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							- #include "StdInc.h"
 
- #include "CBattleCallback.h"
 
- #include "BattleState.h"
 
- #include "CGameState.h"
 
- #include "NetPacks.h"
 
- #include "CSpellHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "CTownHandler.h"
 
- /*
 
-  * CBattleCallback.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
 
-  *
 
-  */
 
- #define RETURN_IF_NOT_BATTLE(X) if(!duringBattle()) {logGlobal->errorStream() << __FUNCTION__ << " called when no battle!"; return X; }
 
- namespace SiegeStuffThatShouldBeMovedToHandlers //  <=== TODO
 
- {
 
- 	static void retreiveTurretDamageRange(const CGTownInstance * town, const CStack *turret, double &outMinDmg, double &outMaxDmg)
 
- 	{
 
- 		assert(turret->getCreature()->idNumber == CreatureID::ARROW_TOWERS);
 
- 		assert(town);
 
- 		assert(turret->position >= -4 && turret->position <= -2);
 
- 		float multiplier = (turret->position == -2) ? 1 : 0.5;
 
- 		int baseMin = 6;
 
- 		int baseMax = 10;
 
- 		outMinDmg = multiplier * (baseMin + town->getTownLevel() * 2);
 
- 		outMaxDmg = multiplier * (baseMax + town->getTownLevel() * 3);
 
- 	}
 
- 	static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
 
- 	{
 
- 		static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
 
- 		return lineToHex[line];
 
- 	}
 
- 	static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
 
- 	{
 
- 		const int wallInStackLine = lineToWallHex(pos1.getY());
 
- 		const int wallInDestLine = lineToWallHex(pos2.getY());
 
- 		const bool stackLeft = pos1 < wallInStackLine;
 
- 		const bool destLeft = pos2 < wallInDestLine;
 
- 		return stackLeft != destLeft;
 
- 	}
 
- 	//potentially attackable parts of wall
 
- 	static const std::pair<int, EWallParts::EWallParts> attackable[] =
 
- 	{
 
- 		std::make_pair(50,  EWallParts::KEEP),
 
- 		std::make_pair(183, EWallParts::BOTTOM_TOWER),
 
- 		std::make_pair(182, EWallParts::BOTTOM_WALL),
 
- 		std::make_pair(130, EWallParts::BELOW_GATE),
 
- 		std::make_pair(62,  EWallParts::OVER_GATE),
 
- 		std::make_pair(29,  EWallParts::UPPER_WALL),
 
- 		std::make_pair(12,  EWallParts::UPPER_TOWER),
 
- 		std::make_pair(95,  EWallParts::GATE),
 
- 		std::make_pair(96,  EWallParts::GATE),
 
- 		std::make_pair(45,  EWallParts::INDESTRUCTIBLE_PART),
 
- 		std::make_pair(78,  EWallParts::INDESTRUCTIBLE_PART),
 
- 		std::make_pair(112, EWallParts::INDESTRUCTIBLE_PART),
 
- 		std::make_pair(147, EWallParts::INDESTRUCTIBLE_PART)
 
- 	};
 
- 	static EWallParts::EWallParts hexToWallPart(BattleHex hex)
 
- 	{
 
- 		for(auto & elem : attackable)
 
- 		{
 
- 			if(elem.first == hex)
 
- 				return elem.second;
 
- 		}
 
- 		return EWallParts::INVALID; //not found!
 
- 	}
 
- 	static BattleHex WallPartToHex(EWallParts::EWallParts part)
 
- 	{
 
- 		for(auto & elem : attackable)
 
- 		{
 
- 			if(elem.second == part)
 
- 				return elem.first;
 
- 		}
 
- 		return BattleHex::INVALID; //not found!
 
- 	}
 
- }
 
- using namespace SiegeStuffThatShouldBeMovedToHandlers;
 
- boost::shared_mutex& CCallbackBase::getGsMutex()
 
- {
 
- 	return *gs->mx;
 
- }
 
- bool CCallbackBase::duringBattle() const
 
- {
 
- 	return getBattle() != nullptr;
 
- }
 
- void CCallbackBase::setBattle(const BattleInfo *B)
 
- {
 
- 	battle = B;
 
- }
 
- boost::optional<PlayerColor> CCallbackBase::getPlayerID() const
 
- {
 
- 	return player;
 
- }
 
- ETerrainType CBattleInfoEssentials::battleTerrainType() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ETerrainType::WRONG);
 
- 	return getBattle()->terrainType;
 
- }
 
- BFieldType CBattleInfoEssentials::battleGetBattlefieldType() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BFieldType::NONE);
 
- 	return getBattle()->battlefieldType;
 
- }
 
- std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoEssentials::battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective /*= boost::none*/) const
 
- {
 
- 	std::vector<shared_ptr<const CObstacleInstance> > ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(!perspective)
 
- 	{
 
- 		//if no particular perspective request, use default one
 
- 		perspective = battleGetMySide();
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!!player && *perspective != battleGetMySide())
 
- 		{
 
-             logGlobal->errorStream() << "Unauthorized access attempt!";
 
- 			assert(0); //I want to notice if that happens
 
- 			//perspective = battleGetMySide();
 
- 		}
 
- 	}
 
- 	for(auto oi : getBattle()->obstacles)
 
- 	{
 
- 		if(getBattle()->battleIsObstacleVisibleForSide(*oi, *perspective))
 
- 			ret.push_back(oi);
 
- 	}
 
- 	return ret;
 
- }
 
- bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
 
- }
 
- bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	for(const CStack *s : battleGetAllStacks())
 
- 	{
 
- 		if(s->attackerOwned == !side  &&  s->getCreature()->isItNativeTerrain(getBattle()->terrainType))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const /*returns all stacks, alive or dead or undead or mechanical :) */
 
- {
 
- 	TStacks ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	boost::copy(getBattle()->stacks, std::back_inserter(ret));
 
- 	if(!includeTurrets)
 
- 		vstd::erase_if(ret, [](const CStack *stack) { return stack->type->idNumber == CreatureID::ARROW_TOWERS; });
 
- 	return ret;
 
- }
 
- TStacks CBattleInfoEssentials::battleAliveStacks() const
 
- {
 
- 	TStacks ret;
 
- 	vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [](const CStack *s){ return s->alive(); });
 
- 	return ret;
 
- }
 
- TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
 
- {
 
- 	TStacks ret;
 
- 	vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s){ return s->alive()  &&  s->attackerOwned == !side; });
 
- 	return ret;
 
- }
 
- int CBattleInfoEssentials::battleGetMoatDmg() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	auto town = getBattle()->town;
 
- 	if(!town)
 
- 		return 0;
 
- 	return town->town->moatDamage;
 
- }
 
- const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	if(!getBattle() || getBattle()->town == nullptr)
 
- 		return nullptr;
 
- 	return getBattle()->town;
 
- }
 
- BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
 
- 	if(!player)
 
- 		return BattlePerspective::ALL_KNOWING;
 
- 	if(*player == getBattle()->sides[0].color)
 
- 		return BattlePerspective::LEFT_SIDE;
 
- 	if(*player == getBattle()->sides[1].color)
 
- 		return BattlePerspective::RIGHT_SIDE;
 
-     logGlobal->errorStream() << "Cannot find player " << *player << " in battle!";
 
-     return BattlePerspective::INVALID;
 
- }
 
- const CStack * CBattleInfoEssentials::battleActiveStack() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	return battleGetStackByID(getBattle()->activeStack);
 
- }
 
- const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	for(auto s : battleGetAllStacks(true))
 
- 		if(s->ID == ID  &&  (!onlyAlive || s->alive()))
 
- 			return s;
 
- 	return nullptr;
 
- }
 
- bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto p = battleGetMySide();
 
- 	return p == BattlePerspective::ALL_KNOWING  ||  p == side;
 
- }
 
- si8 CBattleInfoEssentials::battleTacticDist() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	return getBattle()->tacticDistance;
 
- }
 
- si8 CBattleInfoEssentials::battleGetTacticsSide() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	return getBattle()->tacticsSide;
 
- }
 
- const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	if(side > 1)
 
- 	{
 
-         logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " wrong argument!";
 
- 		return nullptr;
 
- 	}
 
- 	if(!battleDoWeKnowAbout(side))
 
- 	{
 
-         logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " access check ";
 
- 		return nullptr;
 
- 	}
 
- 	return getBattle()->sides[side].hero;
 
- }
 
- const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	if(side > 1)
 
- 	{
 
- 		logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " wrong argument!";
 
- 		return nullptr;
 
- 	}
 
- 	if(!battleDoWeKnowAbout(side))
 
- 	{
 
- 		logGlobal->errorStream() << "FIXME: " <<  __FUNCTION__ << " access check ";
 
- 		return nullptr;
 
