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							- /*
 
-  * BattleInfo.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 "BattleInfo.h"
 
- #include "../CStack.h"
 
- #include "../CHeroHandler.h"
 
- #include "../NetPacks.h"
 
- #include "../filesystem/Filesystem.h"
 
- #include "../mapObjects/CGTownInstance.h"
 
- #include "../CGeneralTextHandler.h"
 
- ///BattleInfo
 
- std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack * stack)
 
- {
 
- 	auto reachability = getReachability(stack);
 
- 	if(reachability.predecessors[dest] == -1) //cannot reach destination
 
- 	{
 
- 		return std::make_pair(std::vector<BattleHex>(), 0);
 
- 	}
 
- 	//making the Path
 
- 	std::vector<BattleHex> path;
 
- 	BattleHex curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = reachability.predecessors[curElem];
 
- 	}
 
- 	return std::make_pair(path, reachability.distances[dest]);
 
- }
 
- void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const
 
- {
 
- 	for(auto & elem : stacks)//setting casualties
 
- 	{
 
- 		const CStack * const st = elem;
 
- 		si32 killed = st->getKilled();
 
- 		if(killed > 0)
 
- 			casualties[st->side][st->getCreature()->idNumber] += killed;
 
- 	}
 
- }
 
- CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position)
 
- {
 
- 	PlayerColor owner = sides[side].color;
 
- 	assert((owner >= PlayerColor::PLAYER_LIMIT) ||
 
- 		(base.armyObj && base.armyObj->tempOwner == owner));
 
- 	auto ret = new CStack(&base, owner, id, side, slot);
 
- 	ret->initialPosition = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
 
- 	stacks.push_back(ret);
 
- 	return ret;
 
- }
 
- CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position)
 
- {
 
- 	PlayerColor owner = sides[side].color;
 
- 	auto ret = new CStack(&base, owner, id, side, slot);
 
- 	ret->initialPosition = position;
 
- 	stacks.push_back(ret);
 
- 	return ret;
 
- }
 
- void BattleInfo::localInit()
 
- {
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		auto armyObj = battleGetArmyObject(i);
 
- 		armyObj->battle = this;
 
- 		armyObj->attachTo(this);
 
- 	}
 
- 	for(CStack * s : stacks)
 
- 		s->localInit(this);
 
- 	exportBonuses();
 
- }
 
- namespace CGH
 
- {
 
- 	static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
 
- 	{
 
- 		for(const JsonNode &level : node.Vector())
 
- 		{
 
- 			std::vector<int> pom;
 
- 			for(const JsonNode &value : level.Vector())
 
- 			{
 
- 				pom.push_back((int)value.Float());
 
- 			}
 
- 			dest.push_back(pom);
 
- 		}
 
- 	}
 
- }
 
- //RNG that works like H3 one
 
- struct RandGen
 
- {
 
- 	ui32 seed;
 
- 	void srand(ui32 s)
 
- 	{
 
- 		seed = s;
 
- 	}
 
- 	void srand(int3 pos)
 
- 	{
 
- 		srand(110291 * ui32(pos.x) + 167801 * ui32(pos.y) + 81569);
 
- 	}
 
- 	int rand()
 
- 	{
 
- 		seed = 214013 * seed + 2531011;
 
- 		return (seed >> 16) & 0x7FFF;
 
- 	}
 
- 	int rand(int min, int max)
 
- 	{
 
- 		if(min == max)
 
- 			return min;
 
- 		if(min > max)
 
- 			return min;
 
- 		return min + rand() % (max - min + 1);
 
- 	}
 
- };
 
- struct RangeGenerator
 
- {
 
- 	class ExhaustedPossibilities : public std::exception
 
- 	{
 
- 	};
 
- 	RangeGenerator(int _min, int _max, std::function<int()> _myRand):
 
- 		min(_min),
 
- 		remainingCount(_max - _min + 1),
 
- 		remaining(remainingCount, true),
 
- 		myRand(_myRand)
 
- 	{
 
- 	}
 
- 	int generateNumber()
 
- 	{
 
- 		if(!remainingCount)
 
- 			throw ExhaustedPossibilities();
 
- 		if(remainingCount == 1)
 
- 			return 0;
 
- 		return myRand() % remainingCount;
 
- 	}
 
- 	//get number fulfilling predicate. Never gives the same number twice.
 
