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- #include "StdInc.h"
- #include "BattleState.h"
- #include <numeric>
- #include <boost/random/linear_congruential.hpp>
- #include "VCMI_Lib.h"
- #include "CObjectHandler.h"
- #include "CHeroHandler.h"
- #include "CCreatureHandler.h"
- #include "CSpellHandler.h"
- #include "CTownHandler.h"
- #include "NetPacks.h"
- #include "../lib/JsonNode.h"
- /*
- * BattleState.h, 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
- *
- */
- extern boost::rand48 ran;
- const CStack * BattleInfo::getNextStack() const
- {
- std::vector<const CStack *> hlp;
- getStackQueue(hlp, 1, -1);
- if(hlp.size())
- return hlp[0];
- else
- return NULL;
- }
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
- {
- const CStack *ret = NULL;
- unsigned i, //fastest stack
- j; //fastest stack of the other side
- for(i = 0; i < st.size(); i++)
- if(st[i])
- break;
- //no stacks left
- if(i == st.size())
- return NULL;
- const CStack *fastest = st[i], *other = NULL;
- int bestSpeed = fastest->Speed(turn);
- if(fastest->attackerOwned != curside)
- {
- ret = fastest;
- }
- else
- {
- for(j = i + 1; j < st.size(); j++)
- {
- if(!st[j]) continue;
- if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
- break;
- }
- if(j >= st.size())
- {
- ret = fastest;
- }
- else
- {
- other = st[j];
- if(other->Speed(turn) != bestSpeed)
- ret = fastest;
- else
- ret = other;
- }
- }
- assert(ret);
- if(ret == fastest)
- st[i] = NULL;
- else
- st[j] = NULL;
- curside = ret->attackerOwned;
- return ret;
- }
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
- {
- for(ui32 g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
- return stacks[g];
- }
- return NULL;
- }
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
- }
- CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive)
- {
- for(ui32 g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == tileID
- || (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
- || (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
- {
- if(!onlyAlive || stacks[g]->alive())
- {
- return stacks[g];
- }
- }
- }
- return NULL;
- }
- const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
- {
- return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
- }
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
- {
- memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
- //removing accessibility for side columns of hexes
- for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
- {
- if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
- accessibility[v] = false;
- }
- for(ui32 g=0; g<stacks.size(); ++g)
- {
- if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
- continue;
- accessibility[stacks[g]->position] = false;
- if(stacks[g]->doubleWide()) //if it's a double hex creature
- {
- if(stacks[g]->attackerOwned)
- accessibility[stacks[g]->position-1] = false;
- else
- accessibility[stacks[g]->position+1] = false;
- }
- }
- //obstacles
- for(ui32 b=0; b<obstacles.size(); ++b)
- {
- std::vector<BattleHex> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
- for(ui32 c=0; c<blocked.size(); ++c)
- {
- if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)
- accessibility[blocked[c]] = false;
- }
- }
- //walls
- if(siege > 0)
- {
- static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
- for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
- {
- accessibility[permanentlyLocked[b]] = false;
- }
- static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
- {std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
- std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
- for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
- {
- if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
- {
- accessibility[lockedIfNotDestroyed[b].second] = false;
- }
- }
- //gate
- if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
- {
- accessibility[95] = accessibility[96] = false; //block gate's hexes
- }
- }
- //occupyability
- if(addOccupiable && twoHex)
- {
- std::set<BattleHex> rem; //tiles to unlock
- for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
- {
- for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
- {
- BattleHex hex(w, h);
- if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
- && (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
- )
- rem.insert(hex);
- }
- }
- occupyable = rem;
- /*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
- {
- accessibility[*it] = true;
- }*/
- }
- }
- bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
- {
- if(flying && !lastPos)
- return true;
- if(twoHex)
- {
- //if given hex is accessible and appropriate adjacent one is free too
- return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
- }
- else
- {
- return accessibility[hex];
- }
- }
- void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
- {
- //inits
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
- predecessor[b] = -1;
- for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
- dists[g] = 100000000;
-
- std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
- hexq.push(std::make_pair(start, true));
- dists[hexq.front().first] = 0;
- int curNext = -1; //for bfs loop only (helper var)
- while(!hexq.empty()) //bfs loop
- {
- std::pair<BattleHex, bool> curHex = hexq.front();
- std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
- hexq.pop();
- for(ui32 nr=0; nr<neighbours.size(); nr++)
- {
- curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
- bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
- if( dists[curHex.first]+1 >= dists[curNext] )
- continue;
- if(accessible && curHex.second)
- {
- hexq.push(std::make_pair(curNext, true));
- dists[curNext] = dists[curHex.first] + 1;
- }
- else if(fillPredecessors && !(accessible && !curHex.second))
- {
- hexq.push(std::make_pair(curNext, false));
- dists[curNext] = dists[curHex.first] + 1;
- }
- predecessor[curNext] = curHex.first;
- }
- }
- };
- std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable ) const
- {
- std::vector<BattleHex> ret;
- bool ac[GameConstants::BFIELD_SIZE];
- if(stack->position < 0) //turrets
- return std::vector<BattleHex>();
- std::set<BattleHex> occupyable;
- getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
- BattleHex pr[GameConstants::BFIELD_SIZE];
- int dist[GameConstants::BFIELD_SIZE];
- makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
- if(stack->doubleWide())
- {
- if(!addOccupiable)
- {
- std::vector<BattleHex> rem;
- for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
- {
- //don't take into account most left and most right columns of hexes
- if( b % GameConstants::BFIELD_WIDTH == 0 || b % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1 )
- continue;
- if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
- {
- rem.push_back(b);
- }
- }
- for(ui32 g=0; g<rem.size(); ++g)
- {
- ac[rem[g]] = false;
- }
- //removing accessibility for side hexes
- for(int v=0; v<GameConstants::BFIELD_SIZE; ++v)
- if(stack->attackerOwned ? (v%GameConstants::BFIELD_WIDTH)==1 : (v%GameConstants::BFIELD_WIDTH)==(GameConstants::BFIELD_WIDTH - 2))
- ac[v] = false;
- }
- }
-
- for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
- {
- bool rangeFits;
- if (tacticDistance)
- rangeFits = isInTacticRange(i);
- else
- rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack
- if( ( !addOccupiable && rangeFits && ac[i] )
- || ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it
- || (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed(0, true) ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
- )
- {
- ret.push_back(i);
- }
- }
- if(attackable)
- {
- struct HLP
- {
- static bool meleeAttackable(BattleHex hex, const std::vector<BattleHex> & baseRng)
- {
- BOOST_FOREACH(BattleHex h, baseRng)
- {
- if(BattleHex::mutualPosition(h, hex) > 0)
- return true;
- }
- return false;
- }
- };
- BOOST_FOREACH(const CStack * otherSt, stacks)
- {
- if(otherSt->owner == stack->owner || !otherSt->isValidTarget(false))
- continue;
- std::vector<BattleHex> occupiedBySecond;
- occupiedBySecond.push_back(otherSt->position);
- if(otherSt->doubleWide())
- occupiedBySecond.push_back(otherSt->occupiedHex());
- if(battleCanShoot(stack, otherSt->position))
- {