- 	}
 
- 	return getBattle()->sides[side].armyObject;
 
- }
 
- InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
 
- {
 
- 	auto hero = getBattle()->sides[side].hero;
 
- 	if(!hero)
 
- 	{
 
-         logGlobal->warnStream() << __FUNCTION__ << ": side " << (int)side << " does not have hero!";
 
- 		return InfoAboutHero();
 
- 	}
 
- 	return InfoAboutHero(hero, battleDoWeKnowAbout(side));
 
- }
 
- int CBattleInfoEssentials::battleCastSpells(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	return getBattle()->sides[side].castSpellsCount;
 
- }
 
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	const ui8 side = playerToSide(player);
 
- 	if(!battleDoWeKnowAbout(side))
 
- 	{
 
-         logGlobal->warnStream() << "You can't check if enemy can cast given spell!";
 
- 		return ESpellCastProblem::INVALID;
 
- 	}
 
- 	switch (mode)
 
- 	{
 
- 	case ECastingMode::HERO_CASTING:
 
- 		{
 
- 			if(battleTacticDist())
 
- 				return ESpellCastProblem::ONGOING_TACTIC_PHASE;
 
- 			if(battleCastSpells(side) > 0)
 
- 				return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
 
- 			auto hero = battleGetFightingHero(side);
 
- 			if(!hero)
 
- 				return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
 
- 			if(!hero->getArt(ArtifactPosition::SPELLBOOK))
 
- 				return ESpellCastProblem::NO_SPELLBOOK;
 
- 			if(hero->hasBonusOfType(Bonus::BLOCK_ALL_MAGIC))
 
- 				return ESpellCastProblem::MAGIC_IS_BLOCKED;
 
- 		}
 
- 		break;
 
- 	default:
 
- 		break;
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	ui8 mySide = playerToSide(player);
 
- 	const CGHeroInstance *myHero = battleGetFightingHero(mySide);
 
- 	//current player have no hero
 
- 	if(!myHero)
 
- 		return false;
 
- 	//eg. one of heroes is wearing shakles of war
 
- 	if(myHero->hasBonusOfType(Bonus::BATTLE_NO_FLEEING))
 
- 		return false;
 
- 	//we are besieged defender
 
- 	if(mySide == BattleSide::DEFENDER  &&  battleGetSiegeLevel())
 
- 	{
 
- 		auto town = battleGetDefendedTown();
 
- 		if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	int ret = vstd::find_pos_if(getBattle()->sides, [=](const SideInBattle &side){ return side.color == player; });
 
- 	if(ret < 0)
 
-         logGlobal->warnStream() << "Cannot find side for player " << player;
 
- 	return ret;
 
- }
 
- ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	return getBattle()->siege;
 
- }
 
- bool CBattleInfoEssentials::battleCanSurrender(PlayerColor player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	//conditions like for fleeing + enemy must have a hero
 
- 	return battleCanFlee(player) && battleHasHero(!playerToSide(player));
 
- }
 
- bool CBattleInfoEssentials::battleHasHero(ui8 side) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	assert(side < 2);
 
- 	return getBattle()->sides[side].hero;
 
- }
 
- si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	if(getBattle()->siege == CGTownInstance::NONE)
 
- 		return EWallState::NONE;
 
- 	assert(partOfWall >= 0 && partOfWall < EWallParts::PARTS_COUNT);
 
- 	return getBattle()->si.wallState[partOfWall];
 
- }
 
- si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
 
- {
 
- 	return battleHasWallPenalty(stack, stack->position, destHex);
 
- }
 
- si8 CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if (!battleGetSiegeLevel() || bonusBearer->hasBonusOfType(Bonus::NO_WALL_PENALTY))
 
- 		return false;
 
- 	const int wallInStackLine = lineToWallHex(shooterPosition.getY());
 
- 	const int wallInDestLine = lineToWallHex(destHex.getY());
 
- 	const bool stackLeft = shooterPosition < wallInStackLine;
 
- 	const bool destRight = destHex > wallInDestLine;
 
- 	if (stackLeft && destRight) //shooting from outside to inside
 
- 	{
 
- 		int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
 
- 		if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
 
- 			row -= 2;
 
- 		const int wallPos = lineToWallHex(row);
 
- 		if (battleHexToWallPart(wallPos) < 0) //wall still exists or is indestructible
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if (!getAccesibility(stack).accessible(destHex, stack))
 
- 		return false;
 
- 	if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
 
- 		return sameSideOfWall(stack->position, destHex);
 
- 	return true;
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos  /*= BattleHex::INVALID*/) const
 
- {
 
- 	std::set<BattleHex> attackedHexes;
 
- 	RETURN_IF_NOT_BATTLE(attackedHexes);
 
- 	AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions)
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		if(battleGetStackByPos(tile, true)) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	return attackedHexes;
 
- }
 
- SpellID CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
 
- {
 
- 	switch (mode)
 
- 	{
 
- 	case RANDOM_GENIE:
 
- 		return getRandomBeneficialSpell(stack); //target
 
- 		break;
 
- 	case RANDOM_AIMED:
 
- 		return getRandomCastedSpell(stack); //caster
 
- 		break;
 
- 	default:
 
-         logGlobal->errorStream() << "Incorrect mode of battleGetRandomSpell (" << mode <<")";
 
- 		return SpellID::NONE;
 
- 	}
 
- }
 
- const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	for(auto s : battleGetAllStacks(true))
 
- 		if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
 
- 				return s;
 
- 	return nullptr;
 
- }
 
- void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out, const int howMany, const int turn /*= 0*/, int lastMoved /*= -1*/) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE();
 
- 	//let's define a huge lambda
 
- 	auto takeStack = [&](std::vector<const CStack *> &st) -> const CStack*
 
- 	{
 
- 		const CStack *ret = nullptr;
 
- 		unsigned i, //fastest stack
 
- 			j=0; //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 nullptr;
 
- 		const CStack *fastest = st[i], *other = nullptr;
 
- 		int bestSpeed = fastest->Speed(turn);
 
- 		//FIXME: comparison between bool and integer. Logic does not makes sense either
 
- 		if(fastest->attackerOwned != lastMoved)
 
- 		{
 
- 			ret = fastest;
 
- 		}
 
- 		else
 
- 		{
 
- 			for(j = i + 1; j < st.size(); j++)
 
- 			{
 
- 				if(!st[j]) continue;
 
- 				if(st[j]->attackerOwned != lastMoved || 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] = nullptr;
 
- 		else
 
- 			st[j] = nullptr;
 
- 		lastMoved = ret->attackerOwned;
 
- 		return ret;
 
- 	};
 
- 	//We'll split creatures with remaining movement to 4 buckets
 
- 	// [0] - turrets/catapult,
 
- 	// [1] - normal (unmoved) creatures, other war machines,
 
- 	// [2] - waited cres that had morale,
 
- 	// [3] - rest of waited cres
 
- 	std::vector<const CStack *> phase[4];
 
- 	int toMove = 0; //how many stacks still has move
 
- 	const CStack *active = battleActiveStack();
 
- 	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 	if(!turn && active && active->willMove() && !active->waited())
 
- 	{
 
- 		out.push_back(active);
 
- 		if(out.size() == howMany)
 
- 			return;
 
- 	}
 
- 	auto allStacks = battleGetAllStacks(true);
 
- 	if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
 
- 	{
 
- 		//No stack will be able to move, battle is over.
 
- 		out.clear();
 
- 		return;
 
- 	}
 
- 	for(auto s : battleGetAllStacks(true))
 
- 	{
 
- 		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 && s->waited()) //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 == CreatureID::CATAPULT  ||  s->getCreature()->idNumber == CreatureID::ARROW_TOWERS) //catapult and turrets are first
 
- 		{
 
- 			p = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			p = 1;
 
- 		}
 
- 		phase[p].push_back(s);
 
- 		toMove++;
 
- 	}
 
- 	for(int i = 0; i < 4; i++)
 
- 		boost::sort(phase[i], 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)
 
- 		{
 
- 			//FIXME: both branches contain same code!!!
 
- 			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]);
 
- 		if(!hlp)
 
- 		{
 
- 			pi++;
 
- 			if(pi > 3)
 
- 			{
 
- 				//if(turn != 2)
 
- 				battleGetStackQueue(out, howMany, turn + 1, lastMoved);
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- void CBattleInfoCallback::battleGetStackCountOutsideHexes(bool *ac) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE();
 
- 	auto accessibility = getAccesibility();
 
- 	for(int i = 0; i < accessibility.size(); i++)
 
- 		ac[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(!stack->position.isValid()) //turrets
 
- 		return ret;
 
- 	auto reachability = getReachability(stack);
 
- 	for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
 
- 	{
 
- 		// If obstacles or other stacks makes movement impossible, it can't be helped.
 