- 	int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)
 
- 	{
 
- 		int ret = -1;
 
- 		do
 
- 		{
 
- 			int n = generateNumber();
 
- 			int i = 0;
 
- 			for(;;i++)
 
- 			{
 
- 				assert(i < (int)remaining.size());
 
- 				if(!remaining[i])
 
- 					continue;
 
- 				if(!n)
 
- 					break;
 
- 				n--;
 
- 			}
 
- 			remainingCount--;
 
- 			remaining[i] = false;
 
- 			ret = i + min;
 
- 		} while(goodNumberPred && !goodNumberPred(ret));
 
- 		return ret;
 
- 	}
 
- 	int min, remainingCount;
 
- 	std::vector<bool> remaining;
 
- 	std::function<int()> myRand;
 
- };
 
- BattleInfo * BattleInfo::setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
 
- {
 
- 	CMP_stack cmpst;
 
- 	auto curB = new BattleInfo();
 
- 	for(auto i = 0u; i < curB->sides.size(); i++)
 
- 		curB->sides[i].init(heroes[i], armies[i]);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->battlefieldType = battlefieldType;
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	if(town)
 
- 	{
 
- 		curB->town = town;
 
- 		curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->town = nullptr;
 
- 		curB->terrainType = terrain;
 
- 	}
 
- 	//setting up siege obstacles
 
- 	if (town && town->hasFort())
 
- 	{
 
- 		curB->si.gateState = EGateState::CLOSED;
 
- 		for (int b = 0; b < curB->si.wallState.size(); ++b)
 
- 		{
 
- 			curB->si.wallState[b] = EWallState::INTACT;
 
- 		}
 
- 		if (!town->hasBuilt(BuildingID::CITADEL))
 
- 		{
 
- 			curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
 
- 		}
 
- 		if (!town->hasBuilt(BuildingID::CASTLE))
 
- 		{
 
- 			curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
 
- 			curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
 
- 		}
 
- 	}
 
- 	//randomize obstacles
 
-  	if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
 
-  	{
 
- 		const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement
 
- 		RandGen r;
 
- 		auto ourRand = [&](){ return r.rand(); };
 
- 		r.srand(tile);
 
- 		r.rand(1,8); //battle sound ID to play... can't do anything with it here
 
- 		int tilesToBlock = r.rand(5,12);
 
- 		const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
 
- 		std::vector<BattleHex> blockedTiles;
 
- 		auto appropriateAbsoluteObstacle = [&](int id)
 
- 		{
 
- 			return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
 
- 		};
 
- 		auto appropriateUsualObstacle = [&](int id) -> bool
 
- 		{
 
- 			return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
 
- 		};
 
- 		if(r.rand(1,100) <= 40) //put cliff-like obstacle
 
- 		{
 
- 			RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);
 
- 			try
 
- 			{
 
- 				auto obstPtr = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
 
- 				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
 
- 				obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
 
- 				curB->obstacles.push_back(obstPtr);
 
- 				for(BattleHex blocked : obstPtr->getBlockedTiles())
 
- 					blockedTiles.push_back(blocked);
 
- 				tilesToBlock -= (int)VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
 
- 			}
 
- 			catch(RangeGenerator::ExhaustedPossibilities &)
 
- 			{
 
- 				//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
 
- 				logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle");
 
- 			}
 
- 		}
 
- 		RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);
 
- 		try
 
- 		{
 
- 			while(tilesToBlock > 0)
 
- 			{
 
- 				auto tileAccessibility = curB->getAccesibility();
 
- 				const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);
 
- 				const CObstacleInfo &obi = VLC->heroh->obstacles[obid];
 
