BattleResultProcessor.cpp 22 KB

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  1. /*
  2. * BattleResultProcessor.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleResultProcessor.h"
  12. #include "../CGameHandler.h"
  13. #include "../TurnTimerHandler.h"
  14. #include "../processors/HeroPoolProcessor.h"
  15. #include "../queries/QueriesProcessor.h"
  16. #include "../queries/BattleQueries.h"
  17. #include "../../lib/ArtifactUtils.h"
  18. #include "../../lib/CStack.h"
  19. #include "../../lib/CPlayerState.h"
  20. #include "../../lib/GameSettings.h"
  21. #include "../../lib/battle/CBattleInfoCallback.h"
  22. #include "../../lib/battle/IBattleState.h"
  23. #include "../../lib/battle/SideInBattle.h"
  24. #include "../../lib/gameState/CGameState.h"
  25. #include "../../lib/mapObjects/CGTownInstance.h"
  26. #include "../../lib/networkPacks/PacksForClientBattle.h"
  27. #include "../../lib/networkPacks/PacksForClient.h"
  28. #include "../../lib/serializer/Cast.h"
  29. #include "../../lib/spells/CSpellHandler.h"
  30. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  31. // : owner(owner)
  32. : gameHandler(newGameHandler)
  33. {
  34. }
  35. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, uint8_t sideInBattle):
  36. army(battle.battleGetArmyObject(sideInBattle))
  37. {
  38. heroWithDeadCommander = ObjectInstanceID();
  39. PlayerColor color = battle.sideToPlayer(sideInBattle);
  40. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  41. if (stack->summoned)//don't take into account temporary summoned stacks
  42. return false;
  43. if(stack->unitOwner() != color) //remove only our stacks
  44. return false;
  45. if (stack->isTurret())
  46. return false;
  47. return true;
  48. });
  49. for(const CStack * stConst : allStacks)
  50. {
  51. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  52. // TODO: better solution
  53. CStack * st = const_cast<CStack*>(stConst);
  54. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  55. st->health.takeResurrected();
  56. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  57. {
  58. auto warMachine = st->unitType()->warMachine;
  59. if(warMachine == ArtifactID::NONE)
  60. {
  61. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  62. }
  63. //catapult artifact remain even if "creature" killed in siege
  64. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  65. {
  66. logGlobal->debug("War machine has been destroyed");
  67. auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
  68. if (hero)
  69. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  70. else
  71. logGlobal->error("War machine in army without hero");
  72. }
  73. }
  74. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  75. {
  76. if(st->alive() && st->getCount() > 0)
  77. {
  78. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  79. const CreatureID summonedType = st->creatureId();
  80. summoned[summonedType] += st->getCount();
  81. }
  82. }
  83. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  84. {
  85. if (nullptr == st->base)
  86. {
  87. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  88. }
  89. else
  90. {
  91. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  92. if(c)
  93. {
  94. auto h = dynamic_cast <const CGHeroInstance *>(army);
  95. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  96. {
  97. logGlobal->debug("Commander is dead.");
  98. heroWithDeadCommander = army->id; //TODO: unify commander handling
  99. }
  100. }
  101. else
  102. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  103. }
  104. }
  105. else if(st->base && !army->slotEmpty(st->unitSlot()))
  106. {
  107. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  108. if(st->getCount() == 0 || !st->alive())
  109. {
  110. logGlobal->debug("Stack has been destroyed.");
  111. StackLocation sl(army, st->unitSlot());
  112. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  113. }
  114. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  115. {
  116. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  117. StackLocation sl(army, st->unitSlot());
  118. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  119. }
  120. }
  121. else
  122. {
  123. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  124. }
  125. }
  126. }
  127. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  128. {
  129. for (TStackAndItsNewCount &ncount : newStackCounts)
  130. {
  131. if (ncount.second > 0)
  132. gh->changeStackCount(ncount.first, ncount.second, true);
  133. else
  134. gh->eraseStack(ncount.first, true);
  135. }
  136. for (auto summoned_iter : summoned)
  137. {
  138. SlotID slot = army->getSlotFor(summoned_iter.first);
  139. if (slot.validSlot())
  140. {
  141. StackLocation location(army, slot);
  142. gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
  143. }
  144. else
  145. {
  146. //even if it will be possible to summon anything permanently it should be checked for free slot
  147. //necromancy is handled separately
  148. gh->complain("No free slot to put summoned creature");
  149. }
  150. }
  151. for (auto al : removedWarMachines)
  152. {
  153. gh->removeArtifact(al);
  154. }
  155. if (heroWithDeadCommander != ObjectInstanceID())
  156. {
  157. SetCommanderProperty scp;