- 		if(!reachability.isReachable(i))
 
- 			continue;
 
- 		if(battleTacticDist() && battleGetTacticsSide() == !stack->attackerOwned)
 
- 		{
 
- 			//Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
 
- 			if(!isInTacticRange(i))
 
- 				continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			//Not tactics phase -> destination must be reachable and within stack range.
 
- 			if(reachability.distances[i] > stack->Speed(0, true))
 
- 				continue;
 
- 		}
 
- 		ret.push_back(i);
 
- 		if(addOccupiable && stack->doubleWide())
 
- 		{
 
- 			//If two-hex stack can stand on hex i then obviously it can occupy its second hex from that position
 
- 			ret.push_back(stack->occupiedHex(i));
 
- 		}
 
- 	}
 
- 	if(attackable)
 
- 	{
 
- 		auto meleeAttackable = [&](BattleHex hex) -> bool
 
- 		{
 
- 			// Return true if given hex has at least one available neighbour.
 
- 			// Available hexes are already present in ret vector.
 
- 			auto availableNeighbor = boost::find_if(ret, [=] (BattleHex availableHex)
 
- 				{  return BattleHex::mutualPosition(hex, availableHex) >= 0;  });
 
- 			return availableNeighbor != ret.end();
 
- 		};
 
- 		for(const CStack * otherSt : battleAliveStacks(stack->attackerOwned))
 
- 		{
 
- 			if(!otherSt->isValidTarget(false))
 
- 				continue;
 
- 			std::vector<BattleHex> occupied = otherSt->getHexes();
 
- 			if(battleCanShoot(stack, otherSt->position))
 
- 			{
 
- 				attackable->insert(attackable->end(), occupied.begin(), occupied.end());
 
- 				continue;
 
- 			}
 
- 			for(BattleHex he : occupied)
 
- 			{
 
- 				if(meleeAttackable(he))
 
- 					attackable->push_back(he);
 
- 			}
 
- 		}
 
- 	}
 
- 	//adding occupiable likely adds duplicates to ret -> clean it up
 
- 	boost::sort(ret);
 
- 	ret.erase(boost::unique(ret).end(), ret.end());
 
- 	return ret;
 
- }
 
- bool CBattleInfoCallback::battleCanShoot(const CStack * stack, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(battleTacticDist()) //no shooting during tactics
 
- 		return false;
 
- 	const CStack *dst = battleGetStackByPos(dest);
 
- 	if(!stack || !dst)
 
- 		return false;
 
- 	if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
 
- 		return false;
 
- 	if(stack->getCreature()->idNumber == CreatureID::CATAPULT && dst) //catapult cannot attack creatures
 
- 		return false;
 
- 	//const CGHeroInstance * stackHero = battleGetOwner(stack);
 
- 	if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
 
- 		&& stack->owner != dst->owner
 
- 		&& dst->alive()
 
- 		&& (!battleIsStackBlocked(stack)  ||  stack->hasBonusOfType(Bonus::FREE_SHOOTING))
 
- 		&& stack->shots
 
- 		)
 
- 		return true;
 
- 	return false;
 
- }
 
- TDmgRange CBattleInfoCallback::calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting,
 
- 												 ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const
 
- {
 
- 	return calculateDmgRange(attacker, defender, attacker->count, shooting, charge, lucky, unlucky, deathBlow, ballistaDoubleDmg);
 
- }
 
- TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) const
 
- {
 
- 	auto battleBonusValue = [&](const IBonusBearer * bearer, CSelector selector) -> int
 
- 	{
 
- 		auto noLimit = Selector::effectRange(Bonus::NO_LIMIT);
 
- 		auto limitMatches = info.shooting 
 
- 				? Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT) 
 
- 				: Selector::effectRange(Bonus::ONLY_MELEE_FIGHT);
 
- 		//any regular bonuses or just ones for melee/ranged
 
- 		return bearer->getBonuses(selector, noLimit.Or(limitMatches))->totalValue();
 
- 	};
 
- 	double additiveBonus = 1.0, multBonus = 1.0,
 
- 		minDmg = info.attackerBonuses->getMinDamage() * info.attackerCount,//TODO: ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT
 
- 		maxDmg = info.attackerBonuses->getMaxDamage() * info.attackerCount;
 
- 	const CCreature *attackerType = info.attacker->getCreature(),
 
- 		*defenderType = info.defender->getCreature();
 
- 	if(attackerType->idNumber == CreatureID::ARROW_TOWERS)
 
- 	{
 
- 		SiegeStuffThatShouldBeMovedToHandlers::retreiveTurretDamageRange(battleGetDefendedTown(), info.attacker, minDmg, maxDmg);
 
- 	}
 
- 	if(info.attackerBonuses->hasBonusOfType(Bonus::SIEGE_WEAPON) && attackerType->idNumber != CreatureID::ARROW_TOWERS) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
 
- 	{ //minDmg and maxDmg are multiplied by hero attack + 1
 
- 		auto retreiveHeroPrimSkill = [&](int skill) -> int
 
- 		{
 
- 			const Bonus *b = info.attackerBonuses->getBonus(Selector::sourceTypeSel(Bonus::HERO_BASE_SKILL).And(Selector::typeSubtype(Bonus::PRIMARY_SKILL, skill)));
 
- 			return b ? b->val : 0; //if there is no hero or no info on his primary skill, return 0
 
- 		};
 
- 		minDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
 
- 		maxDmg *= retreiveHeroPrimSkill(PrimarySkill::ATTACK) + 1;
 
- 	}
 
- 	int attackDefenceDifference = 0;
 
- 	double multAttackReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::GENERAL_ATTACK_REDUCTION))) / 100.0;
 
- 	attackDefenceDifference += battleBonusValue (info.attackerBonuses, Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK)) * multAttackReduction;
 
- 	double multDefenceReduction = (100 - battleBonusValue (info.attackerBonuses, Selector::type(Bonus::ENEMY_DEFENCE_REDUCTION))) / 100.0;
 
- 	attackDefenceDifference -= info.defenderBonuses->Defense() * multDefenceReduction;
 
- 	if(const Bonus *slayerEffect = info.attackerBonuses->getEffect(SpellID::SLAYER)) //slayer handling //TODO: apply only ONLY_MELEE_FIGHT / DISTANCE_FIGHT?
 
- 	{
 
- 		std::vector<int> affectedIds;
 
- 		int spLevel = slayerEffect->val;
 
- 		for(int g = 0; g < VLC->creh->creatures.size(); ++g)
 
- 		{
 
- 			for(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(auto & affectedId : affectedIds)
 
- 		{
 
- 			if(defenderType->idNumber == affectedId)
 
- 			{
 
- 				attackDefenceDifference += SpellID(SpellID::SLAYER).toSpell()->powers[spLevel];
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenceDifference < 0) //decreasing dmg
 
- 	{
 
- 		const double dec = std::min(0.025 * (-attackDefenceDifference), 0.7);
 
- 		multBonus *= 1.0 - dec;
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		const double inc = std::min(0.05 * attackDefenceDifference, 4.0);
 
- 		additiveBonus += inc;
 
- 	}
 
- 	//applying jousting bonus
 
- 	if( info.attackerBonuses->hasBonusOfType(Bonus::JOUSTING) && !info.defenderBonuses->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
 
- 		additiveBonus += info.chargedFields * 0.05;
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	if(info.shooting)
 
- 		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
 
- 	else
 
- 		additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
 
- 	if(info.defenderBonuses)
 
- 		multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
 
- 	//handling hate effect
 
- 	additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber.toEnum()) / 100.;
 
- 	//luck bonus
 
- 	if (info.luckyHit)
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	//unlucky hit, used only if negative luck is enabled
 
- 	if (info.unluckyHit)
 
- 	{
 
- 		additiveBonus -= 0.5; // FIXME: how bad (and luck in general) should work with following bonuses?
 