- 				auto validPosition = [&](BattleHex pos) -> bool
 
- 				{
 
- 					if(obi.height >= pos.getY())
 
- 						return false;
 
- 					if(pos.getX() == 0)
 
- 						return false;
 
- 					if(pos.getX() + obi.width > 15)
 
- 						return false;
 
- 					if(vstd::contains(blockedTiles, pos))
 
- 						return false;
 
- 					for(BattleHex blocked : obi.getBlocked(pos))
 
- 					{
 
- 						if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles
 
- 							return false;
 
- 						if(vstd::contains(blockedTiles, blocked))
 
- 							return false;
 
- 						int x = blocked.getX();
 
- 						if(x <= 2 || x >= 14)
 
- 							return false;
 
- 					}
 
- 					return true;
 
- 				};
 
- 				RangeGenerator posgenerator(18, 168, ourRand);
 
- 				auto obstPtr = std::make_shared<CObstacleInstance>();
 
- 				obstPtr->ID = obid;
 
- 				obstPtr->pos = posgenerator.getSuchNumber(validPosition);
 
- 				obstPtr->uniqueID = static_cast<si32>(curB->obstacles.size());
 
- 				curB->obstacles.push_back(obstPtr);
 
- 				for(BattleHex blocked : obstPtr->getBlockedTiles())
 
- 					blockedTiles.push_back(blocked);
 
- 				tilesToBlock -= static_cast<int>(obi.blockedTiles.size());
 
- 			}
 
- 		}
 
- 		catch(RangeGenerator::ExhaustedPossibilities &)
 
- 		{
 
- 			logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle");
 
- 		}
 
- 	}
 
- 	//reading battleStartpos - add creatures AFTER random obstacles are generated
 
- 	//TODO: parse once to some structure
 
- 	std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];
 
- 	std::vector <int> commanderField, commanderBank;
 
- 	const JsonNode config(ResourceID("config/battleStartpos.json"));
 
- 	const JsonVector &positions = config["battle_positions"].Vector();
 
- 	CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
 
- 	CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
 
- 	CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
 
- 	CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
 
- 	CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
 
- 	CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
 
- 	for (auto position : config["commanderPositions"]["field"].Vector())
 
- 	{
 
- 		commanderField.push_back ((int)position.Float());
 
- 	}
 
- 	for (auto position : config["commanderPositions"]["creBank"].Vector())
 
- 	{
 
- 		commanderBank.push_back ((int)position.Float());
 
- 	}
 
- 	//adding war machines
 
- 	if(!creatureBank)
 
- 	{
 
- 		//Checks if hero has artifact and create appropriate stack
 
- 		auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)
 
- 		{
 
- 			const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
 
- 			if(nullptr != warMachineArt)
 
- 			{
 
- 				CreatureID cre = warMachineArt->artType->warMachine;
 
- 				if(cre != CreatureID::NONE)
 
- 					curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
 
- 			}
 
- 		};
 
- 		if(heroes[0])
 
- 		{
 
- 			handleWarMachine(0, ArtifactPosition::MACH1, 52);
 
- 			handleWarMachine(0, ArtifactPosition::MACH2, 18);
 
- 			handleWarMachine(0, ArtifactPosition::MACH3, 154);
 
- 			if(town && town->hasFort())
 
- 				handleWarMachine(0, ArtifactPosition::MACH4, 120);
 
- 		}
 
- 		if(heroes[1])
 
- 		{
 
- 			if(!town) //defending hero shouldn't receive ballista (bug #551)
 
- 				handleWarMachine(1, ArtifactPosition::MACH1, 66);
 
- 			handleWarMachine(1, ArtifactPosition::MACH2, 32);
 
- 			handleWarMachine(1, ArtifactPosition::MACH3, 168);
 
- 		}
 
- 	}
 
- 	//war machines added
 
- 	//battleStartpos read
 
- 	for(int side = 0; side < 2; side++)
 
- 	{
 
- 		int formationNo = armies[side]->stacksCount() - 1;
 
