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 "battle/BattleInfo.h"
  13. #include "../CGameHandler.h"
  14. #include "../TurnTimerHandler.h"
  15. #include "../processors/HeroPoolProcessor.h"
  16. #include "../queries/QueriesProcessor.h"
  17. #include "../queries/BattleQueries.h"
  18. #include "../../lib/ArtifactUtils.h"
  19. #include "../../lib/CStack.h"
  20. #include "../../lib/CPlayerState.h"
  21. #include "../../lib/IGameSettings.h"
  22. #include "../../lib/battle/SideInBattle.h"
  23. #include "../../lib/gameState/CGameState.h"
  24. #include "../../lib/mapObjects/CGTownInstance.h"
  25. #include "../../lib/networkPacks/PacksForClientBattle.h"
  26. #include "../../lib/spells/CSpellHandler.h"
  27. #include <boost/lexical_cast.hpp>
  28. BattleResultProcessor::BattleResultProcessor(BattleProcessor * owner, CGameHandler * newGameHandler)
  29. // : owner(owner)
  30. : gameHandler(newGameHandler)
  31. {
  32. }
  33. CasualtiesAfterBattle::CasualtiesAfterBattle(const CBattleInfoCallback & battle, BattleSide sideInBattle):
  34. army(battle.battleGetArmyObject(sideInBattle))
  35. {
  36. heroWithDeadCommander = ObjectInstanceID();
  37. PlayerColor color = battle.sideToPlayer(sideInBattle);
  38. auto allStacks = battle.battleGetStacksIf([color](const CStack * stack){
  39. if (stack->summoned)//don't take into account temporary summoned stacks
  40. return false;
  41. if(stack->unitOwner() != color) //remove only our stacks
  42. return false;
  43. if (stack->isTurret())
  44. return false;
  45. return true;
  46. });
  47. for(const CStack * stConst : allStacks)
  48. {
  49. // Use const cast - in order to call non-const "takeResurrected" for proper calculation of casualties
  50. // TODO: better solution
  51. CStack * st = const_cast<CStack*>(stConst);
  52. logGlobal->debug("Calculating casualties for %s", st->nodeName());
  53. st->health.takeResurrected();
  54. if(st->unitSlot() == SlotID::WAR_MACHINES_SLOT)
  55. {
  56. auto warMachine = st->unitType()->warMachine;
  57. if(warMachine == ArtifactID::NONE)
  58. {
  59. logGlobal->error("Invalid creature in war machine virtual slot. Stack: %s", st->nodeName());
  60. }
  61. //catapult artifact remain even if "creature" killed in siege
  62. else if(warMachine != ArtifactID::CATAPULT && st->getCount() <= 0)
  63. {
  64. logGlobal->debug("War machine has been destroyed");
  65. auto hero = dynamic_cast<const CGHeroInstance*> (army);
  66. if (hero)
  67. removedWarMachines.push_back (ArtifactLocation(hero->id, hero->getArtPos(warMachine, true)));
  68. else
  69. logGlobal->error("War machine in army without hero");
  70. }
  71. }
  72. else if(st->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
  73. {
  74. if(st->alive() && st->getCount() > 0)
  75. {
  76. logGlobal->debug("Permanently summoned %d units.", st->getCount());
  77. const CreatureID summonedType = st->creatureId();
  78. summoned[summonedType] += st->getCount();
  79. }
  80. }
  81. else if(st->unitSlot() == SlotID::COMMANDER_SLOT_PLACEHOLDER)
  82. {
  83. if (nullptr == st->base)
  84. {
  85. logGlobal->error("Stack with no base in commander slot. Stack: %s", st->nodeName());
  86. }
  87. else
  88. {
  89. auto c = dynamic_cast <const CCommanderInstance *>(st->base);
  90. if(c)
  91. {
  92. auto h = dynamic_cast <const CGHeroInstance *>(army);
  93. if(h && h->commander == c && (st->getCount() == 0 || !st->alive()))
  94. {
  95. logGlobal->debug("Commander is dead.");
  96. heroWithDeadCommander = army->id; //TODO: unify commander handling
  97. }
  98. }
  99. else
  100. logGlobal->error("Stack with invalid instance in commander slot. Stack: %s", st->nodeName());
  101. }
  102. }
  103. else if(st->base && !army->slotEmpty(st->unitSlot()))
  104. {
  105. logGlobal->debug("Count: %d; base count: %d", st->getCount(), army->getStackCount(st->unitSlot()));
  106. if(st->getCount() == 0 || !st->alive())
  107. {
  108. logGlobal->debug("Stack has been destroyed.");
  109. StackLocation sl(army->id, st->unitSlot());
  110. newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
  111. }
  112. else if(st->getCount() != army->getStackCount(st->unitSlot()))
  113. {
  114. logGlobal->debug("Stack size changed: %d -> %d units.", army->getStackCount(st->unitSlot()), st->getCount());
  115. StackLocation sl(army->id, st->unitSlot());
  116. newStackCounts.push_back(TStackAndItsNewCount(sl, st->getCount()));
  117. }
  118. }
  119. else
  120. {
  121. logGlobal->warn("Unable to process stack: %s", st->nodeName());
  122. }
  123. }
  124. }