- attackable->insert(attackable->end(), occupiedBySecond.begin(), occupiedBySecond.end());
- continue;
- }
-
- BOOST_FOREACH(BattleHex he, occupiedBySecond)
- {
- if(HLP::meleeAttackable(he, ret))
- attackable->push_back(he);
- }
-
- }
- }
- return ret;
- }
- int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
- {
- int pos;
- if (initialPos > -1)
- pos = initialPos;
- else
- {
- if (attackerOwned)
- pos = 0; //top left
- else
- pos = GameConstants::BFIELD_WIDTH; //top right
- }
- bool ac[GameConstants::BFIELD_SIZE];
- std::set<BattleHex> occupyable;
- bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
- bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
- getAccessibilityMap(ac, twoHex, attackerOwned, true, occupyable, flying);
- for (int g = pos; (-1 < g) && (g < GameConstants::BFIELD_SIZE); )
- {
- if ((g % GameConstants::BFIELD_WIDTH != 0) && (g % GameConstants::BFIELD_WIDTH != GameConstants::BFIELD_WIDTH-1) && BattleInfo::isAccessible (g, ac, twoHex, attackerOwned, flying, true))
- {
- pos = g;
- break;
- }
- if (attackerOwned)
- ++g; //probably some more sophisticated range-based iteration is needed
- else
- --g;
- }
- return pos;
- }
- bool BattleInfo::isStackBlocked(const CStack * stack) const
- {
- if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
- return false;
- BOOST_FOREACH(CStack * s, getAdjacentCreatures(stack))
- {
- if (s->owner != stack->owner) //blocked by enemy stack
- return true;
- }
- return false;
- }
- std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
- {
- BattleHex predecessor[GameConstants::BFIELD_SIZE]; //for getting the Path
- int dist[GameConstants::BFIELD_SIZE]; //calculated distances
- makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
-
- if(predecessor[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 = predecessor[curElem];
- }
- return std::make_pair(path, dist[dest]);
- }
- TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
- bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const
- {
- double additiveBonus = 1.0, multBonus = 1.0,
- minDmg = attacker->getMinDamage() * attackerCount,
- maxDmg = attacker->getMaxDamage() * attackerCount;
- if(attacker->getCreature()->idNumber == 149) //arrow turret
- {
- switch(attacker->position)
- {
- case -2: //keep
- minDmg = 15;
- maxDmg = 15;
- break;
- case -3: case -4: //turrets
- minDmg = 7.5;
- maxDmg = 7.5;
- break;
- }
- }
- if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
- { //minDmg and maxDmg are multiplied by hero attack + 1
- minDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- maxDmg *= attackerHero->getPrimSkillLevel(0) + 1;
- }
- int attackDefenceDifference = 0;
- if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
- {
- double multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;
- attackDefenceDifference = attacker->Attack() * multAttackReduction;
- }
- else
- {
- attackDefenceDifference = attacker->Attack();
- }
- if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
- {
- double multDefenceReduction = (100 - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;
- attackDefenceDifference -= defender->Defense() * multDefenceReduction;
- }
- else
- {
- attackDefenceDifference -= defender->Defense();
- }
- //calculating total attack/defense skills modifier
- if(shooting) //precision handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();
- else //bloodlust handling (etc.)
- attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();
- if(attacker->getEffect(55)) //slayer handling
- {
- std::vector<int> affectedIds;
- int spLevel = attacker->getEffect(55)->val;
- for(int g = 0; g < VLC->creh->creatures.size(); ++g)
- {
- BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->getBonusList())
- {
- if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
- (b->type == Bonus::KING2 && spLevel >= 2) || //adv +
- (b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
- {
- affectedIds.push_back(g);
- break;
- }
- }
- }
- for(ui32 g=0; g<affectedIds.size(); ++g)
- {
- if(defender->getCreature()->idNumber == affectedIds[g])
- {
- attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
- break;
- }
- }
- }
- //bonus from attack/defense skills
- if(attackDefenceDifference < 0) //decreasing dmg
- {
- double dec = 0.025 * (-attackDefenceDifference);
- if(dec > 0.7)
- {
- multBonus *= 0.3; //1.0 - 0.7
- }
- else
- {
- multBonus *= 1.0 - dec;
- }
- }
- else //increasing dmg
- {
- double inc = 0.05 * attackDefenceDifference;
- if(inc > 4.0)
- {
- additiveBonus += 4.0;
- }
- else
- {
- additiveBonus += inc;
- }
- }
- //applying jousting bonus
- if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
- additiveBonus += charge * 0.05;
- //handling secondary abilities and artifacts giving premies to them
- if(attackerHero)
- {
- if(shooting)
- {
- additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
- }
- else
- {
- additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
- }
- }
- if(defendingHero)
- {
- multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
- }
- //handling hate effect
- additiveBonus += attacker->valOfBonuses(Bonus::HATE, defender->getCreature()->idNumber) / 100.;
- //luck bonus
- if (lucky)
- {
- additiveBonus += 1.0;
- }
- //ballista double dmg
- if(ballistaDoubleDmg)
- {
- additiveBonus += 1.0;
- }
- if (deathBlow) //Dread Knight and many WoGified creatures
- {
- additiveBonus += 1.0;
- }
- //handling spell effects
- if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
- {
- multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0) / 100.0;
- }
- else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
- {
- multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1) / 100.0;
- }
- TBonusListPtr curseEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);
- TBonusListPtr blessEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);
- int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
- double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
- if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
- {
- multBonus *= 1.0 - curseMultiplicativePenalty/100;
- }
- class HLP
- {
- public:
- static bool hasAdvancedAirShield(const CStack * stack)
- {
- BOOST_FOREACH(const Bonus *it, stack->getBonusList())
- {
- if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)
- {
- return true;
- }
- }
- return false;
- }
- };
- //wall / distance penalty + advanced air shield
- bool distPenalty = !NBonus::hasOfType(attackerHero, Bonus::NO_DISTANCE_PENALTY) &&
- hasDistancePenalty(attacker, defender->position);
- bool obstaclePenalty = hasWallPenalty(attacker, defender->position);
- if (shooting)
- {
- if (distPenalty || HLP::hasAdvancedAirShield(defender))
- {
- multBonus *= 0.5;
- }
- if (obstaclePenalty)
- {
- multBonus *= 0.5; //cumulative
- }
- }
- if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
- {
- multBonus *= 0.5;
- }
- minDmg *= additiveBonus * multBonus;
- maxDmg *= additiveBonus * multBonus;
- TDmgRange returnedVal;
- if(curseEffects->size()) //curse handling (rest)
- {
- minDmg += curseBlessAdditiveModifier;
- returnedVal = std::make_pair(int(minDmg), int(minDmg));
- }
- else if(blessEffects->size()) //bless handling
- {
- maxDmg += curseBlessAdditiveModifier;
- returnedVal = std::make_pair(int(maxDmg), int(maxDmg));
- }
- else
- {
- returnedVal = std::make_pair(int(minDmg), int(maxDmg));
- }
- //damage cannot be less than 1
- vstd::amax(returnedVal.first, 1);
- vstd::amax(returnedVal.second, 1);
- return returnedVal;
- }
- TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
- bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const
- {
- return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
- }
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
- bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
- {
- TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
- if(range.first != range.second)
- {
- int valuesToAverage[10];
- int howManyToAv = std::min<ui32>(10, attacker->count);
- for (int g=0; g<howManyToAv; ++g)
- {
- valuesToAverage[g] = range.first + rand() % (range.second - range.first + 1);
- }
- return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
- }
- else
- return range.first;
- }
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
- {