- 		vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
 
- 		int k = 0; //stack serial
 
- 		for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
 
- 		{
 
- 			std::vector<int> *formationVector = nullptr;
 
- 			if(creatureBank)
 
- 				formationVector = &creBankFormations[side][formationNo];
 
- 			else if(armies[side]->formation)
 
- 				formationVector = &tightFormations[side][formationNo];
 
- 			else
 
- 				formationVector = &looseFormations[side][formationNo];
 
- 			BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
 
- 			if(creatureBank && i->second->type->isDoubleWide())
 
- 				pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
 
- 			curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
 
- 		}
 
- 	}
 
- 	//adding commanders
 
- 	for (int i = 0; i < 2; ++i)
 
- 	{
 
- 		if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
 
- 		{
 
- 			curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
 
- 		}
 
- 	}
 
- 	if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
 
- 	{
 
- 		// keep tower
 
- 		curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2);
 
- 		if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
 
- 		{
 
- 			// lower tower + upper tower
 
- 			curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4);
 
- 			curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3);
 
- 		}
 
- 		//moat
 
- 		auto moat = std::make_shared<MoatObstacle>();
 
- 		moat->ID = curB->town->subID;
 
- 		moat->obstacleType = CObstacleInstance::MOAT;
 
- 		moat->uniqueID = static_cast<si32>(curB->obstacles.size());
 
- 		curB->obstacles.push_back(moat);
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);
 
- 	auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);
 
- 	auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);
 
- 	//giving terrain overlay premies
 
- 	int bonusSubtype = -1;
 
- 	switch(battlefieldType)
 
- 	{
 
- 	case BFieldType::MAGIC_PLAINS:
 
- 		{
 
- 			bonusSubtype = 0;
 
- 		}
 
- 		FALLTHROUGH
 
- 	case BFieldType::FIERY_FIELDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 1;
 
- 		}
 
- 		FALLTHROUGH
 
- 	case BFieldType::ROCKLANDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 8;
 
- 		}
 
- 		FALLTHROUGH
 
- 	case BFieldType::MAGIC_CLOUDS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 2;
 
- 		}
 
- 		FALLTHROUGH
 
- 	case BFieldType::LUCID_POOLS:
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 4;
 
- 		}
 
- 		{ //common part for cases 9, 14, 15, 16, 17
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));
 
- 			break;
 
- 		}
 
- 	case BFieldType::HOLY_GROUND:
 
- 		{
 
- 			std::string goodArmyDesc = VLC->generaltexth->arraytxt[123];
 
- 			goodArmyDesc.erase(goodArmyDesc.size() - 2, 2); //omitting hardcoded +1 in description
 
- 			std::string evilArmyDesc = VLC->generaltexth->arraytxt[124];
 
- 			evilArmyDesc.erase(evilArmyDesc.size() - 2, 2);
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, goodArmyDesc, 0)->addLimiter(good));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, evilArmyDesc, 0)->addLimiter(evil));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CLOVER_FIELD:
 
- 		{ //+2 luck bonus for neutral creatures
 
- 			std::string desc = VLC->generaltexth->arraytxt[83];
 
- 			desc.erase(desc.size() - 2, 2);
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, desc, 0)->addLimiter(neutral));
 
- 			break;
 
- 		}
 
- 	case BFieldType::EVIL_FOG:
 
- 		{
 
- 			std::string goodArmyDesc = VLC->generaltexth->arraytxt[126];
 
- 			goodArmyDesc.erase(goodArmyDesc.size() - 2, 2);
 
- 			std::string evilArmyDesc = VLC->generaltexth->arraytxt[125];
 
- 			evilArmyDesc.erase(evilArmyDesc.size() - 2, 2);
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, goodArmyDesc, 0)->addLimiter(good));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, evilArmyDesc, 0)->addLimiter(evil));
 
- 			break;
 
- 		}
 
- 	case BFieldType::CURSED_GROUND:
 
- 		{
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, VLC->generaltexth->arraytxt[112], 0));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, VLC->generaltexth->arraytxt[81], 0));
 