- 	}
 
- 	//ballista double dmg
 
- 	if(info.ballistaDoubleDamage)
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	if (info.deathBlow) //Dread Knight and many WoGified creatures
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	//handling spell effects
 
- 	if(!info.shooting) //eg. shield
 
- 	{
 
- 		multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0;
 
- 	}
 
- 	else if(info.shooting) //eg. air shield
 
- 	{
 
- 		multBonus *= (100 - info.defenderBonuses->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0;
 
- 	}
 
- 	TBonusListPtr curseEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE));
 
- 	TBonusListPtr blessEffects = info.attackerBonuses->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE));
 
- 	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;
 
- 	}
 
- 	auto isAdvancedAirShield = [](const Bonus *bonus)
 
- 	{
 
- 		return bonus->source == Bonus::SPELL_EFFECT
 
- 			&& bonus->sid == SpellID::AIR_SHIELD
 
- 			&& bonus->val >= SecSkillLevel::ADVANCED;
 
- 	};
 
- 	//wall / distance penalty + advanced air shield
 
- 	const bool distPenalty = !info.attackerBonuses->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY) && battleHasDistancePenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
 
- 	const bool obstaclePenalty = battleHasWallPenalty(info.attackerBonuses, info.attackerPosition, info.defenderPosition);
 
- 	if (info.shooting)
 
- 	{
 
- 		if (distPenalty || info.defenderBonuses->hasBonus(isAdvancedAirShield))
 
- 		{
 
- 			multBonus *= 0.5;
 
- 		}
 
- 		if (obstaclePenalty)
 
- 		{
 
- 			multBonus *= 0.5; //cumulative
 
- 		}
 
- 	}
 
- 	if(!info.shooting && info.attackerBonuses->hasBonusOfType(Bonus::SHOOTER) && !info.attackerBonuses->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
 
- 	{
 
- 		multBonus *= 0.5;
 
- 	}
 
- 	// TODO attack on petrified unit 50%
 
- 	// psychic elementals versus mind immune units 50%
 
- 	// blinded unit retaliates
 
- 	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 CBattleInfoCallback::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount,
 
- 	bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg ) const
 
- {
 
- 	BattleAttackInfo bai(attacker, defender, shooting);
 
- 	bai.attackerCount = attackerCount;
 
- 	bai.chargedFields = charge;
 
- 	bai.luckyHit = lucky;
 
- 	bai.unluckyHit = unlucky;
 
- 	bai.deathBlow = deathBlow;
 
- 	bai.ballistaDoubleDamage = ballistaDoubleDmg;
 
- 	return calculateDmgRange(bai);
 
- }
 
- TDmgRange CBattleInfoCallback::battleEstimateDamage(const CStack * attacker, const CStack * defender, TDmgRange * retaliationDmg) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
 
- 	const bool shooting = battleCanShoot(attacker, defender->position);
 
- 	const BattleAttackInfo bai(attacker, defender, shooting);
 
- 	return battleEstimateDamage(bai, retaliationDmg);
 
- }
 
- std::pair<ui32, ui32> CBattleInfoCallback::battleEstimateDamage(const BattleAttackInfo &bai, std::pair<ui32, ui32> * retaliationDmg /*= nullptr*/) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(std::make_pair(0, 0));
 
- 	//const bool shooting = battleCanShoot(bai.attacker, bai.defenderPosition); //TODO handle bonus bearer
 
- 	//const ui8 mySide = !attacker->attackerOwned;
 
- 	TDmgRange ret = calculateDmgRange(bai);
 
- 	if(retaliationDmg)
 
- 	{
 
- 		if(bai.shooting)
 
- 		{
 
- 			retaliationDmg->first = retaliationDmg->second = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			ui32 TDmgRange::* pairElems[] = {&TDmgRange::first, &TDmgRange::second};
 
- 			for (int i=0; i<2; ++i)
 
- 			{
 
- 				BattleStackAttacked bsa;
 
- 				bsa.damageAmount = ret.*pairElems[i];
 
- 				bai.defender->prepareAttacked(bsa, bai.defenderCount);
 
- 				auto retaliationAttack = bai.reverse();
 
- 				retaliationAttack.attackerCount = bsa.newAmount;
 
- 				retaliationDmg->*pairElems[!i] = calculateDmgRange(retaliationAttack).*pairElems[!i];
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(shared_ptr<const CObstacleInstance>());
 
- 	for(auto &obs : battleGetAllObstacles())
 
- 	{
 
- 		if(vstd::contains(obs->getBlockedTiles(), tile)
 
- 			|| (!onlyBlocking  &&  vstd::contains(obs->getAffectedTiles(), tile)))
 
- 		{
 
- 			return obs;
 
- 		}
 
- 	}
 
- 	return shared_ptr<const CObstacleInstance>();
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility() const
 
- {
 
- 	AccessibilityInfo ret;
 
- 	ret.fill(EAccessibility::ACCESSIBLE);
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int y = 0; y < GameConstants::BFIELD_HEIGHT; y++)
 
- 	{
 
- 		ret[BattleHex(GameConstants::BFIELD_WIDTH - 1, y)] = EAccessibility::SIDE_COLUMN;
 
- 		ret[BattleHex(0, y)] = EAccessibility::SIDE_COLUMN;
 
- 	}
 
- 	//gate -> should be before stacks
 
- 	if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallParts::GATE) != EWallState::DESTROYED)
 
- 	{
 
- 		ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
 
- 	}
 
- 	//tiles occupied by standing stacks
 
- 	for(auto stack : battleAliveStacks())
 
- 	{
 
- 		for(auto hex : stack->getHexes())
 
- 			if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
 
- 				ret[hex] = EAccessibility::ALIVE_STACK;
 
- 	}
 
- 	//obstacles
 
- 	for(const auto &obst : battleGetAllObstacles())
 
- 	{
 
- 		for(auto hex : obst->getBlockedTiles())
 
- 			ret[hex] = EAccessibility::OBSTACLE;
 
- 	}
 
- 	//walls
 
- 	if(battleGetSiegeLevel() > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
 
- 		for(auto hex : permanentlyLocked)
 
- 			ret[hex] = EAccessibility::UNAVAILABLE;
 
- 		//TODO likely duplicated logic
 
- 		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(auto & elem : lockedIfNotDestroyed)
 
- 		{
 
- 			if(battleGetWallState(elem.first) != EWallState::DESTROYED)
 
- 				ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
 
- {
 
- 	return getAccesibility(stack->getHexes());
 
- }
 
- AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
 
- {
 
- 	auto ret = getAccesibility();
 
- 	for(auto hex : accessibleHexes)
 
- 		if(hex.isValid())
 
- 			ret[hex] = EAccessibility::ACCESSIBLE;
 
- 	return ret;
 
- }
 
- ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = accessibility;
 
- 	ret.params = params;
 
- 	ret.predecessors.fill(BattleHex::INVALID);
 
- 	ret.distances.fill(ReachabilityInfo::INFINITE_DIST);
 
- 	if(!params.startPosition.isValid()) //if got call for arrow turrets
 
- 		return ret;
 
- 	const std::set<BattleHex> quicksands = getStoppers(params.perspective);
 
- 	//const bool twoHexCreature = params.doubleWide;
 
- 	std::queue<BattleHex> hexq; //bfs queue
 
- 	//first element
 
- 	hexq.push(params.startPosition);
 
- 	ret.distances[params.startPosition] = 0;
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		const BattleHex curHex = hexq.front();
 
- 		hexq.pop();
 
- 		//walking stack can't step past the quicksands
 
- 		//TODO what if second hex of two-hex creature enters quicksand
 
- 		if(curHex != params.startPosition && vstd::contains(quicksands, curHex))
 
- 			continue;
 
- 		const int costToNeighbour = ret.distances[curHex] + 1;
 
- 		for(BattleHex neighbour : curHex.neighbouringTiles())
 
- 		{
 
- 			const bool accessible = accessibility.accessible(neighbour, params.doubleWide, params.attackerOwned);
 
- 			const int costFoundSoFar = ret.distances[neighbour];
 
- 			if(accessible  &&  costToNeighbour < costFoundSoFar)
 
- 			{
 
- 				hexq.push(neighbour);
 
- 				ret.distances[neighbour] = costToNeighbour;
 
- 				ret.predecessors[neighbour] = curHex;
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
 
- {
 
- 	return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
 
- }
 
- std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
 
- {
 
- 	std::set<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	for(auto &oi : battleGetAllObstacles(whichSidePerspective))
 
- 	{
 
- 		if(battleIsObstacleVisibleForSide(*oi, whichSidePerspective))
 
- 		{
 
- 			range::copy(oi->getStoppingTile(), vstd::set_inserter(ret));
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
 
- {
 
- 	auto reachability = getReachability(closest);
 
- 	// I hate std::pairs with their undescriptive member names first / second
 
- 	struct DistStack
 
- 	{
 
- 		int distanceToPred;
 
- 		const CStack *stack;
 
- 	};
 
- 	std::vector<DistStack> stackPairs; //pairs <<distance, hex>, stack>
 
- 	for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
 
- 	{
 
- 		const CStack * atG = battleGetStackByPos(g);
 
- 		if(!atG || atG->ID == closest->ID) //if there is no stack or we are the closest one
 
- 			continue;
 
- 		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
 
- 		{
 
- 			if (reachability.isReachable(g))
 
- 			//FIXME: hexes occupied by enemy stack are not accessible. Need to use BattleInfo::getPath or similiar
 
- 			{
 
- 				DistStack hlp = {reachability.distances[reachability.predecessors[g]], atG};
 
- 				stackPairs.push_back(hlp);
 
- 			}
 
- 		}
 
- 	}
 
- 	if (stackPairs.size())
 
- 	{
 
- 		auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
 
- 		auto minimal = boost::min_element(stackPairs, comparator);
 
- 		return std::make_pair(minimal->stack, reachability.predecessors[minimal->stack->position]);
 
- 	}
 
- 	else
 
- 		return std::make_pair<const CStack * , BattleHex>(nullptr, BattleHex::INVALID);
 
- }
 
- si8 CBattleInfoCallback::battleGetTacticDist() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(0);
 
- 	//TODO get rid of this method
 
- 	if(battleDoWeKnowAbout(battleGetTacticsSide()))
 
- 		return battleTacticDist();
 
- 	return 0;
 
- }
 
- bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	auto side = battleGetTacticsSide();
 
- 	auto dist = battleGetTacticDist();
 
- 	return ((!side && dest.getX() > 0 && dest.getX() <= dist)
 
- 		|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
 
- {
 
- 	ReachabilityInfo::Parameters params(stack);
 
- 	if(!battleDoWeKnowAbout(!stack->attackerOwned))
 
- 	{
 
- 		//Stack is held by enemy, we can't use his perspective to check for reachability.
 