  158. scp.heroid = heroWithDeadCommander;
  159. scp.which = SetCommanderProperty::ALIVE;
  160. scp.amount = 0;
  161. gh->sendAndApply(&scp);
  162. }
  163. }
  164. FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, const BattleResult & result, int remainingBattleQueriesCount)
  165. {
  166. if (result.winner == BattleSide::ATTACKER)
  167. {
  168. winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  169. loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  170. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  171. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  172. }
  173. else
  174. {
  175. winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  176. loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  177. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  178. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  179. }
  180. winnerSide = result.winner;
  181. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  182. }
  183. //FinishingBattleHelper::FinishingBattleHelper()
  184. //{
  185. // winnerHero = loserHero = nullptr;
  186. // winnerSide = 0;
  187. // remainingBattleQueriesCount = 0;
  188. //}
  189. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  190. {
  191. auto const & giveExp = [](BattleResult &r)
  192. {
  193. if (r.winner > 1)
  194. {
  195. // draw
  196. return;
  197. }
  198. r.exp[0] = 0;
  199. r.exp[1] = 0;
  200. for (auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
  201. {
  202. r.exp[r.winner] += VLC->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  203. }
  204. };
  205. LOG_TRACE(logGlobal);
  206. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  207. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  208. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  209. //Fill BattleResult structure with exp info
  210. giveExp(*battleResult);
  211. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  212. {
  213. if(heroAttacker)
  214. battleResult->exp[1] += 500;
  215. if(heroDefender)
  216. battleResult->exp[0] += 500;
  217. }
  218. // Give 500 exp to winner if a town was conquered during the battle
  219. const auto * defendedTown = battle.battleGetDefendedTown();
  220. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  221. battleResult->exp[BattleSide::ATTACKER] += 500;
  222. if(heroAttacker)
  223. battleResult->exp[0] = heroAttacker->calculateXp(battleResult->exp[0]);//scholar skill
  224. if(heroDefender)
  225. battleResult->exp[1] = heroDefender->calculateXp(battleResult->exp[1]);
  226. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  227. if(!battleQuery)
  228. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  229. if (!battleQuery)
  230. {
  231. logGlobal->error("Cannot find battle query!");
  232. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(0)) + " has no battle query at the top!");
  233. return;
  234. }
  235. battleQuery->result = std::make_optional(*battleResult);
  236. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  237. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  238. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  239. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  240. // in battles against neutrals, 1st player can ask to replay battle manually
  241. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  242. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  243. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  244. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  245. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  246. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  247. if(onlyOnePlayerHuman)
  248. {
  249. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  250. battleResult->queryID = battleDialogQuery->queryID;
  251. gameHandler->queries->addQuery(battleDialogQuery);
  252. }
  253. else
  254. battleResult->queryID = QueryID::NONE;
  255. //set same battle result for all gameHandler->queries
  256. for(auto q : gameHandler->queries->allQueries())
  257. {
  258. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  259. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  260. otherBattleQuery->result = battleQuery->result;
  261. }
  262. gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
  263. gameHandler->sendAndApply(battleResult);
  264. if (battleResult->queryID == QueryID::NONE)
  265. endBattleConfirm(battle);
  266. }
  267. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  268. {
  269. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(0)));
  270. if(!battleQuery)
  271. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(1)));
  272. if(!battleQuery)
  273. {
  274. logGlobal->trace("No battle query, battle end was confirmed by another player");
  275. return;
  276. }
  277. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  278. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  279. const EBattleResult result = battleResult->result;
  280. //calculate casualties before deleting battle
  281. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  282. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  283. ChangeSpells cs; //for Eagle Eye
  284. if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
  285. {