- for(ui32 i=0; i<stacks.size();i++)//setting casualties
- {
- const CStack * const st = stacks[i];
- si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
- vstd::amax(killed, 0);
- if(killed)
- casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
- }
- }
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile )
- {
- std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
- std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
- bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
- if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
- || (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
- || (s->id == Spells::ARMAGEDDON) //Armageddon
- )
- {
- if(stacks[it]->isValidTarget())
- attackedCres.insert(stacks[it]);
- }
- }
- }
- else if (s->range[skillLevel].size() > 1) //custom many-hex range
- {
- for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
- {
- CStack * st = getStackT(*it, onlyAlive);
- if(st)
- {
- if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
- {
- if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
- {
- attackedCres.insert(st);
- }
- }
- else
- attackedCres.insert(st);
- }
- }
- }
- else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
- {
- if(skillLevel < 3) /*not expert */
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else
- {
- for(int it=0; it<stacks.size(); ++it)
- {
- /*if it's non negative spell and our unit or non positive spell and hostile unit */
- if((!s->isNegative() && stacks[it]->owner == attackerOwner)
- ||(!s->isPositive() && stacks[it]->owner != attackerOwner )
- )
- {
- if(stacks[it]->isValidTarget(!onlyAlive))
- attackedCres.insert(stacks[it]);
- }
- }
- } //if(caster->getSpellSchoolLevel(s) < 3)
- }
- else if(s->getTargetType() == CSpell::CREATURE)
- {
- CStack * st = getStackT(destinationTile, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- else //custom range from attackedHexes
- {
- for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
- {
- CStack * st = getStackT(*it, onlyAlive);
- if(st)
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- void BattleInfo::getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
- {
- const int WN = GameConstants::BFIELD_WIDTH;
- ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
- if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
- {
- std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
- BOOST_FOREACH (BattleHex tile, hexes)
- {
- at.hostileCreaturePositions.insert(tile);
- }
- }
- if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
- {
- std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
- BOOST_FOREACH (BattleHex tile, hexes)
- {
- if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1) //adjacent both to attacker's head and attacked tile
- || tile == destinationTile) //or simply attacked directly
- {
- CStack * st = getStackT(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- at.hostileCreaturePositions.insert(tile);
- }
- }
- }
- }
- if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
- {
- std::vector<BattleHex> hexes; //only one, in fact
- int pseudoVector = destinationTile.hex - hex;
- switch (pseudoVector)
- {
- case 1:
- case -1:
- BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
- break;
- case WN: //17
- case WN + 1: //18
- case -WN: //-17
- case -WN + 1: //-16
- BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
- break;
- case WN-1: //16
- case -WN-1: //-18
- BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
- break;
- }
- BOOST_FOREACH (BattleHex tile, hexes)
- {
- CStack * st = getStackT(tile, true);
- if(st) //friendly stacks can also be damaged by Dragon Breath
- {
- at.friendlyCreaturePositions.insert(tile);
- }
- }
- }
- }
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
- { //TODO: caching?
- AttackableTiles at;
- getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
- std::set<CStack*> attackedCres;
- BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack
- {
- CStack * st = getStackT(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- attackedCres.insert(st);
- }
- }
- BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
- {
- CStack * st = getStackT(tile, true);
- if(st) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedCres.insert(st);
- }
- }
- return attackedCres;
- }
- std::set<BattleHex> BattleInfo::getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
- {
- AttackableTiles at;
- getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
- std::set<BattleHex> attackedHexes;
- BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)
- {
- CStack * st = getStackT(tile, true);
- if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
- {
- attackedHexes.insert(tile);
- }
- }
- BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
- {
- CStack * st = getStackT(tile, true);
- if(st) //friendly stacks can also be damaged by Dragon Breath
- {
- attackedHexes.insert(tile);
- }
- }
- return attackedHexes;
- }
- std::set<CStack*> BattleInfo::getAdjacentCreatures (const CStack * stack) const
- {
- std::set<CStack*> stacks;
- CStack * localStack;
- BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())
- {
- localStack = const_cast<CStack*>(getStackT(hex, true)); //only alive?
- if (localStack)
- stacks.insert(localStack);
- }
- return stacks;
- }
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
- {
- if(!caster)
- {
- if (!usedSpellPower)
- return 3; //default duration of all creature spells
- else
- return usedSpellPower; //use creature spell power
- }
- switch(spell->id)
- {
- case Spells::FRENZY:
- return 1;
- default: //other spells
- return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
- }
- }
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
- {
- int stackID = getIdForNewStack();
- int owner = attackerOwned ? sides[0] : sides[1];
- assert((owner >= GameConstants::PLAYER_LIMIT) ||
- (base.armyObj && base.armyObj->tempOwner == owner));
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = position;
- return ret;
- }
- CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
- {
- int stackID = getIdForNewStack();
- int owner = attackerOwned ? sides[0] : sides[1];
- CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
- ret->position = position;
- return ret;
- }
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
- {
- ui32 ret = caster->getSpellCost(sp);
- //checking for friendly stacks reducing cost of the spell and
- //enemy stacks increasing it
- si32 manaReduction = 0;
- si32 manaIncrease = 0;
- for(int g=0; g<stacks.size(); ++g)
- {
- if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
- {
- vstd::amax(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
- }
- if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
- {
- vstd::amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
- }
- }
- return ret - manaReduction + manaIncrease;
- }
- int BattleInfo::hexToWallPart(BattleHex hex) const
- {
- if(siege == 0) //there is no battle!
- return -1;
- static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
- {std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
- std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7),
- std::make_pair(45, -2), std::make_pair(78, -2), std::make_pair(112, -2), std::make_pair(147, -2)}; // -2 - indestructible walls
- for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
- {
- if(attackable[g].first == hex)
- return attackable[g].second;
- }
- return -1; //not found!
- }
- int BattleInfo::lineToWallHex( int line ) const
- {
- static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
- return lineToHex[line];
- }
- std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
- {
- bool ac[GameConstants::BFIELD_SIZE];
- std::set<BattleHex> occupyable;
- getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
- BattleHex predecessor[GameConstants::BFIELD_SIZE];
- int dist[GameConstants::BFIELD_SIZE];
- makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
- std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
- for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
- {
- const CStack * atG = getStackT(g);
- if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
- continue;
- if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
- {
- if(predecessor[g] == -1) //TODO: is it really the best solution?