- 		// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
 
- 		params.perspective = battleGetMySide();
 
- 	}
 
- 	return getReachability(params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	if(params.flying)
 
- 		return getFlyingReachability(params);
 
- 	else
 
- 		return makeBFS(getAccesibility(params.knownAccessible), params);
 
- }
 
- ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters ¶ms) const
 
- {
 
- 	ReachabilityInfo ret;
 
- 	ret.accessibility = getAccesibility(params.knownAccessible);
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 	{
 
- 		if(ret.accessibility.accessible(i, params.doubleWide, params.attackerOwned))
 
- 		{
 
- 			ret.predecessors[i] = params.startPosition;
 
- 			ret.distances[i] = BattleHex::getDistance(params.startPosition, i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
 
- {
 
- 	//does not return hex attacked directly
 
- 	//TODO: apply rotation to two-hex attackers
 
- 	bool isAttacker = attacker->attackerOwned;
 
- 	AttackableTiles at;
 
- 	RETURN_IF_NOT_BATTLE(at);
 
- 	const int WN = GameConstants::BFIELD_WIDTH;
 
- 	ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
 
- 	//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
 
- 	bool reverse = isToReverse (hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
 
- 	if (reverse)
 
- 	{
 
- 		hex = attacker->occupiedHex(hex); //the other hex stack stands on
 
- 	}
 
- 	if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
 
- 	{
 
- 		boost::copy (attacker->getSurroundingHexes (attackerPos), vstd::set_inserter (at.hostileCreaturePositions));
 
- 	}
 
- 	if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
 
- 	{
 
- 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 
- 		for (BattleHex tile : hexes)
 
- 		{
 
- 			if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition (tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
 
- 			{
 
- 				const CStack * st = battleGetStackByPos(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) && BattleHex::mutualPosition (destinationTile.hex, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
 
- 	{
 
- 		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 //left-down or right-down
 
- 		case -WN: //-17 //left-up or right-up
 
- 		case WN + 1: //18 //right-down
 
- 		case -WN + 1: //-16 //right-up
 
- 			BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
 
- 			break;
 
- 		case WN-1: //16 //left-down
 
- 		case -WN-1: //-18 //left-up
 
- 			BattleHex::checkAndPush (destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
 
- 			break;
 
- 		}
 
- 		for (BattleHex tile : hexes)
 
- 		{
 
- 			//friendly stacks can also be damaged by Dragon Breath
 
- 			if (battleGetStackByPos (tile, true))
 
- 				at.friendlyCreaturePositions.insert (tile);
 
- 		}
 
- 	}
 
- 	return at;
 
- }
 
- std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos /*= BattleHex::INVALID*/) const
 
- {
 
- 	std::set<const CStack*> attackedCres;
 
- 	RETURN_IF_NOT_BATTLE(attackedCres);
 
- 	AttackableTiles at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
 
- 	for (BattleHex tile : at.hostileCreaturePositions) //all around & three-headed attack
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	for (BattleHex tile : at.friendlyCreaturePositions)
 
- 	{
 
- 		const CStack * st = battleGetStackByPos(tile, true);
 
- 		if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- //TODO: this should apply also to mechanics and cursor interface
 
- bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
 
- {
 
- 	int fromX = hexFrom.getX();
 
- 	int fromY = hexFrom.getY();
 
- 	int toX = hexTo.getX();
 
- 	int toY = hexTo.getY();
 
- 	if (curDir) // attacker, facing right
 
- 	{
 
- 		if (fromX < toX)
 
- 			return false;
 
- 		if (fromX > toX)
 
- 			return true;
 
- 		if (fromY % 2 == 0 && toY % 2 == 1)
 
- 			return true;
 
- 		return false;
 
- 	}
 
- 	else // defender, facing left
 
- 	{
 
- 		if(fromX < toX)
 
- 			return true;
 
- 		if(fromX > toX)
 
- 			return false;
 
- 		if (fromY % 2 == 1 && toY % 2 == 0)
 
- 			return true;
 
- 		return false;
 
- 	}
 
- }
 
- //TODO: this should apply also to mechanics and cursor interface
 
- bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
 
- {
 
- 	if (hexTo < 0  ||  hexFrom < 0) //turret
 
- 		return false;
 
- 	if (toDoubleWide)
 
- 	{
 
- 		return (isToReverseHlp (hexFrom, hexTo, curDir)) &&
 
- 			(toDir ? isToReverseHlp (hexFrom, hexTo-1, curDir) : isToReverseHlp (hexFrom, hexTo+1, curDir));
 
- 	}
 
- 	else
 
- 	{
 
- 		return isToReverseHlp(hexFrom, hexTo, curDir);
 
- 	}
 
- }
 
- ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= nullptr*/) const
 
- {
 
- 	ReachabilityInfo::TDistances ret;
 
- 	ret.fill(-1);
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	ReachabilityInfo::Parameters params(stack);
 
- 	params.perspective = battleGetMySide();
 
- 	params.startPosition = hex.isValid() ? hex : stack->position;
 
- 	auto reachability = getReachability(params);
 
- 	boost::copy(reachability.distances, ret.begin());
 
- 	if(predecessors)
 
- 		for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 			predecessors[i] = reachability.predecessors[i];
 
- 	return ret;
 
- }
 
- si8 CBattleInfoCallback::battleHasDistancePenalty(const CStack * stack, BattleHex destHex) const
 
- {
 
- 	return battleHasDistancePenalty(stack, stack->position, destHex);
 
- }
 
- si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(bonusBearer->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY))
 
- 		return false;
 
- 	if(const CStack * dstStack = battleGetStackByPos(destHex, false))
 
- 	{
 
- 		//If any hex of target creature is within range, there is no penalty
 
- 		for(auto hex : dstStack->getHexes())
 
- 			if(BattleHex::getDistance(shooterPosition, hex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
 
- 				return false;
 
- 		//TODO what about two-hex shooters?
 
- 	}
 
- 	else
 
- 	{
 
- 		if (BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
 
- 			return false;
 
- 	}
 
- 	return true;
 
- }
 
- BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallParts::EWallParts part) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
 
- 	return WallPartToHex(part);
 
- }
 
- EWallParts::EWallParts CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(EWallParts::INVALID);
 
- 	return hexToWallPart(hex);
 
- }
 
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	// Get stack at destination hex -> subject of our spell.
 
- 	const CStack * subject = battleGetStackByPos(dest, !spell->isRisingSpell()); //only alive if not rising spell
 
- 	if(subject)
 
- 	{
 
- 		if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
 
- 			return ESpellCastProblem::OK;
 
- 		if (spell->isImmuneBy(subject)) //TODO: move all logic to spellhandler
 
- 			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		switch (spell->id) //TODO: more general logic for new spells?
 
- 		{
 
- 		case SpellID::CLONE:
 
- 			{
 
- 				//can't clone already cloned creature
 
- 				if (vstd::contains(subject->state, EBattleStackState::CLONED))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; 
 
- 				//TODO: how about stacks casting Clone?
 
- 				//currently Clone casted by stack is assumed Expert level
 
- 				ui8 schoolLevel;
 
- 				if (caster)
 
- 				{
 
- 					schoolLevel = caster->getSpellSchoolLevel(spell);
 
- 				}
 
- 				else
 
- 				{
 
- 					schoolLevel = 3;
 
- 				}
 
- 				
 
- 				if (schoolLevel < 3)
 
- 				{
 
- 					int maxLevel = (std::max(schoolLevel, (ui8)1) + 4);
 
- 					int creLevel = subject->getCreature()->level;
 
- 					if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, any level for expert
 
- 						return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;	
 
- 				}					
 
- 			}
 
- 			break;
 
- 		case SpellID::DISPEL_HELPFUL_SPELLS:
 
- 			{
 
- 				TBonusListPtr spellBon = subject->getSpellBonuses();
 
- 				bool hasPositiveSpell = false;
 
- 				for(const Bonus * b : *spellBon)
 
- 				{
 
- 					if(SpellID(b->sid).toSpell()->isPositive())
 
- 					{
 
- 						hasPositiveSpell = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(!hasPositiveSpell)
 
- 				{
 
- 					return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 		if (spell->isRisingSpell())
 
- 		{
 
- 			if (caster) //TODO: what with Archangels?
 