  125. void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
  126. {
  127. if (gh->getObjInstance(army->id) == nullptr)
  128. throw std::runtime_error("Object " + army->getObjectName() + " is not on the map!");
  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->id, 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. const auto attackerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
  167. const auto defenderHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
  168. if (result.winner == BattleSide::ATTACKER)
  169. {
  170. winnerId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
  171. loserId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
  172. victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  173. loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  174. }
  175. else
  176. {
  177. winnerId = defenderHero ? defenderHero->id : ObjectInstanceID::NONE;
  178. loserId = attackerHero ? attackerHero->id : ObjectInstanceID::NONE;
  179. victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
  180. loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
  181. }
  182. winnerSide = result.winner;
  183. this->remainingBattleQueriesCount = remainingBattleQueriesCount;
  184. }
  185. void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
  186. {
  187. auto const & giveExp = [&battle](BattleResult &r)
  188. {
  189. if (r.winner == BattleSide::NONE)
  190. {
  191. // draw
  192. return;
  193. }
  194. r.exp[BattleSide::ATTACKER] = 0;
  195. r.exp[BattleSide::DEFENDER] = 0;
  196. for (auto i = r.casualties[battle.otherSide(r.winner)].begin(); i!=r.casualties[battle.otherSide(r.winner)].end(); i++)
  197. {
  198. r.exp[r.winner] += LIBRARY->creh->objects.at(i->first)->valOfBonuses(BonusType::STACK_HEALTH) * i->second;
  199. }
  200. };
  201. LOG_TRACE(logGlobal);
  202. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  203. const auto * heroAttacker = battle.battleGetFightingHero(BattleSide::ATTACKER);
  204. const auto * heroDefender = battle.battleGetFightingHero(BattleSide::DEFENDER);
  205. //Fill BattleResult structure with exp info
  206. giveExp(*battleResult);
  207. if (battleResult->result == EBattleResult::NORMAL) // give 500 exp for defeating hero, unless he escaped
  208. {
  209. if(heroAttacker)
  210. battleResult->exp[BattleSide::DEFENDER] += 500;
  211. if(heroDefender)
  212. battleResult->exp[BattleSide::ATTACKER] += 500;
  213. }
  214. // Give 500 exp to winner if a town was conquered during the battle
  215. const auto * defendedTown = battle.battleGetDefendedTown();
  216. if (defendedTown && battleResult->winner == BattleSide::ATTACKER)
  217. battleResult->exp[BattleSide::ATTACKER] += 500;
  218. if(heroAttacker)
  219. battleResult->exp[BattleSide::ATTACKER] = heroAttacker->calculateXp(battleResult->exp[BattleSide::ATTACKER]);//scholar skill
  220. if(heroDefender)
  221. battleResult->exp[BattleSide::DEFENDER] = heroDefender->calculateXp(battleResult->exp[BattleSide::DEFENDER]);
  222. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
  223. if(!battleQuery)
  224. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
  225. if (!battleQuery)
  226. {
  227. logGlobal->error("Cannot find battle query!");
  228. gameHandler->complain("Player " + boost::lexical_cast<std::string>(battle.sideToPlayer(BattleSide::ATTACKER)) + " has no battle query at the top!");
  229. return;
  230. }
  231. battleQuery->result = std::make_optional(*battleResult);
  232. //Check how many battle gameHandler->queries were created (number of players blocked by battle)
  233. const int queriedPlayers = battleQuery ? (int)boost::count(gameHandler->queries->allQueries(), battleQuery) : 0;
  234. assert(finishingBattles.count(battle.getBattle()->getBattleID()) == 0);
  235. finishingBattles[battle.getBattle()->getBattleID()] = std::make_unique<FinishingBattleHelper>(battle, *battleResult, queriedPlayers);
  236. // in battles against neutrals, 1st player can ask to replay battle manually
  237. const auto * attackerPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::ATTACKER));
  238. const auto * defenderPlayer = gameHandler->getPlayerState(battle.getBattle()->getSidePlayer(BattleSide::DEFENDER));
  239. bool isAttackerHuman = attackerPlayer && attackerPlayer->isHuman();
  240. bool isDefenderHuman = defenderPlayer && defenderPlayer->isHuman();
  241. bool onlyOnePlayerHuman = isAttackerHuman != isDefenderHuman;
  242. // in battles against neutrals attacker can ask to replay battle manually, additionally in battles against AI player human side can also ask for replay
