turn == 0 && activeUnit->willMove() && !activeUnit->waited())
- {
- turns.back().push_back(activeUnit);
- if(turnsIsFull())
- return;
- }
- //its first or current turn, turn priority for active stack side
- //TODO: what if active stack mind-controlled?
- if(turn <= 0 && sideThatLastMoved < 0)
- sideThatLastMoved = activeUnit->unitSide();
- }
- auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
- {
- return !unit->isGhost();
- });
- // If no unit will be EVER! able to move, battle is over.
- if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
- {
- turns.clear();
- return;
- }
- for(const auto * unit : allUnits)
- {
- if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
- || (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
- || (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
- {
- continue;
- }
- int unitPhase = unit->battleQueuePhase(turn);
- phases[unitPhase].push_back(unit);
- }
- boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
- std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
- if(turnsIsFull())
- return;
- for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
- boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
- uint8_t phase = BattlePhases::NORMAL;
- while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
- {
- const battle::Unit * currentUnit = nullptr;
- if(phases[phase].empty())
- phase++;
- else
- {
- currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
- if(!currentUnit)
- {
- phase++;
- }
- else
- {
- turns.back().push_back(currentUnit);
- sideThatLastMoved = currentUnit->unitSide();
- }
- }
- }
- if(sideThatLastMoved < 0)
- sideThatLastMoved = BattleSide::ATTACKER;
- if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
- battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
- }
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const
- {
- RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
- if(!unit->getPosition().isValid()) //turrets
- return std::vector<BattleHex>();
- auto reachability = getReachability(unit);
- return battleGetAvailableHexes(reachability, unit);
- }
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const
- {
- std::vector<BattleHex> ret;
- RETURN_IF_NOT_BATTLE(ret);
- if(!unit->getPosition().isValid()) //turrets
- return ret;
- auto unitSpeed = unit->Speed(0, true);
- const bool tacticPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
- for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
- {
- // If obstacles or other stacks makes movement impossible, it can't be helped.
- if(!cache.isReachable(i))
- continue;
- if(tacticPhase)
- {
- //Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
- if(!isInTacticRange(i))
- continue;
- }
- else
- {
- //Not tactics phase -> destination must be reachable and within unit range.
- if(cache.distances[i] > static_cast<int>(unitSpeed))
- continue;
- }
- ret.emplace_back(i);
- }
- return ret;
- }
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const
- {
- std::vector<BattleHex> ret = battleGetAvailableHexes(unit);
- if(ret.empty())
- return ret;
- if(addOccupiable && unit->doubleWide())
- {
- std::vector<BattleHex> occupiable;
- occupiable.reserve(ret.size());
- for(auto hex : ret)
- occupiable.push_back(unit->occupiedHex(hex));
- vstd::concatenate(ret, occupiable);
- }
- if(attackable)
- {
- auto meleeAttackable = [&](BattleHex hex) -> bool
- {
- // Return true if given hex has at least one available neighbour.
- // Available hexes are already present in ret vector.
- auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
- {
- return BattleHex::mutualPosition(hex, availableHex) >= 0;
- });
- return availableNeighbor != ret.end();
- };
- for(const auto * otherSt : battleAliveUnits(otherSide(unit->unitSide())))
- {
- if(!otherSt->isValidTarget(false))
- continue;
- std::vector<BattleHex> occupied = otherSt->getHexes();
- if(battleCanShoot(unit, otherSt->getPosition()))
- {
- attackable->insert(attackable->end(), occupied.begin(), occupied.end());
- continue;
- }
- for(BattleHex he : occupied)
- {
- if(meleeAttackable(he))
- attackable->push_back(he);
- }
- }
- }
- //adding occupiable likely adds duplicates to ret -> clean it up
- boost::sort(ret);
- ret.erase(boost::unique(ret).end(), ret.end());
- return ret;
- }
- bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(battleTacticDist())
- return false;
- if (!stack || !target)
- return false;
- if(!battleMatchOwner(stack, target))
- return false;
- auto id = stack->getCreature()->getId();
- if (id == CreatureID::FIRST_AID_TENT || id == CreatureID::CATAPULT)
- return false;
- return target->alive();
- }
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(battleTacticDist()) //no shooting during tactics
- return false;
- if (!attacker)
- return false;
- if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
- return false;
- //forgetfulness
- TConstBonusListPtr forgetfulList = attacker->getBonuses(Selector::type()(Bonus::FORGETFULL));
- if(!forgetfulList->empty())
- {
- int forgetful = forgetfulList->valOfBonuses(Selector::type()(Bonus::FORGETFULL));
- //advanced+ level
- if(forgetful > 1)
- return false;
- }
- return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
- || attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
- }
- bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const battle::Unit * defender = battleGetUnitByPos(dest);
- if(!attacker || !defender)
- return false;
- if(battleMatchOwner(attacker, defender) && defender->alive())
- {
- if(battleCanShoot(attacker))
- {
- auto limitedRangeBonus = attacker->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
- if(limitedRangeBonus == nullptr)
- {
- return true;
- }
- int shootingRange = limitedRangeBonus->val;
- return isEnemyUnitWithinSpecifiedRange(attacker->getPosition(), defender, shootingRange);
- }
- }
- return false;
- }
- DamageEstimation CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
- {
- DamageCalculator calculator(*this, info);
- return calculator.calculateDmgRange();
- }
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg) const
- {
- RETURN_IF_NOT_BATTLE({});
- auto reachability = battleGetDistances(attacker, attacker->getPosition());
- int movementDistance = reachability[attackerPosition];
- return battleEstimateDamage(attacker, defender, movementDistance, retaliationDmg);
- }
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int movementDistance, DamageEstimation * retaliationDmg) const
- {
- RETURN_IF_NOT_BATTLE({});
- const bool shooting = battleCanShoot(attacker, defender->getPosition());
- const BattleAttackInfo bai(attacker, defender, movementDistance, shooting);
- return battleEstimateDamage(bai, retaliationDmg);
- }
- DamageEstimation CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo & bai, DamageEstimation * retaliationDmg) const
- {
- RETURN_IF_NOT_BATTLE({});
- DamageEstimation ret = calculateDmgRange(bai);
- if(retaliationDmg)
- {
- if(bai.shooting)
- {
- //FIXME: handle RANGED_RETALIATION
- *retaliationDmg = DamageEstimation();
- }
- else
- {
- //TODO: rewrite using boost::numeric::interval
- //TODO: rewire once more using interval-based fuzzy arithmetic
- auto const & estimateRetaliation = [&]( int64_t damage)
- {
- auto retaliationAttack = bai.reverse();
- auto state = retaliationAttack.attacker->acquireState();
- state->damage(damage);
- retaliationAttack.attacker = state.get();
- return calculateDmgRange(retaliationAttack);
- };
- DamageEstimation retaliationMin = estimateRetaliation(ret.damage.min);
- DamageEstimation retaliationMax = estimateRetaliation(ret.damage.min);
- retaliationDmg->damage.min = std::min(retaliationMin.damage.min, retaliationMax.damage.min);
- retaliationDmg->damage.max = std::max(retaliationMin.damage.max, retaliationMax.damage.max);
- retaliationDmg->kills.min = std::min(retaliationMin.kills.min, retaliationMax.kills.min);
- retaliationDmg->kills.max = std::max(retaliationMin.kills.max, retaliationMax.kills.max);
- }
- }
- return ret;
- }
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking) const
- {
- std::vector<std::shared_ptr<const CObstacleInstance>> obstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