- continue;
- stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
- }
- }
- if(stackPairs.size() > 0)
- {
- std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
- minimalPairs.push_back(stackPairs[0]);
- for(int b=1; b<stackPairs.size(); ++b)
- {
- if(stackPairs[b].first.first < minimalPairs[0].first.first)
- {
- minimalPairs.clear();
- minimalPairs.push_back(stackPairs[b]);
- }
- else if(stackPairs[b].first.first == minimalPairs[0].first.first)
- {
- minimalPairs.push_back(stackPairs[b]);
- }
- }
- std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
- return std::make_pair(minPair.second, predecessor[minPair.first.second]);
- }
- return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
- }
- ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
- {
- ui32 ret = baseDamage;
- //applying sorcery secondary skill
- if(caster)
- {
- ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
- ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
- if(sp->air)
- ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->fire) //only one type of bonus for Magic Arrow
- ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->water)
- ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
- else if(sp->earth)
- ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
- if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
- ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
- }
- return ret;
- }
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
- {
- ui32 ret = 0; //value to return
- //15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
- //24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
- //check if spell really does damage - if not, return 0
- if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
- return 0;
- ret = usedSpellPower * sp->power;
- ret += sp->powers[spellSchoolLevel];
- //affected creature-specific part
- if(affectedCreature)
- {
- //applying protections - when spell has more then one elements, only one protection should be applied (I think)
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
- ret /= 100;
- }
- else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
- ret /= 100;
- }
- else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
- ret /= 100;
- }
- else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
- ret /= 100;
- }
- //general spell dmg reduction
- if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
- {
- ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
- ret /= 100;
- }
- //dmg increasing
- if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
- {
- ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
- ret /= 100;
- }
- }
- ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
- return ret;
- }
- ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
- {
- bool resurrect = resurrects(spell->id);
- int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
- healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
- {
- bool resurrect = resurrects(spell->id);
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
- {
- bool resurrect = resurrects(spell->id);
- int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
- return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
- }
- bool BattleInfo::resurrects(TSpell spellid) const
- {
- return vstd::contains(VLC->spellh->risingSpells, spellid);
- }
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
- {
- //we'll split creatures with remaining movement to 4 parts
- std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
- int toMove = 0; //how many stacks still has move
- const CStack *active = getStack(activeStack);
- //active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
- if(!turn && active && active->willMove() && !vstd::contains(active->state, EBattleStackState::WAITING))
- {
- out.push_back(active);
- if(out.size() == howMany)
- return;
- }
- for(ui32 i=0; i<stacks.size(); ++i)
- {
- const CStack * const s = stacks[i];
- if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
- || (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
- || (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
- {
- continue;
- }
- int p = -1; //in which phase this tack will move?
- if(turn <= 0 && vstd::contains(s->state, EBattleStackState::WAITING)) //consider waiting state only for ongoing round
- {
- if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
- p = 2;
- else
- p = 3;
- }
- else if(s->getCreature()->idNumber == 145 || s->getCreature()->idNumber == 149) //catapult and turrets are first
- {
- p = 0;
- }
- else
- {
- p = 1;
- }
- phase[p].push_back(s);
- toMove++;
- }
- for(int i = 0; i < 4; i++)
- std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
- for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
- out.push_back(phase[0][i]);
- if(out.size() == howMany)
- return;
- if(lastMoved == -1)
- {
- if(active)
- {
- if(out.size() && out.front() == active)
- lastMoved = active->attackerOwned;
- else
- lastMoved = active->attackerOwned;
- }
- else
- {
- lastMoved = 0;
- }
- }
- int pi = 1;
- while(out.size() < howMany)
- {
- const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
- if(!hlp)
- {
- pi++;
- if(pi > 3)
- {
- //if(turn != 2)
- getStackQueue(out, howMany, turn + 1, lastMoved);
- return;
- }
- }
- else
- {
- out.push_back(hlp);
- }
- }
- }
- si8 BattleInfo::hasDistancePenalty( const CStack * stack, BattleHex destHex ) const
- {
- struct HLP
- {
- static bool lowerAnalyze(const CStack * stack, BattleHex hex)
- {
- int distance = BattleHex::getDistance(hex, stack->position);
- //I hope it's approximately correct
- return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
- }
- };
- const CStack * dstStack = getStackT(destHex, false);
- if (dstStack->doubleWide())
- return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
- else
- return HLP::lowerAnalyze(stack, destHex);
- }
- si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
- {
- int wallInStackLine = lineToWallHex(pos1/GameConstants::BFIELD_WIDTH);
- int wallInDestLine = lineToWallHex(pos2/GameConstants::BFIELD_WIDTH);
- bool stackLeft = pos1 < wallInStackLine;
- bool destLeft = pos2 < wallInDestLine;
- return stackLeft != destLeft;
- }
- si8 BattleInfo::hasWallPenalty( const CStack* stack, BattleHex destHex ) const
- {
- if (!siege || stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
- {
- return false;
- }
- int wallInStackLine = lineToWallHex(stack->position/GameConstants::BFIELD_WIDTH);
- int wallInDestLine = lineToWallHex(destHex/GameConstants::BFIELD_WIDTH);
- bool stackLeft = stack->position < wallInStackLine;
- bool destRight = destHex > wallInDestLine;
- if (stackLeft && destRight) //shooting from outside to inside
- {
- int row = (stack->position + destHex) / (2 * GameConstants::BFIELD_WIDTH);
- if (stack->position > destHex && ((destHex % GameConstants::BFIELD_WIDTH - stack->position % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
- row -= 2;
- int wallPos = lineToWallHex(row);
- if (hexToWallPart(wallPos) != -1) //wall still exists or is indestructible
- return true;
- }
- return false;
- }
- si8 BattleInfo::canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
- {
- bool ac[GameConstants::BFIELD_SIZE];
- std::set<BattleHex> occupyable;
- getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
- if (siege && telportLevel < 2) //check for wall
- {
- return ac[destHex] && sameSideOfWall(stack->position, destHex);
- }
- else
- {
- return ac[destHex];
- }
- }
- bool BattleInfo::battleCanShoot(const CStack * stack, BattleHex dest) const
- {
- const CStack *dst = getStackT(dest);
- if(!stack || !dst) return false;
- const CGHeroInstance * stackHero = battleGetOwner(stack);
- if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
- return false;
- if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
- return false;
- if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
- && stack->owner != dst->owner
- && dst->alive()
- && (!isStackBlocked(stack) || NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
- && stack->shots
- )
- return true;
- return false;
- }
- bool BattleInfo::battleCanFlee(int player) const
- {
- if (player == sides[0])
- {
- if (!heroes[0])
- return false;//current player have no hero
- }
- else
- {
- if (!heroes[1])
- return false;
- }
- if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
- || ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
- return false;
- if (player == sides[1] && siege //defender in siege
- && !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
- return false;
- return true;
- }
- const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
- {
- CStack * stack = NULL;
- for(ui32 g=0; g<stacks.size(); ++g)
- {
- if(stacks[g]->position == pos
- || (stacks[g]->doubleWide()
- &&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos)
- || (!stacks[g]->attackerOwned && stacks[g]->position+1 == pos) )
- ) )
- {
- if (stacks[g]->alive())
- return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