  243. if(onlyOnePlayerHuman)
  244. {
  245. auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(gameHandler, battle.getBattle(), battleQuery->result);
  246. battleResult->queryID = battleDialogQuery->queryID;
  247. gameHandler->queries->addQuery(battleDialogQuery);
  248. }
  249. else
  250. battleResult->queryID = QueryID::NONE;
  251. //set same battle result for all gameHandler->queries
  252. for(auto q : gameHandler->queries->allQueries())
  253. {
  254. auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
  255. if(otherBattleQuery && otherBattleQuery->battleID == battle.getBattle()->getBattleID())
  256. otherBattleQuery->result = battleQuery->result;
  257. }
  258. gameHandler->turnTimerHandler->onBattleEnd(battle.getBattle()->getBattleID());
  259. gameHandler->sendAndApply(*battleResult);
  260. if (battleResult->queryID == QueryID::NONE)
  261. endBattleConfirm(battle);
  262. }
  263. void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
  264. {
  265. auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
  266. if(!battleQuery)
  267. battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
  268. if(!battleQuery)
  269. {
  270. logGlobal->trace("No battle query, battle end was confirmed by another player");
  271. return;
  272. }
  273. auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
  274. auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
  275. //calculate casualties before deleting battle
  276. CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
  277. CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
  278. cab1.updateArmy(gameHandler);
  279. cab2.updateArmy(gameHandler); //take casualties after battle is deleted
  280. const auto winnerHero = battle.battleGetFightingHero(finishingBattle->winnerSide);
  281. const auto loserHero = battle.battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
  282. if(battleResult->winner == BattleSide::DEFENDER
  283. && winnerHero
  284. && winnerHero->visitedTown
  285. && !winnerHero->inTownGarrison
  286. && winnerHero->visitedTown->garrisonHero == winnerHero)
  287. {
  288. gameHandler->swapGarrisonOnSiege(winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
  289. }
  290. //give exp
  291. if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && winnerHero)
  292. gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
  293. // Add statistics
  294. if(loserHero && !finishingBattle->isDraw())
  295. {
  296. ConstTransitivePtr<CGHeroInstance> strongestHero = nullptr;
  297. for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
  298. if(!strongestHero || hero->exp > strongestHero->exp)
  299. strongestHero = hero;
  300. if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
  301. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
  302. }
  303. if(battle.sideToPlayer(BattleSide::ATTACKER) == PlayerColor::NEUTRAL || battle.sideToPlayer(BattleSide::DEFENDER) == PlayerColor::NEUTRAL)
  304. {
  305. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesNeutral++;
  306. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesNeutral++;
  307. if(!finishingBattle->isDraw())
  308. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesNeutral++;
  309. }
  310. else
  311. {
  312. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::ATTACKER)].numBattlesPlayer++;
  313. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(BattleSide::DEFENDER)].numBattlesPlayer++;
  314. if(!finishingBattle->isDraw())
  315. gameHandler->gameState()->statistic.accumulatedValues[battle.sideToPlayer(finishingBattle->winnerSide)].numWinBattlesPlayer++;
  316. }
  317. BattleResultAccepted raccepted;
  318. raccepted.battleID = battle.getBattle()->getBattleID();
  319. raccepted.heroResult[finishingBattle->winnerSide].heroId = winnerHero ? winnerHero->id : ObjectInstanceID::NONE;
  320. raccepted.heroResult[CBattleInfoEssentials::otherSide(finishingBattle->winnerSide)].heroId = loserHero ? loserHero->id : ObjectInstanceID::NONE;
  321. raccepted.heroResult[BattleSide::ATTACKER].armyId = battle.battleGetArmyObject(BattleSide::ATTACKER)->id;
  322. raccepted.heroResult[BattleSide::DEFENDER].armyId = battle.battleGetArmyObject(BattleSide::DEFENDER)->id;
  323. raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
  324. raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
  325. raccepted.winnerSide = finishingBattle->winnerSide;
  326. gameHandler->sendAndApply(raccepted);
  327. gameHandler->queries->popIfTop(battleQuery); // Workaround to remove battle query for AI case. TODO Think of a cleaner solution.