- RETURN_IF_NOT_BATTLE(obstacles);
- for(auto & obs : battleGetAllObstacles())
- {
- if(vstd::contains(obs->getBlockedTiles(), tile)
- || (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
- {
- obstacles.push_back(obs);
- }
- }
- return obstacles;
- }
- std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const
- {
- auto affectedObstacles = std::vector<std::shared_ptr<const CObstacleInstance>>();
- RETURN_IF_NOT_BATTLE(affectedObstacles);
- if(unit->alive())
- {
- if(!passed.count(unit->getPosition()))
- affectedObstacles = battleGetAllObstaclesOnPos(unit->getPosition(), false);
- if(unit->doubleWide())
- {
- BattleHex otherHex = unit->occupiedHex();
- if(otherHex.isValid() && !passed.count(otherHex))
- for(auto & i : battleGetAllObstaclesOnPos(otherHex, false))
- if(!vstd::contains(affectedObstacles, i))
- affectedObstacles.push_back(i);
- }
- for(auto hex : unit->getHexes())
- if(hex == ESiegeHex::GATE_BRIDGE)
- if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
- for(int i=0; i<affectedObstacles.size(); i++)
- if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
- affectedObstacles.erase(affectedObstacles.begin()+i);
- }
- return affectedObstacles;
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility() const
- {
- AccessibilityInfo ret;
- ret.fill(EAccessibility::ACCESSIBLE);
- //removing accessibility for side columns of hexes
- for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
- {
- ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
- ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
- }
- //special battlefields with logically unavailable tiles
- auto bFieldType = battleGetBattlefieldType();
- if(bFieldType != BattleField::NONE)
- {
- std::vector<BattleHex> impassableHexes = bFieldType.getInfo()->impassableHexes;
- for(auto hex : impassableHexes)
- ret[hex] = EAccessibility::UNAVAILABLE;
- }
- //gate -> should be before stacks
- if(battleGetSiegeLevel() > 0)
- {
- EAccessibility accessability = EAccessibility::ACCESSIBLE;
- switch(battleGetGateState())
- {
- case EGateState::CLOSED:
- accessability = EAccessibility::GATE;
- break;
- case EGateState::BLOCKED:
- accessability = EAccessibility::UNAVAILABLE;
- break;
- }
- ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
- }
- //tiles occupied by standing stacks
- for(const auto * unit : battleAliveUnits())
- {
- for(auto hex : unit->getHexes())
- if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
- ret[hex] = EAccessibility::ALIVE_STACK;
- }
- //obstacles
- for(const auto &obst : battleGetAllObstacles())
- {
- for(auto hex : obst->getBlockedTiles())
- ret[hex] = EAccessibility::OBSTACLE;
- }
- //walls
- if(battleGetSiegeLevel() > 0)
- {
- static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
- for(auto hex : permanentlyLocked)
- ret[hex] = EAccessibility::UNAVAILABLE;
- //TODO likely duplicated logic
- static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
- {
- //which part of wall, which hex is blocked if this part of wall is not destroyed
- std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
- std::make_pair(EWallPart::BELOW_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
- std::make_pair(EWallPart::OVER_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
- std::make_pair(EWallPart::UPPER_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
- };
- for(const auto & elem : lockedIfNotDestroyed)
- {
- if(battleGetWallState(elem.first) != EWallState::DESTROYED)
- ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
- }
- }
- return ret;
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const battle::Unit * stack) const
- {
- return getAccesibility(battle::Unit::getHexes(stack->getPosition(), stack->doubleWide(), stack->unitSide()));
- }
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> & accessibleHexes) const
- {
- auto ret = getAccesibility();
- for(auto hex : accessibleHexes)
- if(hex.isValid())
- ret[hex] = EAccessibility::ACCESSIBLE;
- return ret;
- }
- ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters & params) const
- {
- ReachabilityInfo ret;
- ret.accessibility = accessibility;
- ret.params = params;
- ret.predecessors.fill(BattleHex::INVALID);
- ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
- if(!params.startPosition.isValid()) //if got call for arrow turrets
- return ret;
- const std::set<BattleHex> obstacles = getStoppers(params.perspective);
- auto checkParams = params;
- checkParams.ignoreKnownAccessible = true; //Ignore starting hexes obstacles
- std::queue<BattleHex> hexq; //bfs queue
- //first element
- hexq.push(params.startPosition);