- 			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));
 
- 			break;
 
- 		}
 
- 	}
 
- 	//overlay premies given
 
- 	//native terrain bonuses
 
- 	auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//tactics
 
- 	bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
 
- 	int tacticLvls[2] = {0};
 
- 	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
 
- 	{
 
- 		if(heroes[i])
 
- 			tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));
 
- 	}
 
- 	int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
 
- 	if(tacticsSkillDiff && isTacticsAllowed)
 
- 	{
 
- 		curB->tacticsSide = tacticsSkillDiff < 0;
 
- 		//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics
 
- 		curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);
 
- 	}
 
- 	else
 
- 		curB->tacticDistance = 0;
 
- 	// workaround  bonuses affecting only enemy - DOES NOT WORK
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		TNodes nodes;
 
- 		curB->battleGetArmyObject(i)->getRedAncestors(nodes);
 
- 		for(CBonusSystemNode *n : nodes)
 
- 		{
 
- 			for(auto b : n->getExportedBonusList())
 
- 			{
 
- 				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
 
- 				{
 
- 					auto bCopy = std::make_shared<Bonus>(*b);
 
- 					bCopy->effectRange = Bonus::NO_LIMIT;
 
- 					bCopy->propagator.reset();
 
- 					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color));
 
- 					curB->addNewBonus(bCopy);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return curB;
 
- }
 
- const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const
 
- {
 
- 	for(int i = 0; i < sides.size(); i++)
 
- 		if(sides[i].color == player)
 
- 			return sides[i].hero;
 
- 	logGlobal->error("Player %s is not in battle!", player.getStr());
 
- 	return nullptr;
 
- }
 
- ui8 BattleInfo::whatSide(PlayerColor player) const
 
- {
 
- 	for(int i = 0; i < sides.size(); i++)
 
- 		if(sides[i].color == player)
 
- 			return i;
 
- 	logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr());
 
- 	return -1;
 
- }
 
- BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
 
- {
 
- 	static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =
 
- 	{
 
- 		{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
 
- 		{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
 
- 		{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},
 
- 		{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},
 
- 		{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},
 
- 		{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},
 
- 		{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},
 
- 		{BFieldType::MAGIC_CLOUDS, BattlefieldBI::MAGIC_CLOUDS},
 
- 		{BFieldType::MAGIC_PLAINS, BattlefieldBI::MAGIC_PLAINS},
 
- 		{BFieldType::ROCKLANDS, BattlefieldBI::ROCKLANDS},
 
- 		{BFieldType::SAND_SHORE, BattlefieldBI::COASTAL}
 
- 	};
 
- 	auto itr = theMap.find(bfieldType);
 
- 	if(itr != theMap.end())
 
- 		return itr->second;
 
- 	return BattlefieldBI::NONE;
 
- }
 
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 
- {
 
- 	return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
 
- }
 
- BattleInfo::BattleInfo()
 
- 	: round(-1), activeStack(-1), town(nullptr), tile(-1,-1,-1),
 
- 	battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),
 
- 	tacticsSide(0), tacticDistance(0)
 
- {
 
- 	setBattle(this);
 
- 	setNodeType(BATTLE);
 
- }
 
- BattleInfo::~BattleInfo() = default;
 
- int32_t BattleInfo::getActiveStackID() const
 
- {
 
- 	return activeStack;
 
- }
 
- TStacks BattleInfo::getStacksIf(TStackFilter predicate) const
 
- {
 
- 	TStacks ret;
 
- 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 
- 	return ret;
 
- }
 
- battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const
 
- {
 
- 	battle::Units ret;
 
- 	vstd::copy_if(stacks, std::back_inserter(ret), predicate);
 
- 	return ret;
 
- }
 
- BFieldType BattleInfo::getBattlefieldType() const
 
- {
 
- 	return battlefieldType;
 
- }
 
- ETerrainType BattleInfo::getTerrainType() const
 
- {
 
- 	return terrainType;
 
- }
 
- IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
 
- {
 
- 	ObstacleCList ret;
 