  286. if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  287. {
  288. double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
  289. for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
  290. {
  291. auto spell = spellId.toEntity(VLC->spells());
  292. if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
  293. cs.spells.insert(spell->getId());
  294. }
  295. }
  296. }
  297. std::vector<const CArtifactInstance *> arts; //display them in window
  298. if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
  299. {
  300. auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
  301. {
  302. const auto slot = ArtifactUtils::getArtAnyPosition(finishingBattle->winnerHero, art->getTypeId());
  303. if(slot != ArtifactPosition::PRE_FIRST)
  304. {
  305. arts.push_back(art);
  306. ma->dst = ArtifactLocation(finishingBattle->winnerHero->id, slot);
  307. if(ArtifactUtils::isSlotBackpack(slot))
  308. ma->askAssemble = false;
  309. gameHandler->sendAndApply(ma);
  310. }
  311. };
  312. if (finishingBattle->loserHero)
  313. {
  314. //TODO: wrap it into a function, somehow (std::variant -_-)
  315. auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
  316. for (auto artSlot : artifactsWorn)
  317. {
  318. MoveArtifact ma;
  319. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  320. const CArtifactInstance * art = finishingBattle->loserHero->getArt(artSlot.first);
  321. if (art && !art->artType->isBig() &&
  322. art->artType->getId() != ArtifactID::SPELLBOOK)
  323. // don't move war machines or locked arts (spellbook)
  324. {
  325. sendMoveArtifact(art, &ma);
  326. }
  327. }
  328. for(int slotNumber = finishingBattle->loserHero->artifactsInBackpack.size() - 1; slotNumber >= 0; slotNumber--)
  329. {
  330. //we assume that no big artifacts can be found
  331. MoveArtifact ma;
  332. ma.src = ArtifactLocation(finishingBattle->loserHero->id,
  333. ArtifactPosition(ArtifactPosition::BACKPACK_START + slotNumber)); //backpack automatically shifts arts to beginning
  334. const CArtifactInstance * art = finishingBattle->loserHero->getArt(ArtifactPosition::BACKPACK_START + slotNumber);
  335. if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
  336. {
  337. sendMoveArtifact(art, &ma);
  338. }
  339. }
  340. if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
  341. {
  342. artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
  343. for (auto artSlot : artifactsWorn)
  344. {
  345. MoveArtifact ma;
  346. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  347. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  348. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  349. if (art && !art->artType->isBig())
  350. {
  351. sendMoveArtifact(art, &ma);
  352. }
  353. }
  354. }
  355. }
  356. auto loser = battle.otherSide(battleResult->winner);
  357. for (auto armySlot : battle.battleGetArmyObject(loser)->stacks)
  358. {
  359. auto artifactsWorn = armySlot.second->artifactsWorn;
  360. for(const auto & artSlot : artifactsWorn)
  361. {
  362. MoveArtifact ma;
  363. ma.src = ArtifactLocation(finishingBattle->loserHero->id, artSlot.first);
  364. ma.src.creature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
  365. const auto art = finishingBattle->loserHero->commander->getArt(artSlot.first);
  366. if (art && !art->artType->isBig())
  367. {
  368. sendMoveArtifact(art, &ma);
  369. }
  370. }
  371. }
  372. }
  373. if (arts.size()) //display loot
  374. {
  375. InfoWindow iw;
  376. iw.player = finishingBattle->winnerHero->tempOwner;
  377. iw.text.appendLocalString (EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
  378. for (auto art : arts) //TODO; separate function to display loot for various ojects?
  379. {
  380. if (art->artType->getId() == ArtifactID::SPELL_SCROLL)
  381. iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
  382. else
  383. iw.components.emplace_back(ComponentType::ARTIFACT, art->artType->getId());
  384. if (iw.components.size() >= 14)
  385. {
  386. gameHandler->sendAndApply(&iw);
  387. iw.components.clear();
  388. }
  389. }
  390. if (iw.components.size())
  391. {
  392. gameHandler->sendAndApply(&iw);
  393. }
  394. }
  395. //Eagle Eye secondary skill handling
  396. if (!cs.spells.empty())
  397. {
  398. cs.learn = 1;
  399. cs.hid = finishingBattle->winnerHero->id;
  400. InfoWindow iw;
  401. iw.player = finishingBattle->winnerHero->tempOwner;
  402. iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
  403. iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
  404. std::ostringstream names;
  405. for (int i = 0; i < cs.spells.size(); i++)
  406. {
  407. names << "%s";
  408. if (i < cs.spells.size() - 2)
  409. names << ", ";
  410. else if (i < cs.spells.size() - 1)
  411. names << "%s";
  412. }
  413. names << ".";
  414. iw.text.replaceRawString(names.str());
  415. auto it = cs.spells.begin();
  416. for (int i = 0; i < cs.spells.size(); i++, it++)
  417. {
  418. iw.text.replaceName(*it);
  419. if (i == cs.spells.size() - 2) //we just added pre-last name
  420. iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
  421. iw.components.emplace_back(ComponentType::SPELL, *it);
  422. }
  423. gameHandler->sendAndApply(&iw);
  424. gameHandler->sendAndApply(&cs);
  425. }