- else if (!onlyAlive)
- stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
- }
- }
- return stack;
- }
- const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
- {
- return heroes[!stack->attackerOwned];
- }
- si8 BattleInfo::battleMinSpellLevel() const
- {
- si8 levelLimit = 0;
- if(const CGHeroInstance *h1 = heroes[0])
- {
- vstd::amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
- }
- if(const CGHeroInstance *h2 = heroes[1])
- {
- vstd::amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
- }
- return levelLimit;
- }
- void BattleInfo::localInit()
- {
- belligerents[0]->battle = belligerents[1]->battle = this;
-
- BOOST_FOREACH(CArmedInstance *b, belligerents)
- b->attachTo(this);
- BOOST_FOREACH(CStack *s, stacks)
- localInitStack(s);
- exportBonuses();
- }
- void BattleInfo::localInitStack(CStack * s)
- {
- s->exportBonuses();
- if(s->base) //stack originating from "real" stack in garrison -> attach to it
- {
- s->attachTo(const_cast<CStackInstance*>(s->base));
- }
- else //attach directly to obj to which stack belongs and creature type
- {
- CArmedInstance *army = belligerents[!s->attackerOwned];
- s->attachTo(army);
- assert(s->type);
- s->attachTo(const_cast<CCreature*>(s->type));
- }
- s->postInit();
- }
- namespace CGH
- {
- using namespace std;
- static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
- {
- BOOST_FOREACH(const JsonNode &level, node.Vector())
- {
- std::vector<int> pom;
- BOOST_FOREACH(const JsonNode &value, level.Vector())
- {
- pom.push_back(value.Float());
- }
- dest.push_back(pom);
- }
- }
- }
- BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
- {
- CMP_stack cmpst;
- BattleInfo *curB = new BattleInfo;
- curB->sides[0] = armies[0]->tempOwner;
- curB->sides[1] = armies[1]->tempOwner;
- if(curB->sides[1] == 254)
- curB->sides[1] = 255;
- std::vector<CStack*> & stacks = (curB->stacks);
- curB->tile = tile;
- curB->battlefieldType = terType;
- curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
- curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
- curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
- curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
- curB->round = -2;
- curB->activeStack = -1;
- curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
- if(town)
- {
- curB->town = town;
- curB->siege = town->fortLevel();
- }
- else
- {
- curB->town = NULL;
- curB->siege = 0;
- }
- //reading battleStartpos
- std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
- const JsonNode config(GameConstants::DATA_DIR + "/config/battleStartpos.json");
- const JsonVector &positions = config["battle_positions"].Vector();
- CGH::readBattlePositions(positions[0]["levels"], attackerLoose);
- CGH::readBattlePositions(positions[1]["levels"], defenderLoose);
- CGH::readBattlePositions(positions[2]["levels"], attackerTight);
- CGH::readBattlePositions(positions[3]["levels"], defenderTight);
- CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);
- CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);
- //battleStartpos read
- int k = 0; //stack serial
- for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = attackerCreBank[armies[0]->stacksCount()-1][k];
- else if(armies[0]->formation)
- pos = attackerTight[armies[0]->stacksCount()-1][k];
- else
- pos = attackerLoose[armies[0]->stacksCount()-1][k];
- CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);
- stacks.push_back(stack);
- }
- k = 0;
- for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
- {
- int pos;
- if(creatureBank)
- pos = defenderCreBank[armies[1]->stacksCount()-1][k];
- else if(armies[1]->formation)
- pos = defenderTight[armies[1]->stacksCount()-1][k];
- else
- pos = defenderLoose[armies[1]->stacksCount()-1][k];
- CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
- stacks.push_back(stack);
- }
- for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
- {
- //we should do that for creature bank too
- if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
- {
- stacks[g]->position += BattleHex::RIGHT;
- }
- else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
- {
- if (stacks[g]->position.getX() > 1)
- stacks[g]->position += BattleHex::LEFT;
- }
- }
- //adding war machines
- if(!creatureBank)
- {
- if(heroes[0])
- {
- if(heroes[0]->getArt(13)) //ballista
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
- stacks.push_back(stack);
- }
- if(heroes[0]->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
- stacks.push_back(stack);
- }
- if(heroes[0]->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
- stacks.push_back(stack);
- }
- }
- if(heroes[1])
- {
- //defending hero shouldn't receive ballista (bug #551)
- if(heroes[1]->getArt(13) && !town) //ballista
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), false, 255, 66);
- stacks.push_back(stack);
- }
- if(heroes[1]->getArt(14)) //ammo cart
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
- stacks.push_back(stack);
- }
- if(heroes[1]->getArt(15)) //first aid tent
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
- stacks.push_back(stack);
- }
- }
- if(town && heroes[0] && town->hasFort()) //catapult
- {
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
- stacks.push_back(stack);
- }
- }
- //war machines added
- if (curB->siege == 2 || curB->siege == 3)
- {
- // keep tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
- stacks.push_back(stack);
- if (curB->siege == 3)
- {
- // lower tower + upper tower
- CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
- stacks.push_back(stack);
- stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
- stacks.push_back(stack);
- }
- }
- std::stable_sort(stacks.begin(),stacks.end(),cmpst);
- //setting up siege
- if(town && town->hasFort())
- {
- for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
- {
- curB->si.wallState[b] = 1;
- }
- }
- //randomize obstacles
- if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
- {
- bool obAv[GameConstants::BFIELD_SIZE]; //availability of hexes for obstacles;
- std::vector<int> possibleObstacles;
- for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
- {
- if(i%17 < 4 || i%17 > 12)
- {
- obAv[i] = false;
- }
- else
- {
- obAv[i] = true;
- }
- }
- for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
- {
- if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
- {
- possibleObstacles.push_back(g->first);
- }
- }
- srand(time(NULL));
- if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
- {
- int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
- while(toBlock>0)
- {
- CObstacleInstance coi;
- coi.uniqueID = curB->obstacles.size();
- coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
- coi.pos = rand()%GameConstants::BFIELD_SIZE;
- std::vector<BattleHex> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
- bool badObstacle = false;
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] < 0 || block[b] >= GameConstants::BFIELD_SIZE || !obAv[block[b]])
- {
- badObstacle = true;
- break;
- }
- }
- if(badObstacle) continue;
- //obstacle can be placed
- curB->obstacles.push_back(coi);
- for(int b=0; b<block.size(); ++b)
- {
- if(block[b] >= 0 && block[b] < GameConstants::BFIELD_SIZE)
- obAv[block[b]] = false;
- }
- toBlock -= block.size();
- }
- }
- }
- //spell level limiting bonus
- curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
- 0, -1, -1, Bonus::INDEPENDENT_MAX));
- //giving terrain overalay premies
- int bonusSubtype = -1;
- switch(terType)
- {
- case 9: //magic plains
- {
- bonusSubtype = 0;
- }
- case 14: //fiery fields
- {
- if(bonusSubtype == -1) bonusSubtype = 1;
- }
- case 15: //rock lands
- {
- if(bonusSubtype == -1) bonusSubtype = 8;
- }
- case 16: //magic clouds
- {
- if(bonusSubtype == -1) bonusSubtype = 2;
- }
- case 17: //lucid pools
- {
- if(bonusSubtype == -1) bonusSubtype = 4;
- }
- { //common part for cases 9, 14, 15, 16, 17
- curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
- break;
- }
- case 18: //holy ground
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::EVIL)));
- break;
- }
- case 19: //clover field
- { //+2 luck bonus for neutral creatures
- curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
- break;
- }
- case 20: //evil fog
- {
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::GOOD)));
- curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EAlignment::EVIL)));
- break;
- }
- case 22: //cursed ground
- {
- curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
- Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
- b->valType = Bonus::INDEPENDENT_MAX;
- curB->addNewBonus(b);
- break;
- }
- }
- //overlay premies given
- //native terrain bonuses
- if(town) //during siege always take premies for native terrain of faction
- terrain = VLC->heroh->nativeTerrains[town->town->typeID];
- boost::shared_ptr<ILimiter> nativeTerrain(new CreatureNativeTerrainLimiter(terrain));
- curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
- //////////////////////////////////////////////////////////////////////////