- 			{
 
- 				auto maxHealth = calculateHealedHP (caster, spell, subject);
 
- 				if (subject->count >= subject->baseAmount || maxHealth < subject->MaxHealth()) //must be able to rise at least one full creature
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 			}
 
- 		}
 
- 		else if(spell->id == SpellID::HYPNOTIZE && caster) //do not resist hypnotize casted after attack, for example
 
- 		{
 
- 			//TODO: what with other creatures casting hypnotize, Faerie Dragons style?
 
- 			ui64 subjectHealth = (subject->count - 1) * subject->MaxHealth() + subject->firstHPleft;
 
- 			//apply 'damage' bonus for hypnotize, including hero specialty
 
- 			ui64 maxHealth = calculateSpellBonus (caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER)
 
- 				* spell->power + spell->powers[caster->getSpellSchoolLevel(spell)], spell, caster, subject);
 
- 			if (subjectHealth > maxHealth)
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 	}
 
- 	else //no target stack on this tile
 
- 	{
 
- 		if(spell->getTargetType() == CSpell::CREATURE
 
- 			|| (spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE
 
- 				&& mode == ECastingMode::HERO_CASTING //TODO why???
 
- 				&& caster
 
- 				&& caster->getSpellSchoolLevel(spell) < SecSkillLevel::EXPERT))
 
- 		{
 
- 			return ESpellCastProblem::WRONG_SPELL_TARGET;
 
- 		}
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpell( PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	const ui8 side = playerToSide(player);
 
- 	if(!battleDoWeKnowAbout(side))
 
- 		return ESpellCastProblem::INVALID;
 
- 	ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
 
- 	if(genProblem != ESpellCastProblem::OK)
 
- 		return genProblem;
 
- 	//Casting hero, set only if he is an actual caster.
 
- 	const CGHeroInstance *castingHero = mode == ECastingMode::HERO_CASTING
 
- 										? battleGetFightingHero(side)
 
- 										: nullptr;
 
- 	switch(mode)
 
- 	{
 
- 	case ECastingMode::HERO_CASTING:
 
- 		{
 
- 			assert(castingHero);
 
- 			if(!castingHero->canCastThisSpell(spell))
 
- 				return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
 
- 			if(castingHero->mana < battleGetSpellCost(spell, castingHero)) //not enough mana
 
- 				return ESpellCastProblem::NOT_ENOUGH_MANA;
 
- 		}
 
- 		break;
 
- 	}
 
- 	if(!spell->combatSpell)
 
- 		return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
 
- 	if(spell->isNegative() || spell->hasEffects())
 
- 	{
 
- 		bool allStacksImmune = true;
 
- 		//we are interested only in enemy stacks when casting offensive spells
 
- 		auto stacks = spell->isNegative() ? battleAliveStacks(!side) : battleAliveStacks();
 
- 		for(auto stack : stacks) 
 
- 		{
 
- 			if(!battleIsImmune(castingHero, spell, mode, stack->position))
 
- 			{
 
- 				allStacksImmune = false;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(allStacksImmune)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	if(battleMaxSpellLevel() < spell->level) //effect like Recanter's Cloak or Orb of Inhibition
 
- 		return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
 
- 	//IDs of summon elemental spells (fire, earth, water, air)
 
- 	int spellIDs[] = {	SpellID::SUMMON_FIRE_ELEMENTAL, SpellID::SUMMON_EARTH_ELEMENTAL,
 
- 						SpellID::SUMMON_WATER_ELEMENTAL, SpellID::SUMMON_AIR_ELEMENTAL };
 
- 	//(fire, earth, water, air) elementals
 
- 	int creIDs[] = {CreatureID::FIRE_ELEMENTAL,  CreatureID::EARTH_ELEMENTAL,
 
- 					CreatureID::WATER_ELEMENTAL, CreatureID::AIR_ELEMENTAL};
 
- 	int arpos = vstd::find_pos(spellIDs, spell->id);
 
- 	if(arpos < ARRAY_COUNT(spellIDs))
 
- 	{
 
- 		//check if there are summoned elementals of other type
 
- 		for( const CStack * st : battleAliveStacks())
 
- 			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 = battleGetFightingHero(side);
 
- 			bool targetExists = false;
 
- 			for(const CStack * stack : battleGetAllStacks()) //dead stacks will be immune anyway
 
- 			{
 
- 				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;
 
- }
 
- std::vector<BattleHex> CBattleInfoCallback::battleGetPossibleTargets(PlayerColor player, const CSpell *spell) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	auto mode = ECastingMode::HERO_CASTING; //TODO get rid of this!
 
- 	switch(spell->getTargetType())
 
- 	{
 
- 	case CSpell::CREATURE:
 
- 	case CSpell::CREATURE_EXPERT_MASSIVE:
 
- 		{
 
- 			const CGHeroInstance * caster = battleGetFightingHero(playerToSide(player)); //TODO
 
- 			for(const CStack * stack : battleAliveStacks())
 
- 			{
 
- 				switch (spell->positiveness)
 
- 				{
 
- 				case CSpell::POSITIVE:
 
- 					if(stack->owner == caster->getOwner())
 
- 						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 							ret.push_back(stack->position);
 
- 					break;
 
- 				case CSpell::NEUTRAL:
 
- 					if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 						ret.push_back(stack->position);
 
- 					break;
 
- 				case CSpell::NEGATIVE:
 
- 					if(stack->owner != caster->getOwner())
 
- 						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 							ret.push_back(stack->position);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		break;
 
- 	default:
 
-         logGlobal->errorStream() << "FIXME " << __FUNCTION__ << " doesn't work with target type " << spell->getTargetType();
 
- 	}
 
- 	return ret;
 
- }
 
- ui32 CBattleInfoCallback::battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-1);
 
- 	//TODO should be replaced using bonus system facilities (propagation onto battle node)
 
- 	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(auto stack : battleAliveStacks())
 
- 	{
 
- 		if(stack->owner == caster->tempOwner  &&  stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
 
- 		{
 
- 			vstd::amax(manaReduction, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 		if( stack->owner != caster->tempOwner  &&  stack->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
 
- 		{
 
- 			vstd::amax(manaIncrease, stack->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
 
- 		}
 
- 	}
 
- 	return ret - manaReduction + manaIncrease;
 
- }
 
- ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastThisSpellHere( PlayerColor player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
 
- 	if(moreGeneralProblem != ESpellCastProblem::OK)
 
- 		return moreGeneralProblem;
 
- 	if(spell->getTargetType() == CSpell::OBSTACLE)
 
- 	{
 
- 		if(spell->id == SpellID::REMOVE_OBSTACLE)
 
- 		{
 
- 			if(auto obstacle = battleGetObstacleOnPos(dest, false))
 
- 			{
 
- 				switch (obstacle->obstacleType)
 
- 				{
 
- 				case CObstacleInstance::ABSOLUTE_OBSTACLE: //cliff-like obstacles cant be removed
 
- 				case CObstacleInstance::MOAT: 
 
- 					return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 				case CObstacleInstance::USUAL:
 
- 					return ESpellCastProblem::OK;
 
- // 				//TODO FIRE_WALL only for ADVANCED level casters
 
- // 				case CObstacleInstance::FIRE_WALL:
 
- // 					return 
 
- // 				//TODO other magic obstacles for EXPERT
 
- // 				case CObstacleInstance::QUICKSAND:
 
- // 				case CObstacleInstance::LAND_MINE:
 
- // 				case CObstacleInstance::FORCE_FIELD:
 
- // 					return 
 
- 				default:
 
- //					assert(0);
 
- 					return ESpellCastProblem::OK;
 
- 				}
 
- 			}
 
- 		}
 
- 		//isObstacleOnTile(dest)
 
- 		//
 
- 		//
 
- 		//TODO
 
- 		//assert that it's remove obstacle
 
- 		//rules whether we can remove spell-created obstacle
 
- 		return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	//get dead stack if we cast resurrection or animate dead
 
- 	const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->coversPos(dest); });
 
- 	const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->coversPos(dest);});
 
- 	if(spell->isRisingSpell())
 
- 	{
 
- 		if(!deadStack && !aliveStack)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->id == SpellID::ANIMATE_DEAD  &&  deadStack  &&  !deadStack->hasBonusOfType(Bonus::UNDEAD))
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	else if(spell->getTargetType() == CSpell::CREATURE  ||  spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(!aliveStack)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->isNegative() && aliveStack->owner == player)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->isPositive() && aliveStack->owner != player)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	if (mode == ECastingMode::HERO_CASTING)
 
- 		return battleIsImmune(battleGetFightingHero(playerToSide(player)), spell, mode, dest);
 
- 	else
 
- 		return battleIsImmune(nullptr, spell, mode, dest);
 
- }
 
- ui32 CBattleInfoCallback::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, SecondarySkill::SORCERY)) / 100.0;
 
- 		ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id.toEnum())) / 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.toEnum()) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
 
- 	}
 
- 	return ret;
 
- }
 
- ui32 CBattleInfoCallback::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
 
- {
 
- 	ui32 ret = 0; //value to return
 
- 	//check if spell really does damage - if not, return 0
 
- 	if(!sp->isDamageSpell())
 
- 		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
 
- 		//FIXME?
 