- ret.distances[params.startPosition] = 0;
- std::array<bool, GameConstants::BFIELD_SIZE> accessibleCache{};
- for(int hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
- accessibleCache[hex] = accessibility.accessible(hex, params.doubleWide, params.side);
- while(!hexq.empty()) //bfs loop
- {
- const BattleHex curHex = hexq.front();
- hexq.pop();
- //walking stack can't step past the obstacles
- if(isInObstacle(curHex, obstacles, checkParams))
- continue;
- const int costToNeighbour = ret.distances[curHex.hex] + 1;
- for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
- {
- if(neighbour.isValid())
- {
- const int costFoundSoFar = ret.distances[neighbour.hex];
- if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
- {
- hexq.push(neighbour);
- ret.distances[neighbour.hex] = costToNeighbour;
- ret.predecessors[neighbour.hex] = curHex;
- }
- }
- }
- }
- return ret;
- }
- bool CBattleInfoCallback::isInObstacle(
- BattleHex hex,
- const std::set<BattleHex> & obstacles,
- const ReachabilityInfo::Parameters & params) const
- {
- auto occupiedHexes = battle::Unit::getHexes(hex, params.doubleWide, params.side);
- for(auto occupiedHex : occupiedHexes)
- {
- if(params.ignoreKnownAccessible && vstd::contains(params.knownAccessible, occupiedHex))
- continue;
- if(vstd::contains(obstacles, occupiedHex))
- {
- if(occupiedHex == ESiegeHex::GATE_BRIDGE)
- {
- if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
- return true;
- }
- else
- return true;
- }
- }
- return false;
- }
- std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
- {
- std::set<BattleHex> ret;
- RETURN_IF_NOT_BATTLE(ret);
- for(auto &oi : battleGetAllObstacles(whichSidePerspective))
- {
- if(!battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
- continue;
- for(const auto & hex : oi->getStoppingTile())
- {
- if(hex == ESiegeHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
- {
- if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
- continue; // this tile is disabled by drawbridge on top of it
- }
- ret.insert(hex);
- }
- }
- return ret;
- }
- std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
- {
- auto reachability = getReachability(closest);
- auto avHexes = battleGetAvailableHexes(reachability, closest);
- // I hate std::pairs with their undescriptive member names first / second
- struct DistStack
- {
- uint32_t distanceToPred;
- BattleHex destination;
- const battle::Unit * stack;
- };
- std::vector<DistStack> stackPairs;
- std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return unit->isValidTarget(false) && unit != closest;
- });
- for(const battle::Unit * st : possible)
- {
- for(BattleHex hex : avHexes)
- if(CStack::isMeleeAttackPossible(closest, st, hex))
- {
- DistStack hlp = {reachability.distances[hex], hex, st};
- stackPairs.push_back(hlp);
- }
- }
- if(!stackPairs.empty())
- {
- auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
- auto minimal = boost::min_element(stackPairs, comparator);
- return std::make_pair(minimal->stack, minimal->destination);
- }
- else
- return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
- }
- BattleHex CBattleInfoCallback::getAvaliableHex(const CreatureID & creID, ui8 side, int initialPos) const
- {
- bool twoHex = VLC->creh->objects[creID]->isDoubleWide();
- int pos;
- if (initialPos > -1)
- pos = initialPos;
- else //summon elementals depending on player side
- {
- if(side == BattleSide::ATTACKER)
- pos = 0; //top left
- else
- pos = GameConstants::BFIELD_WIDTH - 1; //top right
- }
- auto accessibility = getAccesibility();
- std::set<BattleHex> occupyable;
- for(int i = 0; i < accessibility.size(); i++)
- if(accessibility.accessible(i, twoHex, side))
- occupyable.insert(i);
- if(occupyable.empty())
- {
- return BattleHex::INVALID; //all tiles are covered
- }
- return BattleHex::getClosestTile(side, pos, occupyable);
- }
- si8 CBattleInfoCallback::battleGetTacticDist() const
- {
- RETURN_IF_NOT_BATTLE(0);
- //TODO get rid of this method
- if(battleDoWeKnowAbout(battleGetTacticsSide()))
- return battleTacticDist();
- return 0;
- }
- bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
- {
- RETURN_IF_NOT_BATTLE(false);
- auto side = battleGetTacticsSide();
- auto dist = battleGetTacticDist();
- return ((!side && dest.getX() > 0 && dest.getX() <= dist)
- || (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
- }
- ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
- {
- ReachabilityInfo::Parameters params(unit, unit->getPosition());
- if(!battleDoWeKnowAbout(unit->unitSide()))
- {
- //Stack is held by enemy, we can't use his perspective to check for reachability.
- // Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
- params.perspective = battleGetMySide();
- }
- return getReachability(params);
- }
- ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
- {
- if(params.flying)
- return getFlyingReachability(params);
- else
- return makeBFS(getAccesibility(params.knownAccessible), params);
- }
- ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
- {
- ReachabilityInfo ret;
- ret.accessibility = getAccesibility(params.knownAccessible);
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- if(ret.accessibility.accessible(i, params.doubleWide, params.side))
- {
- ret.predecessors[i] = params.startPosition;
- ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
- }
- }
- return ret;
- }
- AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
- {
- //does not return hex attacked directly
- AttackableTiles at;
- RETURN_IF_NOT_BATTLE(at);
- BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
- const auto * defender = battleGetUnitByPos(destinationTile, true);
- if (!defender)
- return at; // can't attack thin air
- bool reverse = isToReverse(attacker, defender);
- if(reverse && attacker->doubleWide())
- {
- attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
- }
- if(attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
- {
- boost::copy(attacker->getSurroundingHexes(attackerPos), vstd::set_inserter(at.hostileCreaturePositions));
- }
- if(attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
- {
- std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
- for(BattleHex tile : hexes)
- {
- if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, attackOriginHex) > -1)) //adjacent both to attacker's head and attacked tile
- {
- const auto * st = battleGetUnitByPos(tile, true);
- if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
- at.hostileCreaturePositions.insert(tile);
- }
- }
- }
- if(attacker->hasBonusOfType(Bonus::WIDE_BREATH))
- {
- std::vector<BattleHex> hexes = destinationTile.neighbouringTiles();
- for(int i = 0; i<hexes.size(); i++)
- {
- if(hexes.at(i) == attackOriginHex)
- {
- hexes.erase(hexes.begin() + i);
- i = 0;
- }
- }
- for(BattleHex tile : hexes)
- {
- //friendly stacks can also be damaged by Dragon Breath
- const auto * st = battleGetUnitByPos(tile, true);
- if(st && st != attacker)
- at.friendlyCreaturePositions.insert(tile);
- }
- }
- else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
- {
- auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
- if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
- {
- BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
- if ( defender->doubleWide() )
- {
- auto secondHex = destinationTile == defender->getPosition() ?
- defender->occupiedHex():
- defender->getPosition();
- // if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
- // then dragon breath should target tile on the opposite side of targeted creature
- if (BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
- nextHex = secondHex.cloneInDirection(direction, false);
- }
- if (nextHex.isValid())
- {
- //friendly stacks can also be damaged by Dragon Breath
- const auto * st = battleGetUnitByPos(nextHex, true);
- if(st != nullptr)
- at.friendlyCreaturePositions.insert(nextHex);
- }
- }
- }
- return at;
- }
- AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
- {
- //does not return hex attacked directly
- AttackableTiles at;
- RETURN_IF_NOT_BATTLE(at);
- if(attacker->hasBonusOfType(Bonus::SHOOTS_ALL_ADJACENT) && !vstd::contains(attackerPos.neighbouringTiles(), destinationTile))
- {
- std::vector<BattleHex> targetHexes = destinationTile.neighbouringTiles();
- targetHexes.push_back(destinationTile);
- boost::copy(targetHexes, vstd::set_inserter(at.hostileCreaturePositions));
- }
- return at;
- }
- std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
- {
- std::vector<const battle::Unit*> units;
- RETURN_IF_NOT_BATTLE(units);
- AttackableTiles at;
- if (rangedAttack)
- at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
- else
- at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
- units = battleGetUnitsIf([=](const battle::Unit * unit)
- {
- if (unit->isGhost() || !unit->alive())
- return false;
- for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide()))
- {
- if (vstd::contains(at.hostileCreaturePositions, hex))
- return true;
- if (vstd::contains(at.friendlyCreaturePositions, hex))
- return true;
- }
- return false;
- });
- return units;
- }
- std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
- {
- std::set<const CStack*> attackedCres;
- RETURN_IF_NOT_BATTLE(attackedCres);
- AttackableTiles at;
- if(rangedAttack)
- at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
- else
- at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
- for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- attackedCres.insert(st);
- }
- }
- for (BattleHex tile : at.friendlyCreaturePositions)
- {
- const CStack * st = battleGetStackByPos(tile, true);
- if(st) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
- {
- static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
- static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
- auto mutualPos = BattleHex::mutualPosition(hex, testHex);
- if (side == BattleSide::ATTACKER)
- return rightDirs.count(mutualPos);
- else
- return leftDirs.count(mutualPos);
- }
- //TODO: this should apply also to mechanics and cursor interface
- bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battle::Unit * defender) const
- {
- BattleHex attackerHex = attacker->getPosition();
- BattleHex defenderHex = defender->getPosition();
- if (attackerHex < 0 ) //turret
- return false;
- if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
- return false;
- if (defender->doubleWide())
- {
- if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
- return false;
- }
- if (attacker->doubleWide())
- {
- if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
- return false;
- }
- // a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
- // but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
- if (attacker->doubleWide() && defender->doubleWide())
- {
- if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
- return false;
- }
- return true;
- }
- ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const
- {
- ReachabilityInfo::TDistances ret;
- ret.fill(-1);
- RETURN_IF_NOT_BATTLE(ret);
- auto reachability = getReachability(unit);
- boost::copy(reachability.distances, ret.begin());
- return ret;
- }
- bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
- {
- RETURN_IF_NOT_BATTLE(false);
- const std::string cachingStrNoDistancePenalty = "type_NO_DISTANCE_PENALTY";
- static const auto selectorNoDistancePenalty = Selector::type()(Bonus::NO_DISTANCE_PENALTY);
- if(shooter->hasBonus(selectorNoDistancePenalty, cachingStrNoDistancePenalty))
- return false;
- if(const auto * target = battleGetUnitByPos(destHex, true))
- {
- //If any hex of target creature is within range, there is no penalty
- int range = GameConstants::BATTLE_PENALTY_DISTANCE;
- auto bonus = shooter->getBonus(Selector::type()(Bonus::LIMITED_SHOOTING_RANGE));
- if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
- range = bonus->additionalInfo[0];
- if(isEnemyUnitWithinSpecifiedRange(shooterPosition, target, range))
- return false;
- }
- else
- {
- if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
- return false;
- }
- return true;
- }
- bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosition, const battle::Unit * defenderUnit, unsigned int range) const
- {
- for(auto hex : defenderUnit->getHexes())
- if(BattleHex::getDistance(attackerPosition, hex) <= range)
- return true;
-
- return false;
- }
- BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
- {
- RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
- return WallPartToHex(part);
- }
- EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
- {
- RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
- return hexToWallPart(hex);
- }
- bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
- {
- RETURN_IF_NOT_BATTLE(false);
- return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
- wallPart != EWallPart::INVALID;
- }
- bool CBattleInfoCallback::isWallPartAttackable(EWallPart wallPart) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(isWallPartPotentiallyAttackable(wallPart))
- {
- auto wallState = battleGetWallState(wallPart);
- return (wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED);
- }
- return false;
- }
- std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
- {
- std::vector<BattleHex> attackableBattleHexes;
- RETURN_IF_NOT_BATTLE(attackableBattleHexes);
- for(const auto & wallPartPair : wallParts)
- {
- if(isWallPartAttackable(wallPartPair.second))
- attackableBattleHexes.emplace_back(wallPartPair.first);
- }
- return attackableBattleHexes;
- }
- int32_t CBattleInfoCallback::battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const
- {
- RETURN_IF_NOT_BATTLE(-1);
- //TODO should be replaced using bonus system facilities (propagation onto battle node)
- int32_t ret = caster->getSpellCost(sp);
- //checking for friendly stacks reducing cost of the spell and
- //enemy stacks increasing it
- int32_t manaReduction = 0;
- int32_t manaIncrease = 0;
- for(const auto * unit : battleAliveUnits())
- {
- if(unit->unitOwner() == caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY))
- {
- vstd::amax(manaReduction, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
- }
- if(unit->unitOwner() != caster->tempOwner && unit->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY))
- {
- vstd::amax(manaIncrease, unit->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
- }
- }
- return ret - manaReduction + manaIncrease;
- }
- bool CBattleInfoCallback::battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const
- {
- return battleHasDistancePenalty(shooter, shooter->getPosition(), destHex) || battleHasWallPenalty(shooter, shooter->getPosition(), destHex);
- }
- bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
- {
- RETURN_IF_NOT_BATTLE(false);
- if(unit->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
- return false;
- for(const auto * adjacent : battleAdjacentUnits(unit))
- {
- if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
- return true;
- }
- return false;
- }
- std::set<const battle::Unit *> CBattleInfoCallback::battleAdjacentUnits(const battle::Unit * unit) const
- {
- std::set<const battle::Unit *> ret;
- RETURN_IF_NOT_BATTLE(ret);
- for(auto hex : unit->getSurroundingHexes())
- {
- if(const auto * neighbour = battleGetUnitByPos(hex, true))
- ret.insert(neighbour);
- }
- return ret;
- }
- SpellID CBattleInfoCallback::getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const
- {
- RETURN_IF_NOT_BATTLE(SpellID::NONE);
- //This is complete list. No spells from mods.