  426. cab1.updateArmy(gameHandler);
  427. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  428. if(finishingBattle->loserHero) //remove beaten hero
  429. {
  430. RemoveObject ro(finishingBattle->loserHero->id, battle.battleGetArmyObject(0)->getOwner());
  431. gameHandler->sendAndApply(&ro);
  432. }
  433. if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
  434. {
  435. RemoveObject ro(finishingBattle->winnerHero->id, battle.battleGetArmyObject(0)->getOwner());
  436. gameHandler->sendAndApply(&ro);
  437. }
  438. if(battleResult->winner == BattleSide::DEFENDER
  439. && finishingBattle->winnerHero
  440. && finishingBattle->winnerHero->visitedTown
  441. && !finishingBattle->winnerHero->inTownGarrison
  442. && finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
  443. {
  444. gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  445. }
  446. //give exp
  447. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
  448. gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  449. BattleResultAccepted raccepted;
  450. raccepted.battleID = battle.getBattle()->getBattleID();
  451. raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
  452. raccepted.heroResult[1].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::DEFENDER));
  453. raccepted.heroResult[0].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::ATTACKER));
  454. raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
  455. raccepted.heroResult[0].exp = battleResult->exp[0];
  456. raccepted.heroResult[1].exp = battleResult->exp[1];
  457. raccepted.winnerSide = finishingBattle->winnerSide;
  458. gameHandler->sendAndApply(&raccepted);
  459. gameHandler->queries->popIfTop(battleQuery);
  460. //--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
  461. }
  462. void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const BattleResult & result)
  463. {
  464. LOG_TRACE(logGlobal);
  465. assert(finishingBattles.count(battleID) != 0);
  466. if(finishingBattles.count(battleID) == 0)
  467. return;
  468. auto & finishingBattle = finishingBattles[battleID];
  469. finishingBattle->remainingBattleQueriesCount--;
  470. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  471. if (finishingBattle->remainingBattleQueriesCount > 0)
  472. //Battle results will be handled when all battle gameHandler->queries are closed
  473. return;
  474. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  475. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  476. // Still, it looks like a hole.
  477. // Necromancy if applicable.
  478. const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
  479. // Give raised units to winner and show dialog, if any were raised,
  480. // units will be given after casualties are taken
  481. const SlotID necroSlot = raisedStack.type ? finishingBattle->winnerHero->getSlotFor(raisedStack.type) : SlotID();
  482. if (necroSlot != SlotID())
  483. {
  484. finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
  485. gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero, necroSlot), raisedStack.type, raisedStack.count);
  486. }
  487. BattleResultsApplied resultsApplied;
  488. resultsApplied.battleID = battleID;
  489. resultsApplied.player1 = finishingBattle->victor;
  490. resultsApplied.player2 = finishingBattle->loser;
  491. gameHandler->sendAndApply(&resultsApplied);
  492. //handle victory/loss of engaged players
  493. std::set<PlayerColor> playerColors = {finishingBattle->loser, finishingBattle->victor};
  494. gameHandler->checkVictoryLossConditions(playerColors);
  495. if (result.result == EBattleResult::SURRENDER)
  496. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
  497. if (result.result == EBattleResult::ESCAPE)
  498. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
  499. if (result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
  500. && (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
  501. {
  502. RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
  503. gameHandler->sendAndApply(&ro);
  504. if (VLC->settings()->getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  505. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
  506. }
  507. finishingBattles.erase(battleID);
  508. battleResults.erase(battleID);
  509. }
  510. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, int victoriusSide)
  511. {
  512. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  513. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  514. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  515. battleResult->battleID = battle.getBattle()->getBattleID();
  516. battleResult->result = resultType;
  517. battleResult->winner = victoriusSide; //surrendering side loses
  518. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  519. if (stack->summoned)//don't take into account temporary summoned stacks
  520. return false;
  521. if (stack->isTurret())
  522. return false;
  523. return true;
  524. });
  525. for(const auto & st : allStacks) //setting casualties
  526. {
  527. si32 killed = st->getKilled();
  528. if(killed > 0)
  529. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  530. }
  531. }
  532. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  533. {
  534. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  535. }