- 		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1))
 
- 		{
 
- 			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.toEnum());
 
- 			ret /= 100;
 
- 		}
 
- 	}
 
- 	ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
 
- 	return ret;
 
- }
 
- std::set<const CStack*> CBattleInfoCallback::getAffectedCreatures(const CSpell * spell, int skillLevel, PlayerColor attackerOwner, BattleHex destinationTile)
 
- {
 
- 	std::set<const CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
 
- 	const ui8 attackerSide = playerToSide(attackerOwner) == 1;
 
- 	const auto attackedHexes = spell->rangeInHexes(destinationTile, skillLevel, attackerSide);
 
- 	const bool onlyAlive = !spell->isRisingSpell(); //when casting resurrection or animate dead we should be allow to select dead stack
 
- 	//TODO: more generic solution for mass spells
 
- 	if(spell->id == SpellID::DEATH_RIPPLE || spell->id == SpellID::DESTROY_UNDEAD || spell->id == SpellID::ARMAGEDDON)
 
- 	{
 
- 		for(const CStack *stack : battleGetAllStacks())
 
- 		{
 
- 			if((spell->id == SpellID::DEATH_RIPPLE && !stack->getCreature()->isUndead()) //death ripple
 
- 				|| (spell->id == SpellID::DESTROY_UNDEAD && stack->getCreature()->isUndead()) //destroy undead
 
- 				|| (spell->id == SpellID::ARMAGEDDON) //Armageddon
 
- 				)
 
- 			{
 
- 				if(stack->isValidTarget())
 
- 					attackedCres.insert(stack);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (spell->id == SpellID::CHAIN_LIGHTNING)
 
- 	{
 
- 		std::set<BattleHex> possibleHexes;
 
- 		for (auto stack : battleGetAllStacks())
 
- 		{
 
- 			if (stack->isValidTarget())
 
- 			{
 
- 				for (auto hex : stack->getHexes())
 
- 				{
 
- 					possibleHexes.insert (hex);
 
- 				}
 
- 			}
 
- 		}
 
- 		int targetsOnLevel[4] = {4, 4, 5, 5};
 
- 		BattleHex lightningHex =  destinationTile;
 
- 		for (int i = 0; i < targetsOnLevel[skillLevel]; ++i)
 
- 		{
 
- 			auto stack = battleGetStackByPos (lightningHex, true);
 
- 			if (!stack)
 
- 				break;
 
- 			attackedCres.insert (stack);
 
- 			for (auto hex : stack->getHexes())
 
- 			{
 
- 				possibleHexes.erase (hex); //can't hit same place twice
 
- 			}
 
- 			if (possibleHexes.empty()) //not enough targets
 
- 				break;
 
- 			lightningHex = BattleHex::getClosestTile (stack->attackerOwned, destinationTile, possibleHexes);
 
- 		}
 
- 	}
 
- 	else if (spell->range[skillLevel].size() > 1) //custom many-hex range
 
- 	{
 
- 		for(BattleHex hex : attackedHexes)
 
- 		{
 
- 			if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
 
- 			{
 
- 				if (spell->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(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(skillLevel < 3)  /*not expert */
 
- 		{
 
- 			const CStack * st = battleGetStackByPos(destinationTile, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 		else
 
- 		{
 
- 			for (auto stack : battleGetAllStacks())
 
- 			{
 
- 				/*if it's non negative spell and our unit or non positive spell and hostile unit */
 
- 				if((!spell->isNegative() && stack->owner == attackerOwner)
 
- 					||(!spell->isPositive() && stack->owner != attackerOwner )
 
- 					)
 
- 				{
 
- 					if(stack->isValidTarget(!onlyAlive))
 
- 						attackedCres.insert(stack);
 
- 				}
 
- 			}
 
- 		} //if(caster->getSpellSchoolLevel(s) < 3)
 
- 	}
 
- 	else if(spell->getTargetType() == CSpell::CREATURE)
 
- 	{
 
- 		if(const CStack * st = battleGetStackByPos(destinationTile, onlyAlive))
 
- 			attackedCres.insert(st);
 
- 	}
 
- 	else //custom range from attackedHexes
 
- 	{
 
- 		for(BattleHex hex : attackedHexes)
 
- 		{
 
- 			if(const CStack * st = battleGetStackByPos(hex, onlyAlive))
 
- 				attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- const CStack * CBattleInfoCallback::getStackIf(std::function<bool(const CStack*)> pred) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(nullptr);
 
- 	auto stacks = battleGetAllStacks();
 
- 	auto stackItr = range::find_if(stacks, pred);
 
- 	return stackItr == stacks.end()
 
- 		? nullptr
 
- 		: *stackItr;
 
- }
 
- bool CBattleInfoCallback::battleIsStackBlocked(const CStack * stack) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	for(const CStack * s :  batteAdjacentCreatures(stack))
 
- 	{
 
- 		if (s->owner != stack->owner) //blocked by enemy stack
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- std::set<const CStack*> CBattleInfoCallback:: batteAdjacentCreatures(const CStack * stack) const
 
- {
 
- 	std::set<const CStack*> stacks;
 
- 	RETURN_IF_NOT_BATTLE(stacks);
 
- 	for (BattleHex hex : stack->getSurroundingHexes())
 
- 		if(const CStack *neighbour = battleGetStackByPos(hex, true))
 
- 			stacks.insert(neighbour);
 
- 	return stacks;
 
- }
 
- SpellID CBattleInfoCallback::getRandomBeneficialSpell(const CStack * subject) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	std::vector<SpellID> possibleSpells;
 
- 	for(const CSpell *spell : VLC->spellh->spells)
 
- 	{
 
- 		if (spell->isPositive()) //only positive
 
- 		{
 
- 			if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, spell->id)
 
- 				|| battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
 
- 				continue;
 
- 			switch (spell->id)
 
- 			{
 
- 			case SpellID::SHIELD:
 
- 			case SpellID::FIRE_SHIELD: // not if all enemy units are shooters
 
- 				{
 
- 					auto walker = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
 
- 					{
 
- 						return stack->owner != subject->owner && !stack->shots;
 
- 					});
 
- 					if (!walker)
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::AIR_SHIELD: //only against active shooters
 
- 				{
 
- 					auto shooter = getStackIf([&](const CStack *stack) //look for enemy, non-shooting stack
 
- 					{
 
- 						return stack->owner != subject->owner && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots;
 
- 					});
 
- 					if (!shooter)
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::ANTI_MAGIC:
 
- 			case SpellID::MAGIC_MIRROR:
 
- 				{
 
- 					if (!battleHasHero(subject->attackerOwned)) //only if there is enemy hero
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::CURE: //only damaged units - what about affected by curse?
 