- //todo: this should be Spellbook of caster Stack
- static const std::set<SpellID> allPossibleSpells =
- {
- SpellID::AIR_SHIELD,
- SpellID::ANTI_MAGIC,
- SpellID::BLESS,
- SpellID::BLOODLUST,
- SpellID::COUNTERSTRIKE,
- SpellID::CURE,
- SpellID::FIRE_SHIELD,
- SpellID::FORTUNE,
- SpellID::HASTE,
- SpellID::MAGIC_MIRROR,
- SpellID::MIRTH,
- SpellID::PRAYER,
- SpellID::PRECISION,
- SpellID::PROTECTION_FROM_AIR,
- SpellID::PROTECTION_FROM_EARTH,
- SpellID::PROTECTION_FROM_FIRE,
- SpellID::PROTECTION_FROM_WATER,
- SpellID::SHIELD,
- SpellID::SLAYER,
- SpellID::STONE_SKIN
- };
- std::vector<SpellID> beneficialSpells;
- auto getAliveEnemy = [=](const std::function<bool(const CStack *)> & pred) -> const CStack *
- {
- auto stacks = battleGetStacksIf([=](const CStack * stack)
- {
- return pred(stack) && stack->owner != subject->owner && stack->isValidTarget(false);
- });
- if(stacks.empty())
- return nullptr;
- else
- return stacks.front();
- };
- for(const SpellID& spellID : allPossibleSpells)
- {
- std::stringstream cachingStr;
- cachingStr << "source_" << Bonus::SPELL_EFFECT << "id_" << spellID.num;
- if(subject->hasBonus(Selector::source(Bonus::SPELL_EFFECT, spellID), Selector::all, cachingStr.str())
- //TODO: this ability has special limitations
- || !(spellID.toSpell()->canBeCast(this, spells::Mode::CREATURE_ACTIVE, subject)))
- continue;
- switch (spellID)
- {
- case SpellID::SHIELD:
- case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
- {
- const auto * walker = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
- {
- return !stack->canShoot();
- });
- if(!walker)
- continue;
- }
- break;
- case SpellID::AIR_SHIELD: //only against active shooters
- {
- const auto * shooter = getAliveEnemy([&](const CStack * stack) //look for enemy, non-shooting stack
- {
- return stack->canShoot();
- });
- if(!shooter)
- continue;
- }
- break;
- case SpellID::ANTI_MAGIC:
- case SpellID::MAGIC_MIRROR:
- case SpellID::PROTECTION_FROM_AIR:
- case SpellID::PROTECTION_FROM_EARTH:
- case SpellID::PROTECTION_FROM_FIRE:
- case SpellID::PROTECTION_FROM_WATER:
- {
- const ui8 enemySide = 1 - subject->side;
- //todo: only if enemy has spellbook
- if (!battleHasHero(enemySide)) //only if there is enemy hero
- continue;
- }
- break;
- case SpellID::CURE: //only damaged units
- {
- //do not cast on affected by debuffs
- if(!subject->canBeHealed())
- continue;
- }
- break;
- case SpellID::BLOODLUST:
- {
- if(subject->canShoot()) //TODO: if can shoot - only if enemy units are adjacent
- continue;
- }
- break;
- case SpellID::PRECISION:
- {
- if(!subject->canShoot())
- continue;
- }
- break;
- case SpellID::SLAYER://only if monsters are present
- {
- const auto * kingMonster = getAliveEnemy([&](const CStack * stack) -> bool //look for enemy, non-shooting stack
- {
- const auto isKing = Selector::type()(Bonus::KING);
- return stack->hasBonus(isKing);
- });
- if (!kingMonster)
- continue;
- }
- break;
- }
- beneficialSpells.push_back(spellID);
- }
- if(!beneficialSpells.empty())
- {
- return *RandomGeneratorUtil::nextItem(beneficialSpells, rand);