- //tactics
- int tacticLvls[2] = {0};
- for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
- {
- if(heroes[i])
- tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
- }
- if(int diff = tacticLvls[0] - tacticLvls[1])
- {
- curB->tacticsSide = diff < 0;
- curB->tacticDistance = std::abs(diff)*2 + 1;
- }
- else
- curB->tacticDistance = 0;
- // workaround bonuses affecting only enemy
- for(int i = 0; i < 2; i++)
- {
- TNodes nodes;
- curB->belligerents[i]->getRedAncestors(nodes);
- BOOST_FOREACH(CBonusSystemNode *n, nodes)
- {
- BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
- {
- if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
- {
- Bonus *bCopy = new Bonus(*b);
- bCopy->effectRange = Bonus::NO_LIMIT;
- bCopy->propagator.reset();
- bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
- curB->addNewBonus(bCopy);
- }
- }
- }
- }
- return curB;
- }
- bool BattleInfo::isInTacticRange( BattleHex dest ) const
- {
- return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)
- || (tacticsSide && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - tacticDistance - 1));
- }
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const
- {
- int side = sides[0] == player ? 0 : 1;
- switch (mode)
- {
- case ECastingMode::HERO_CASTING:
- {
- if(castSpells[side] > 0)
- return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
- if(!heroes[side])
- return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
- if(!heroes[side]->getArt(17))
- return ESpellCastProblem::NO_SPELLBOOK;
- }
- break;
- }
- return ESpellCastProblem::OK;
- }
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
- {
- ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
- if(genProblem != ESpellCastProblem::OK)
- return genProblem;
- int cside = sides[0] == player ? 0 : 1; //caster's side
- switch(mode)
- {
- case ECastingMode::HERO_CASTING:
- {
- const CGHeroInstance * caster = heroes[cside];
- if(!caster->canCastThisSpell(spell))
- return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
- if(caster->mana < getSpellCost(spell, caster)) //not enough mana
- return ESpellCastProblem::NOT_ENOUGH_MANA;
- }
- break;
- }
-
- if(spell->id < 10) //it's adventure spell (not combat))
- return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
- if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell
- return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;
- if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell
- return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
-
- int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)
- int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)
- int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);
- int arpos = idp - spellIDs;
- if(arpos < ARRAY_COUNT(spellIDs))
- {
- //check if there are summoned elementals of other type
- BOOST_FOREACH ( const CStack * st, stacks)
- {
- if (vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
- {
- return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
- }
- }
- }
- //checking if there exists an appropriate target
- switch(spell->getTargetType())
- {
- case CSpell::CREATURE:
- case CSpell::CREATURE_EXPERT_MASSIVE:
- if(mode == ECastingMode::HERO_CASTING)
- {
- const CGHeroInstance * caster = getHero(player);
- bool targetExists = false;
- BOOST_FOREACH(const CStack * stack, stacks)
- {
- switch (spell->positiveness)
- {
- case CSpell::POSITIVE:
- if(stack->owner == caster->getOwner())
- {
- if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
- {
- targetExists = true;
- break;
- }
- }
- break;
- case CSpell::NEUTRAL:
- if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
- {
- targetExists = true;
- break;
- }
- break;
- case CSpell::NEGATIVE:
- if(stack->owner != caster->getOwner())
- {
- if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
- {
- targetExists = true;
- break;
- }
- }
- break;
- }
- }
- if(!targetExists)
- {
- return ESpellCastProblem::NO_APPROPRIATE_TARGET;
- }
- }
- break;
- case CSpell::OBSTACLE:
- break;
- }
- return ESpellCastProblem::OK;
- }
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
- {
- ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
- if(moreGeneralProblem != ESpellCastProblem::OK)
- return moreGeneralProblem;
- if (mode != ECastingMode::CREATURE_ACTIVE_CASTING && mode != ECastingMode::ENCHANTER_CASTING)
- return battleIsImmune(getHero(player), spell, mode, dest);
- else
- return battleIsImmune(NULL, spell, mode, dest);
- }
- TSpell BattleInfo::getRandomBeneficialSpell(const CStack * subject) const
- {
- std::vector<TSpell> possibleSpells;
- CSpell * spell;
- for (int i = 0; i < GameConstants::SPELLS_QUANTITY; ++i) //should not use future spells added by mods
- {
- spell = VLC->spellh->spells[i];
- if (spell->isPositive()) //only positive
- {
- if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, i) ||
- battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
- continue;
- switch (i)
- {
- case Spells::SHIELD:
- case Spells::FIRE_SHIELD: // not if all enemy units are shooters
- {
- bool walkerPresent = false;
- BOOST_FOREACH (CStack * stack, stacks)
- {
- if ((stack->owner != subject->owner) && !stack->shots)
- {
- walkerPresent = true;
- break;
- }
- }
- if (!walkerPresent)
- continue;
- }
- break;
- case Spells::AIR_SHIELD: //only against active shooters
- {
- bool shooterPresent = false;
- BOOST_FOREACH (CStack * stack, stacks)
- {
- if ((stack->owner != subject->owner) && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots)
- {
- shooterPresent = true;
- break;
- }
- }
- if (!shooterPresent)
- continue;
- break;
- }
- case Spells::ANTI_MAGIC:
- case Spells::MAGIC_MIRROR:
- {
- if (!heroes[whatSide(theOtherPlayer(subject->owner))]) //only if there is enemy hero
- continue;
- }
- break;
- case Spells::CURE: //only damaged units - what about affected by curse?
- {
- if (subject->firstHPleft >= subject->MaxHealth())
- continue;
- }
- break;
- case Spells::BLOODLUST:
- {
- if (subject->shots) //if can shoot - only if enemy uits are adjacent
- continue;
- }
- break;
- case Spells::PRECISION:
- {
- if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
- continue;
- }
- break;
- case Spells::SLAYER://only if monsters are present
- {
- bool monsterPresent = false;
- BOOST_FOREACH (CStack * stack, stacks)
- {
- if ((stack->owner != subject->owner) &&
- (stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3))))
- {
- monsterPresent = true;
- break;
- }
- }
- if (!monsterPresent)
- continue;
- }
- break;
- case Spells::CLONE: //not allowed
- continue;
- break;
- }
- possibleSpells.push_back(i);
- }
- }
- if (possibleSpells.size())
- return possibleSpells[ran() % possibleSpells.size()];
- else
- return -1;
- }
- TSpell BattleInfo::getRandomCastedSpell(const CStack * caster) const
- {
- TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
- if (!bl->size())
- return -1;
- int totalWeight = 0;
- BOOST_FOREACH(Bonus * b, *bl)
- {
- totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
- }
- int randomPos = ran() % totalWeight;
- BOOST_FOREACH(Bonus * b, *bl)
- {
- randomPos -= std::max(b->additionalInfo, 1);
- if(randomPos < 0)
- {
- return b->subtype;
- }
- }
- return -1;
- }
- const CGHeroInstance * BattleInfo::getHero( int player ) const
- {
- assert(sides[0] == player || sides[1] == player);
- if(heroes[0] && heroes[0]->getOwner() == player)
- return heroes[0];
- return heroes[1];
- }
- bool NegateRemover(const Bonus* b)
- {
- return b->source == Bonus::CREATURE_ABILITY;
- }
- bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune
- {
- if (!spell->isPositive()) //negative or indifferent
- {
- if ((damageSpell && subject->hasBonusOfType(element, 2)) || subject->hasBonusOfType(element, 1))
- return true;
- }
- else if (spell->isPositive()) //positive
- {
- if (subject->hasBonusOfType(element, 0)) //must be immune to all spells
- return true;
- }
- return false;
- }
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
- {
- const CStack * subject = getStackT(dest, false);
- if(subject)
- {
- if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
- return ESpellCastProblem::OK;
- switch (spell->id) //TODO: more general logic for new spells?
- {
- case Spells::DESTROY_UNDEAD:
- if (!subject->hasBonusOfType(Bonus::UNDEAD))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- break;
- case Spells::DEATH_RIPPLE:
- if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //don't break here - undeads and war machines are immune, non-living are not
- case Spells::BLESS:
- case Spells::CURSE: //undeads are immune to bless & curse
- if (subject->hasBonusOfType(Bonus::UNDEAD))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- break;
- case Spells::HASTE:
- case Spells::SLOW:
- case Spells::TELEPORT:
- case Spells::CLONE:
- if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //war machines are immune to some spells than involve movement
- if (spell->id == Spells::CLONE && caster) //TODO: how about stacks casting Clone?