- 				{
 
- 					if (subject->firstHPleft >= subject->MaxHealth())
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::BLOODLUST:
 
- 				{
 
- 					if (subject->shots) //if can shoot - only if enemy uits are adjacent
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::PRECISION:
 
- 				{
 
- 					if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::SLAYER://only if monsters are present
 
- 				{
 
- 					auto kingMonster = getStackIf([&](const CStack *stack) -> bool //look for enemy, non-shooting stack
 
- 					{
 
- 						const auto isKing = Selector::type(Bonus::KING1)
 
- 							.Or(Selector::type(Bonus::KING2))
 
- 							.Or(Selector::type(Bonus::KING3));
 
- 						return stack->owner != subject->owner  &&  stack->hasBonus(isKing);
 
- 					});
 
- 					if (!kingMonster)
 
- 						continue;
 
- 				}
 
- 				break;
 
- 			case SpellID::CLONE: //not allowed
 
- 				continue;
 
- 				break;
 
- 			}
 
- 			possibleSpells.push_back(spell->id);
 
- 		}
 
- 	}
 
- 	if (possibleSpells.size())
 
- 		return possibleSpells[rand() % possibleSpells.size()];
 
- 	else
 
- 		return SpellID::NONE;
 
- }
 
- SpellID CBattleInfoCallback::getRandomCastedSpell(const CStack * caster) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(SpellID::NONE);
 
- 	TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
 
- 	if (!bl->size())
 
- 		return SpellID::NONE;
 
- 	int totalWeight = 0;
 
- 	for(Bonus * b : *bl)
 
- 	{
 
- 		totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
 
- 	}
 
- 	int randomPos = rand() % totalWeight;
 
- 	for(Bonus * b : *bl)
 
- 	{
 
- 		randomPos -= std::max(b->additionalInfo, 1);
 
- 		if(randomPos < 0)
 
- 		{
 
- 			return SpellID(b->subtype);
 
- 		}
 
- 	}
 
- 	return SpellID::NONE;
 
- }
 
- int CBattleInfoCallback::battleGetSurrenderCost(PlayerColor Player) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-3);
 
- 	if(!battleCanSurrender(Player))
 
- 		return -1;
 
- 	int ret = 0;
 
- 	double discount = 0;
 
- 	for(const CStack *s : battleAliveStacks(playerToSide(Player)))
 
- 		if(s->base) //we pay for our stack that comes from our army slots - condition eliminates summoned cres and war machines
 
- 			ret += s->getCreature()->cost[Res::GOLD] * s->count;
 
- 	if(const CGHeroInstance *h = battleGetFightingHero(playerToSide(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;
 
- }
 
- si8 CBattleInfoCallback::battleMaxSpellLevel() const
 
- {
 
- 	const CBonusSystemNode *node = nullptr;
 
- 	if(const CGHeroInstance *h =  battleGetFightingHero(battleGetMySide()))
 
- 		node = h;
 
- 	//TODO else use battle node
 
- 	if(!node)
 
- 		return GameConstants::SPELL_LEVELS;
 
- 	//We can't "just get value" - it'd be 0 if there are bonuses (and all would be blocked)
 
- 	auto b = node->getBonuses(Selector::type(Bonus::BLOCK_MAGIC_ABOVE));
 
- 	if(b->size())
 
- 		return b->totalValue();
 
- 	return GameConstants::SPELL_LEVELS;
 
- }
 
- boost::optional<int> CBattleInfoCallback::battleIsFinished() const
 
- {
 
- 	auto stacks = battleGetAllStacks();
 
- 	//checking winning condition
 
- 	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarly
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(auto & stack : stacks)
 
- 	{
 
- 		if(stack->alive() && !stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 		{
 
- 			hasStack[1-stack->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] && !hasStack[1])
 
- 		return 2;
 
- 	if(!hasStack[1])
 
- 		return 0;
 
- 	if(!hasStack[0])
 
- 		return 1;
 
- 	return boost::none;
 
- }
 
- bool AccessibilityInfo::accessible(BattleHex tile, const CStack *stack) const
 
- {
 
- 	return accessible(tile, stack->doubleWide(), stack->attackerOwned);
 
- }
 
- bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, bool attackerOwned) const
 
- {
 
- 	// All hexes that stack would cover if standing on tile have to be accessible.
 
- 	for(auto hex : CStack::getHexes(tile, doubleWide, attackerOwned))
 
- 	{
 
-         // If the hex is out of range then the tile isn't accessible
 
-         if(!hex.isValid())
 
-             return false;
 
-         // If we're no defender which step on gate and the hex isn't accessible, then the tile
 
-         // isn't accessible
 
-         else if(at(hex) != EAccessibility::ACCESSIBLE &&
 
-                 !(at(hex) == EAccessibility::GATE && !attackerOwned))
 
-             return false;
 
- 	}
 
- 	return true;
 
- }
 
- bool AccessibilityInfo::occupiable(const CStack *stack, BattleHex tile) const
 
- {
 
- 	//obviously, we can occupy tile by standing on it
 
- 	if(accessible(tile, stack))
 
- 		return true;
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		//Check the tile next to -> if stack stands there, it'll also occupy considered hex
 
- 		const BattleHex anotherTile = tile + (stack->attackerOwned ? BattleHex::RIGHT : BattleHex::LEFT);
 
- 		if(accessible(anotherTile, stack))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- ReachabilityInfo::Parameters::Parameters()
 
- {
 
- 	stack = nullptr;
 
- 	perspective = BattlePerspective::ALL_KNOWING;
 
- 	attackerOwned = doubleWide = flying = false;
 
- }
 
- ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
 
- {
 
- 	stack = Stack;
 
- 	perspective = (BattlePerspective::BattlePerspective)(!Stack->attackerOwned);
 
- 	startPosition = Stack->position;
 
- 	doubleWide = stack->doubleWide();
 
- 	attackerOwned = stack->attackerOwned;
 
- 	flying = stack->hasBonusOfType(Bonus::FLYING);
 
- 	knownAccessible = stack->getHexes();
 
- }
 
- ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	return CBattleInfoCallback::battleCanCastThisSpell(*player, spell, ECastingMode::HERO_CASTING);
 
- }
 
- ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell, BattleHex destination) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	return battleCanCastThisSpellHere(*player, spell, ECastingMode::HERO_CASTING, destination);
 
- }
 
- ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCreatureCastThisSpell(const CSpell * spell, BattleHex destination) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	return battleCanCastThisSpellHere(*player, spell, ECastingMode::CREATURE_ACTIVE_CASTING, destination);
 
- }
 
- bool CPlayerBattleCallback::battleCanFlee() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	return CBattleInfoEssentials::battleCanFlee(*player);
 
- }
 
- TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AND_ENEMY*/, bool onlyAlive /*= true*/) const
 
- {
 
- 	TStacks ret;
 
- 	RETURN_IF_NOT_BATTLE(ret);
 
- 	if(whose != MINE_AND_ENEMY)
 
- 	{
 
- 		ASSERT_IF_CALLED_WITH_PLAYER
 
- 	}
 
- 	vstd::copy_if(battleGetAllStacks(), std::back_inserter(ret), [=](const CStack *s) -> bool
 
- 	{
 
- 		const bool ownerMatches = (whose == MINE_AND_ENEMY)
 
- 			|| (whose == ONLY_MINE && s->owner == player)
 
- 			|| (whose == ONLY_ENEMY && s->owner != player);
 
- 		const bool alivenessMatches = s->alive()  ||  !onlyAlive;
 
- 		return ownerMatches && alivenessMatches;
 
- 	});
 
- 	return ret;
 
- }
 
- int CPlayerBattleCallback::battleGetSurrenderCost() const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(-3)
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	return CBattleInfoCallback::battleGetSurrenderCost(*player);
 
- }
 
- bool CPlayerBattleCallback::battleCanCastSpell(ESpellCastProblem::ESpellCastProblem *outProblem /*= nullptr*/) const
 
- {
 
- 	RETURN_IF_NOT_BATTLE(false);
 
- 	ASSERT_IF_CALLED_WITH_PLAYER
 
- 	auto problem = CBattleInfoCallback::battleCanCastSpell(*player, ECastingMode::HERO_CASTING);
 
- 	if(outProblem)
 
- 		*outProblem = problem;
 
- 	return problem == ESpellCastProblem::OK;
 
- }
 
- const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
 
- {
 
- 	return CBattleInfoEssentials::battleGetFightingHero(battleGetMySide());
 
- }
 
- InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
 
- {
 
- 	return battleGetHeroInfo(!battleGetMySide());
 
- }
 
- BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defender, bool Shooting)
 
- {
 
- 	attacker = Attacker;
 
- 	defender = Defender;
 
- 	attackerBonuses = Attacker;
 
- 	defenderBonuses = Defender;
 
- 	attackerPosition = Attacker->position;
 
- 	defenderPosition = Defender->position;
 
- 	attackerCount = Attacker->count;
 
- 	defenderCount = Defender->count;
 
- 	shooting = Shooting;
 
- 	chargedFields = 0;
 
- 	luckyHit = false;
 
- 	deathBlow = false;
 
- 	ballistaDoubleDamage = false;
 
- }
 
- BattleAttackInfo BattleAttackInfo::reverse() const
 
- {
 
- 	BattleAttackInfo ret = *this;
 
- 	std::swap(ret.attacker, ret.defender);
 
- 	std::swap(ret.attackerBonuses, ret.defenderBonuses);
 
- 	std::swap(ret.attackerPosition, ret.defenderPosition);
 
- 	std::swap(ret.attackerCount, ret.defenderCount);
 
- 	ret.shooting = false;
 
- 	ret.chargedFields = 0;
 
- 	ret.luckyHit = ret.ballistaDoubleDamage = ret.deathBlow = false;
 
- 	return ret;
 
- }
 
 
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