- 	for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++)
 
- 		ret.push_back(*iter);
 
- 	return ret;
 
- }
 
- PlayerColor BattleInfo::getSidePlayer(ui8 side) const
 
- {
 
- 	return sides.at(side).color;
 
- }
 
- const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
 
- {
 
- 	return sides.at(side).armyObject;
 
- }
 
- const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
 
- {
 
- 	return sides.at(side).hero;
 
- }
 
- ui8 BattleInfo::getTacticDist() const
 
- {
 
- 	return tacticDistance;
 
- }
 
- ui8 BattleInfo::getTacticsSide() const
 
- {
 
- 	return tacticsSide;
 
- }
 
- const CGTownInstance * BattleInfo::getDefendedTown() const
 
- {
 
- 	return town;
 
- }
 
- si8 BattleInfo::getWallState(int partOfWall) const
 
- {
 
- 	return si.wallState.at(partOfWall);
 
- }
 
- EGateState BattleInfo::getGateState() const
 
- {
 
- 	return si.gateState;
 
- }
 
- uint32_t BattleInfo::getCastSpells(ui8 side) const
 
- {
 
- 	return sides.at(side).castSpellsCount;
 
- }
 
- int32_t BattleInfo::getEnchanterCounter(ui8 side) const
 
- {
 
- 	return sides.at(side).enchanterCounter;
 
- }
 
- const IBonusBearer * BattleInfo::asBearer() const
 
- {
 
- 	return this;
 
- }
 
- int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
 
- {
 
- 	if(damage.first != damage.second)
 
- 	{
 
- 		int64_t sum = 0;
 
- 		auto howManyToAv = std::min<int32_t>(10, attackerCount);
 
- 		auto rangeGen = rng.getInt64Range(damage.first, damage.second);
 
- 		for(int32_t g = 0; g < howManyToAv; ++g)
 
- 			sum += rangeGen();
 
- 		return sum / howManyToAv;
 
- 	}
 
- 	else
 
- 	{
 
- 		return damage.first;
 
- 	}
 
- }
 
- void BattleInfo::nextRound(int32_t roundNr)
 
- {
 
- 	for(int i = 0; i < 2; ++i)
 
- 	{
 
- 		sides.at(i).castSpellsCount = 0;
 
- 		vstd::amax(--sides.at(i).enchanterCounter, 0);
 
- 	}
 
- 	round = roundNr;
 
- 	for(CStack * s : stacks)
 
- 	{
 
- 		// new turn effects
 
- 		s->reduceBonusDurations(Bonus::NTurns);
 
- 		s->afterNewRound();
 
- 	}
 
- 	for(auto & obst : obstacles)
 
- 		obst->battleTurnPassed();
 
- }
 
- void BattleInfo::nextTurn(uint32_t unitId)
 
- {
 
- 	activeStack = unitId;
 
- 	CStack * st = getStack(activeStack);
 
- 	//remove bonuses that last until when stack gets new turn
 
- 	st->removeBonusesRecursive(Bonus::UntilGetsTurn);
 
- 	st->afterGetsTurn();
 
- }
 
- void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
 
- {
 
- 	battle::UnitInfo info;
 
- 	info.load(id, data);
 
- 	CStackBasicDescriptor base(info.type, info.count);
 
- 	PlayerColor owner = getSidePlayer(info.side);
 
- 	auto ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
 
- 	ret->initialPosition = info.position;
 
- 	stacks.push_back(ret);
 
- 	ret->localInit(this);
 
- 	ret->summoned = info.summoned;
 
- }
 
- void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
 
- {
 
- 	auto sta = getStack(id);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	sta->position = destination;
 
- }
 
- void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
 
- {
 
- 	CStack * changedStack = getStack(id, false);
 
- 	if(!changedStack)
 
- 		throw std::runtime_error("Invalid unit id in BattleInfo update");
 
- 	if(!changedStack->alive() && healthDelta > 0)
 
- 	{
 
- 		//checking if we resurrect a stack that is under a living stack
 
- 		auto accessibility = getAccesibility();
 