- {
- if (vstd::contains(subject->state, EBattleStackState::CLONED))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //can't clone already cloned creature
- int maxLevel = (std::max(caster->getSpellSchoolLevel(spell), (ui8)1) + 4);
- int creLevel = subject->getCreature()->level;
- if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- break;
- case Spells::FORGETFULNESS:
- if (!subject->hasBonusOfType(Bonus::SHOOTER))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- break;
- case Spells::DISPEL_HELPFUL_SPELLS:
- {
- TBonusListPtr spellBon = subject->getSpellBonuses();
- bool hasPositiveSpell = false;
- BOOST_FOREACH(const Bonus * b, *spellBon)
- {
- if(VLC->spellh->spells[b->sid]->isPositive())
- {
- hasPositiveSpell = true;
- break;
- }
- }
- if(!hasPositiveSpell)
- {
- return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
- }
- }
- break;
- }
-
- bool damageSpell = (vstd::contains(VLC->spellh->damageSpells, spell->id));
- if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- if (spell->fire)
- {
- if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- if (spell->water)
- {
- if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- if (spell->earth)
- {
- if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- if (spell->air)
- {
- if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- if (vstd::contains(VLC->spellh->mindSpells, spell->id))
- {
- if (subject->hasBonusOfType(Bonus::MIND_IMMUNITY))
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- if (vstd::contains(VLC->spellh->risingSpells, spell->id))
- {
- if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- TBonusListPtr immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
- if(subject->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
- {
- //std::remove_if(immunities->begin(), immunities->end(), NegateRemover);
- immunities->remove_if(NegateRemover);
- }
- if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id) ||
- ( immunities->size() > 0 && immunities->totalValue() >= spell->level && spell->level))
- {
- return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
- }
- }
- else
- {
- if(spell->getTargetType() == CSpell::CREATURE ||
- (spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && mode == ECastingMode::HERO_CASTING && caster && caster->getSpellSchoolLevel(spell) < 3))
- {
- return ESpellCastProblem::WRONG_SPELL_TARGET;
- }
- }
- return ESpellCastProblem::OK;
- }
- std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
- {
- std::vector<ui32> ret;
- for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
- {
- ret.push_back((*it)->ID);
- continue;
- }
- //non-negative spells on friendly stacks should always succeed, unless immune
- if(!sp->isNegative() && (*it)->owner == casterSideOwner)
- continue;
- /*
- const CGHeroInstance * bonusHero; //hero we should take bonuses from
- if((*it)->owner == casterSideOwner)
- bonusHero = caster;
- else
- bonusHero = hero2;*/
- int prob = (*it)->magicResistance(); //probability of resistance in %
- if(prob > 100) prob = 100;
- if(rand()%100 < prob) //immunity from resistance
- ret.push_back((*it)->ID);
- }
- if(sp->id == 60) //hypnotize
- {
- for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
- {
- if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
- || ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft
- >
- usedSpellPower * 25 + sp->powers[spellLevel]
- )
- {
- ret.push_back((*it)->ID);
- }
- }
- }
- return ret;
- }
- int BattleInfo::getSurrenderingCost(int player) const
- {
- if(!battleCanFlee(player)) //to surrender, conditions of fleeing must be fulfilled
- return -1;
- if(!getHero(theOtherPlayer(player))) //additionally, there must be an enemy hero
- return -2;
- int ret = 0;
- double discount = 0;
- BOOST_FOREACH(const CStack *s, stacks)
- if(s->owner == player && s->base) //we pay for our stack that comes from our army (the last condition eliminates summoned cres and war machines)
- ret += s->getCreature()->cost[Res::GOLD] * s->count;
- if(const CGHeroInstance *h = getHero(player))
- discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
- 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;
- }
- int BattleInfo::theOtherPlayer(int player) const
- {
- return sides[!whatSide(player)];
- }
- ui8 BattleInfo::whatSide(int player) const
- {
- for(int i = 0; i < ARRAY_COUNT(sides); i++)
- if(sides[i] == player)
- return i;
- tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
- return -1;
- }
- int BattleInfo::getIdForNewStack() const
- {
- if(stacks.size())
- {
- //stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
- auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),
- [](const CStack *a, const CStack *b) { return a->ID < b->ID; });
- return highestIDStack->ID + 1;
- }
- return 0;
- }
- CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
- : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
- counterAttacks(1)
- {
- assert(base);
- type = base->type;
- count = baseAmount = base->count;
- setNodeType(STACK_BATTLE);
- }
- CStack::CStack()
- {
- init();
- setNodeType(STACK_BATTLE);
- }
- CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
- : base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
- {
- type = stack->type;
- count = baseAmount = stack->count;
- setNodeType(STACK_BATTLE);
- }
- void CStack::init()
- {
- base = NULL;
- type = NULL;
- ID = -1;
- count = baseAmount = -1;
- firstHPleft = -1;
- owner = 255;
- slot = 255;
- attackerOwned = false;
- position = BattleHex();
- counterAttacks = -1;
- }
- void CStack::postInit()
- {
- assert(type);
- assert(getParentNodes().size());
- firstHPleft = MaxHealth();
- shots = getCreature()->valOfBonuses(Bonus::SHOTS);
- counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
- casts = valOfBonuses(Bonus::CASTS); //TODO: set them in cr_abils.txt
- state.insert(EBattleStackState::ALIVE); //alive state indication
- }
- ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
- {
- if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
- return 0;
- int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
- int percentBonus = 0;
- BOOST_FOREACH(const Bonus *b, getBonusList())
- {
- if(b->type == Bonus::STACKS_SPEED)
- {
- percentBonus += b->additionalInfo;
- }
- }
- speed = ((100 + percentBonus) * speed)/100;
- //bind effect check - doesn't influence stack initiative
- if (useBind && getEffect(72))
- {
- return 0;
- }
- return speed;
- }
- si32 CStack::magicResistance() const
- {
- si32 magicResistance;
- if (base) //TODO: make war machines receive aura of magic resistance
- {
- magicResistance = base->magicResistance();
- int auraBonus = 0;
- BOOST_FOREACH (CStack * stack, base->armyObj->battle->getAdjacentCreatures(this))
- {
- if (stack->owner == owner)
- {
- vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
- }
- }
- magicResistance += auraBonus;
- vstd::amin (magicResistance, 100);
- }
- else
- magicResistance = type->magicResistance();
- return magicResistance;
- }
- const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
- {
- BOOST_FOREACH(Bonus *it, getBonusList())
- {
- if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
- {
- if(!turn || it->turnsRemain > turn)
- return &(*it);
- }
- }
- return NULL;
- }
- void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
- {
- si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
- switch(sse.sid)
- {
- case 27: //shield
- sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 28: //air shield
- sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 29: //fire shield
- sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 30: //protection from air
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 31: //protection from fire
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 32: //protection from water
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 33: //protection from earth
- sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 34: //anti-magic
- sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 36: //magic mirror
- sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- case 41: //bless
- sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 42: //curse
- sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
- sf.back().valType = Bonus::INDEPENDENT_MAX;
- sf.back().sid = sse.sid;
- break;
- case 43: //bloodlust
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
- sf.back().sid = sse.sid;
- break;
- case 44: //precision
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
- sf.back().sid = sse.sid;
- break;
- case 45: //weakness
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 46: //stone skin