- }
- else
- {
- return SpellID::NONE;
- }
- }
- SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const CStack * caster) const
- {
- RETURN_IF_NOT_BATTLE(SpellID::NONE);
- TConstBonusListPtr bl = caster->getBonuses(Selector::type()(Bonus::SPELLCASTER));
- if (!bl->size())
- return SpellID::NONE;
- int totalWeight = 0;
- for(const auto & b : *bl)
- {
- totalWeight += std::max(b->additionalInfo[0], 0); //spells with 0 weight are non-random, exclude them
- }
- if (totalWeight == 0)
- return SpellID::NONE;
- int randomPos = rand.nextInt(totalWeight - 1);
- for(const auto & b : *bl)
- {
- randomPos -= std::max(b->additionalInfo[0], 0);
- if(randomPos < 0)
- {
- return SpellID(b->subtype);
- }
- }
- return SpellID::NONE;
- }
- int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) const
- {
- RETURN_IF_NOT_BATTLE(-3);
- if(!battleCanSurrender(Player))
- return -1;
- const auto sideOpt = playerToSide(Player);
- if(!sideOpt)
- return -1;
- const auto side = sideOpt.get();
- int ret = 0;
- double discount = 0;
- for(const auto * unit : battleAliveUnits(side))
- ret += unit->getRawSurrenderCost();
- if(const CGHeroInstance * h = battleGetFightingHero(side))
- discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
- ret = static_cast<int>(ret * (100.0 - discount) / 100.0);
- vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
- return ret;
- }
- si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
- {
- const IBonusBearer * node = nullptr;
- if(const CGHeroInstance * h = battleGetFightingHero(side))
- node = h;
- else
- node = getBattleNode();
- if(!node)
- return 0;
- auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_BELOW));
- if(b->size())
- return b->totalValue();
- return 0;
- }
- si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
- {
- const IBonusBearer *node = nullptr;
- if(const CGHeroInstance * h = battleGetFightingHero(side))
- node = h;
- else
- node = getBattleNode();
- if(!node)
- return GameConstants::SPELL_LEVELS;
- //We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
- auto b = node->getBonuses(Selector::type()(Bonus::BLOCK_MAGIC_ABOVE));
- if(b->size())
- return b->totalValue();
- return GameConstants::SPELL_LEVELS;
- }
- boost::optional<int> CBattleInfoCallback::battleIsFinished() const
- {
- auto units = battleGetUnitsIf([=](const battle::Unit * unit)
- {
- return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(Bonus::SIEGE_WEAPON);
- });
- std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
- for(auto & unit : units)
- {
- //todo: move SIEGE_WEAPON check to Unit state
- hasUnit.at(unit->unitSide()) = true;
- if(hasUnit[0] && hasUnit[1])
- return boost::none;
- }
-
- hasUnit = {false, false};
- for(auto & unit : units)
- {
- if(!unit->isClone() && !unit->acquireState()->summoned && !dynamic_cast <const CCommanderInstance *>(unit))
- {
- hasUnit.at(unit->unitSide()) = true;
- }
- }
- if(!hasUnit[0] && !hasUnit[1])
- return 2;
- if(!hasUnit[1])
- return 0;
- else
- return 1;
- }
- VCMI_LIB_NAMESPACE_END
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