- 		if(!accessibility.accessible(changedStack->getPosition(), changedStack))
 
- 		{
 
- 			logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
 
- 			return; //position is already occupied
 
- 		}
 
- 	}
 
- 	bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
 
- 	bool resurrected = !changedStack->alive() && healthDelta > 0;
 
- 	//applying changes
 
- 	changedStack->load(data);
 
- 	if(healthDelta < 0)
 
- 	{
 
- 		changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
 
- 	}
 
- 	resurrected = resurrected || (killed && changedStack->alive());
 
- 	if(killed)
 
- 	{
 
- 		if(changedStack->cloneID >= 0)
 
- 		{
 
- 			//remove clone as well
 
- 			CStack * clone = getStack(changedStack->cloneID);
 
- 			if(clone)
 
- 				clone->makeGhost();
 
- 			changedStack->cloneID = -1;
 
- 		}
 
- 	}
 
- 	if(resurrected || killed)
 
- 	{
 
- 		//removing all spells effects
 
- 		auto selector = [](const Bonus * b)
 
- 		{
 
- 			//Special case: DISRUPTING_RAY is absolutely permanent
 
- 			return b->source == Bonus::SPELL_EFFECT && b->sid != SpellID::DISRUPTING_RAY;
 
- 		};
 
- 		changedStack->removeBonusesRecursive(selector);
 
- 	}
 
- 	if(!changedStack->alive() && changedStack->isClone())
 
- 	{
 
- 		for(CStack * s : stacks)
 
- 		{
 
- 			if(s->cloneID == changedStack->unitId())
 
- 				s->cloneID = -1;
 
- 		}
 
- 	}
 
- }
 
- void BattleInfo::removeUnit(uint32_t id)
 
- {
 
- 	std::set<uint32_t> ids;
 
- 	ids.insert(id);
 
- 	while(!ids.empty())
 
- 	{
 
- 		auto toRemoveId = *ids.begin();
 
- 		auto toRemove = getStack(toRemoveId, false);
 
- 		if(!toRemove)
 
- 		{
 
- 			logGlobal->error("Cannot find stack %d", toRemoveId);
 
- 			return;
 
- 		}
 
- 		if(!toRemove->ghost)
 
- 		{
 
- 			toRemove->onRemoved();
 
- 			toRemove->detachFromAll();
 
- 			//stack may be removed instantly (not being killed first)
 
- 			//handle clone remove also here
 
- 			if(toRemove->cloneID >= 0)
 
- 			{
 
- 				ids.insert(toRemove->cloneID);
 
- 				toRemove->cloneID = -1;
 
- 			}
 
- 			//cleanup remaining clone links if any
 
- 			for(auto s : stacks)
 
- 			{
 
- 				if(s->cloneID == toRemoveId)
 
- 					s->cloneID = -1;
 
- 			}
 
- 		}
 
- 		ids.erase(toRemoveId);
 
- 	}
 
- }
 
- void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & b : bonus)
 
- 		addOrUpdateUnitBonus(sta, b, true);
 
- }
 
- void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & b : bonus)
 
- 		addOrUpdateUnitBonus(sta, b, false);
 
- }
 
- void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
 
- {
 
- 	CStack * sta = getStack(id, false);
 
- 	if(!sta)
 
- 	{
 
- 		logGlobal->error("Cannot find stack %d", id);
 
- 		return;
 
- 	}
 
- 	for(const Bonus & one : bonus)
 
- 	{
 
- 		auto selector = [one](const Bonus * b)
 
- 		{
 
- 			//compare everything but turnsRemain, limiter and propagator
 
- 			return one.duration == b->duration
 
- 			&& one.type == b->type
 
- 			&& one.subtype == b->subtype
 
- 			&& one.source == b->source
 
- 			&& one.val == b->val
 
- 			&& one.sid == b->sid
 
- 			&& one.valType == b->valType
 
- 			&& one.additionalInfo == b->additionalInfo
 
- 			&& one.effectRange == b->effectRange
 
- 			&& one.description == b->description;
 