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 47: //disrupting ray
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.back().valType = Bonus::ADDITIVE_VALUE;
- break;
- case 48: //prayer
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 49: //mirth
- sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 50: //sorrow
- sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 51: //fortune
- sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 52: //misfortune
- sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 53: //haste
- sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 54: //slow
- sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 55: //slayer
- sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 56: //frenzy
- sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 58: //counterstrike
- sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 59: //bersek
- sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 60: //hypnotize
- sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 61: //forgetfulness
- sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case Spells::BLIND: //blind
- sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
- sf.back().sid = sse.sid;
- break;
- case Spells::STONE_GAZE: //Stone Gaze
- case Spells::PARALYZE: //Paralyze
- sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
- sf.back().sid = sse.sid;
- break;
- case 71: //Poison
- sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
- sf.back().sid = sse.sid;
- sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 72: //Bind
- sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
- sf.back().duration = Bonus::PERMANENT;
- sf.back().sid = sse.sid;
- break;
- case 73: //Disease
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
- sf.back().sid = sse.sid;
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
- sf.back().sid = sse.sid;
- break;
- case 75: //Age
- sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
- sf.back().sid = sse.sid;
- break;
- case 80: //Acid Breath
- sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
- sf.back().sid = sse.sid;
- sf.back().duration = Bonus::PERMANENT;
- sf.back().valType = Bonus::ADDITIVE_VALUE;
- break;
- }
- }
- ui8 CStack::howManyEffectsSet(ui16 id) const
- {
- ui8 ret = 0;
- BOOST_FOREACH(const Bonus *it, getBonusList())
- if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
- {
- ++ret;
- }
- return ret;
- }
- bool CStack::willMove(int turn /*= 0*/) const
- {
- return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
- && !moved(turn)
- && canMove(turn);
- }
- bool CStack::canMove( int turn /*= 0*/ ) const
- {
- return alive()
- && !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
- }
- bool CStack::moved( int turn /*= 0*/ ) const
- {
- if(!turn)
- return vstd::contains(state, EBattleStackState::MOVED);
- else
- return false;
- }
- bool CStack::doubleWide() const
- {
- return getCreature()->doubleWide;
- }
- BattleHex CStack::occupiedHex() const
- {
- if (doubleWide())
- {
- if (attackerOwned)
- return position - 1;
- else
- return position + 1;
- }
- else
- {
- return BattleHex::INVALID;
- }
- }
- std::vector<BattleHex> CStack::getHexes() const
- {
- std::vector<BattleHex> hexes;
- hexes.push_back(BattleHex(position));
- BattleHex occupied = occupiedHex();
- if(occupied.isValid())
- hexes.push_back(occupied);
- return hexes;
- }
- bool CStack::coversPos(BattleHex pos) const
- {
- return vstd::contains(getHexes(), pos);
- }
- std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
- {
- BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
- std::vector<BattleHex> hexes;
- if (doubleWide())
- {
- const int WN = GameConstants::BFIELD_WIDTH;
- if(attackerOwned)
- { //position is equal to front hex
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
- BattleHex::checkAndPush(hex - 2, hexes);
- BattleHex::checkAndPush(hex + 1, hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
- }
- else
- {
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
- BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
- BattleHex::checkAndPush(hex + 2, hexes);
- BattleHex::checkAndPush(hex - 1, hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
- BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
- }
- return hexes;
- }
- else
- {
- return hex.neighbouringTiles();
- }
- }
- std::vector<si32> CStack::activeSpells() const
- {
- std::vector<si32> ret;
- TBonusListPtr spellEffects = getSpellBonuses();
- BOOST_FOREACH(const Bonus *it, *spellEffects)
- {
- if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
- ret.push_back(it->sid);
- }
- return ret;
- }
- CStack::~CStack()
- {
- detachFromAll();
- }
- const CGHeroInstance * CStack::getMyHero() const
- {
- if(base)
- return dynamic_cast<const CGHeroInstance *>(base->armyObj);
- else //we are attached directly?
- BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
- if(n->getNodeType() == HERO)
- dynamic_cast<const CGHeroInstance *>(n);
- return NULL;
- }
- std::string CStack::nodeName() const
- {
- std::ostringstream oss;
- oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
- if(type)
- oss << type->namePl;
- else
- oss << "[UNDEFINED TYPE]";
- oss << " from slot " << (int)slot;
- if(base && base->armyObj)
- oss << " of armyobj=" << base->armyObj->id;
- return oss.str();
- }
- void CStack::prepareAttacked(BattleStackAttacked &bsa) const
- {
- bsa.killedAmount = bsa.damageAmount / MaxHealth();
- unsigned damageFirst = bsa.damageAmount % MaxHealth();
- if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
- {
- bsa.killedAmount = count;
- bsa.flags |= BattleStackAttacked::CLONE_KILLED;
- return; // no rebirth I believe
- }
- if( firstHPleft <= damageFirst )
- {
- bsa.killedAmount++;
- bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
- }
- else
- {
- bsa.newHP = firstHPleft - damageFirst;
- }
- if(count <= bsa.killedAmount) //stack killed
- {
- bsa.newAmount = 0;
- bsa.flags |= BattleStackAttacked::KILLED;
- bsa.killedAmount = count; //we cannot kill more creatures than we have
- int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
- if (resurrectFactor > 0 && casts) //there must be casts left
- {
- int resurrectedCount = base->count * resurrectFactor / 100;
- if (resurrectedCount)
- resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
- else //only one unit
- resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
- if (hasBonusOfType(Bonus::REBIRTH, 1))
- vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
- if (resurrectedCount)
- {
- bsa.flags |= BattleStackAttacked::REBIRTH;
- bsa.newAmount = resurrectedCount; //risky?
- bsa.newHP = MaxHealth(); //resore full health
- }
- }
- }
- else
- {
- bsa.newAmount = count - bsa.killedAmount;
- }
- }
- bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
- {
- if (!attackerPos.isValid())
- {
- attackerPos = attacker->position;
- }
- if (!defenderPos.isValid())
- {
- defenderPos = defender->position;
- }
- return
- (BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) //front <=> front
- || (attacker->doubleWide() //back <=> front
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
- || (defender->doubleWide() //front <=> back
- && BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
- || (defender->doubleWide() && attacker->doubleWide()//back <=> back
- && BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
-
- }
- bool CStack::ableToRetaliate() const
- {
- return alive()
- && (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
- && !hasBonusOfType(Bonus::SIEGE_WEAPON)
- && !hasBonusOfType(Bonus::HYPNOTIZED)
- && !hasBonusOfType(Bonus::NO_RETALIATION);
- }
- std::string CStack::getName() const
- {
- return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
- }
- bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
- {
- return (alive() || allowDead) && position.isValid();
- }
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
- {
- switch(phase)
- {
- case 0: //catapult moves after turrets
- return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
- case 1: //fastest first, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as > bs;
- else
- return a->slot < b->slot;
- }
- case 2: //fastest last, upper slot first
- //TODO: should be replaced with order of receiving morale!
- case 3: //fastest last, upper slot first
- {
- int as = a->Speed(turn), bs = b->Speed(turn);
- if(as != bs)
- return as < bs;
- else
- return a->slot < b->slot;
- }
- default:
- assert(0);
- return false;
- }
- }
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
- {
- phase = Phase;
- turn = Turn;
- }
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