- 		};
 
- 		sta->removeBonusesRecursive(selector);
 
- 	}
 
- }
 
- uint32_t BattleInfo::nextUnitId() const
 
- {
 
- 	return static_cast<uint32_t>(stacks.size());
 
- }
 
- void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
 
- {
 
- 	if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
 
- 	{
 
- 		//no such effect or cumulative - add new
 
- 		logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
 
- 		sta->addNewBonus(std::make_shared<Bonus>(value));
 
- 	}
 
- 	else
 
- 	{
 
- 		logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
 
- 		for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize
 
- 		{
 
- 			if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype)
 
- 			{
 
- 				stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
 
- 			}
 
- 		}
 
- 		CBonusSystemNode::treeHasChanged();
 
- 	}
 
- }
 
- void BattleInfo::setWallState(int partOfWall, si8 state)
 
- {
 
- 	si.wallState.at(partOfWall) = state;
 
- }
 
- void BattleInfo::addObstacle(const ObstacleChanges & changes)
 
- {
 
- 	std::shared_ptr<SpellCreatedObstacle> obstacle = std::make_shared<SpellCreatedObstacle>();
 
- 	obstacle->fromInfo(changes);
 
- 	obstacles.push_back(obstacle);
 
- }
 
- void BattleInfo::updateObstacle(const ObstacleChanges& changes)
 
- {
 
- 	std::shared_ptr<SpellCreatedObstacle> changedObstacle = std::make_shared<SpellCreatedObstacle>();
 
- 	changedObstacle->fromInfo(changes);
 
- 	for(int i = 0; i < obstacles.size(); ++i)
 
- 	{
 
- 		if(obstacles[i]->uniqueID == changes.id) // update this obstacle
 
- 		{
 
- 			SpellCreatedObstacle * spellObstacle = dynamic_cast<SpellCreatedObstacle *>(obstacles[i].get());
 
- 			assert(spellObstacle);
 
- 			// Currently we only support to update the "revealed" property
 
- 			spellObstacle->revealed = changedObstacle->revealed;
 
- 			
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void BattleInfo::removeObstacle(uint32_t id)
 
- {
 
- 	for(int i=0; i < obstacles.size(); ++i)
 
- 	{
 
- 		if(obstacles[i]->uniqueID == id) //remove this obstacle
 
- 		{
 
- 			obstacles.erase(obstacles.begin() + i);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
 
- {
 
- 	return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
 
- }
 
- CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
 
- {
 
- 	return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
 
- }
 
- bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b)
 
- {
 
- 	switch(phase)
 
- 	{
 
- 	case 0: //catapult moves after turrets
 
- 		return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
 
- 	case 1: //fastest first, upper slot first
 
- 		{
 
- 			int as = a->getInitiative(turn), bs = b->getInitiative(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			if (a->unitSide() == b->unitSide())
 
- 				return a->unitSlot() < b->unitSlot();
 
- 			else if (a->unitSide() == side || b->unitSide() == side)
 
- 				return a->unitSide() != side;
 
- 			//FIXME: what about summoned stacks
 
- 			return std::addressof(a) > std::addressof(b);
 
- 		}	
 
- 	case 2: //fastest last, upper slot first
 
- 	case 3: //fastest last, upper slot first
 
- 		{
 
- 			int as = a->getInitiative(turn), bs = b->getInitiative(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			if(a->unitSide() == b->unitSide())
 
- 				return a->unitSlot() < b->unitSlot();
 
- 			else if (a->unitSide() == side || b->unitSide() == side)
 
- 				return a->unitSide() != side;
 
- 			return std::addressof(a) > std::addressof(b);
 
- 		}
 
- 	default:
 
- 		assert(false);
 
- 		return false;
 
- 	}
 
- 	assert(false);
 
- 	return false;
 
- }
 
- CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side)
 
- {
 
- 	phase = Phase;
 
- 	turn = Turn;
 
- 	side = Side;
 
- }
 
 
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