  328. //--> continuation (battleFinalize) occurs after level-up gameHandler->queries are handled or on removing query
  329. }
  330. void BattleResultProcessor::battleFinalize(const BattleID & battleID, const BattleResult & result)
  331. {
  332. LOG_TRACE(logGlobal);
  333. assert(finishingBattles.count(battleID) != 0);
  334. if(finishingBattles.count(battleID) == 0)
  335. return;
  336. auto & finishingBattle = finishingBattles[battleID];
  337. finishingBattle->remainingBattleQueriesCount--;
  338. logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
  339. if (finishingBattle->remainingBattleQueriesCount > 0)
  340. //Battle results will be handled when all battle gameHandler->queries are closed
  341. return;
  342. //TODO consider if we really want it to work like above. ATM each player as unblocked as soon as possible
  343. // but the battle consequences are applied after final player is unblocked. Hard to abuse...
  344. // Still, it looks like a hole.
  345. const auto battle = std::find_if(gameHandler->gameState()->currentBattles.begin(), gameHandler->gameState()->currentBattles.end(),
  346. [battleID](const auto & desiredBattle)
  347. {
  348. return desiredBattle->battleID == battleID;
  349. });
  350. assert(battle != gameHandler->gameState()->currentBattles.end());
  351. const auto winnerHero = (*battle)->battleGetFightingHero(finishingBattle->winnerSide);
  352. const auto loserHero = (*battle)->battleGetFightingHero(CBattleInfoEssentials::otherSide(finishingBattle->winnerSide));
  353. BattleResultsApplied resultsApplied;
  354. // Eagle Eye handling
  355. if(!finishingBattle->isDraw() && winnerHero)
  356. {
  357. if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
  358. {
  359. resultsApplied.learnedSpells.learn = 1;
  360. resultsApplied.learnedSpells.hid = finishingBattle->winnerId;
  361. for(const auto & spellId : (*battle)->getUsedSpells(CBattleInfoEssentials::otherSide(result.winner)))
  362. {
  363. const auto spell = spellId.toEntity(LIBRARY->spells());
  364. if(spell
  365. && spell->getLevel() <= eagleEyeLevel
  366. && !winnerHero->spellbookContainsSpell(spell->getId())
  367. && gameHandler->getRandomGenerator().nextInt(99) < winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE))
  368. {
  369. resultsApplied.learnedSpells.spells.insert(spell->getId());
  370. }
  371. }
  372. }
  373. }
  374. // Artifacts handling
  375. if(result.result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
  376. {
  377. CArtifactFittingSet artFittingSet(*winnerHero);
  378. const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
  379. {
  380. assert(art);
  381. const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
  382. if(dstSlot != ArtifactPosition::PRE_FIRST)
  383. {
  384. pack.artsPack0.emplace_back(MoveArtifactInfo(srcSlot, dstSlot));
  385. if(ArtifactUtils::isSlotEquipment(dstSlot))
  386. pack.artsPack0.back().askAssemble = true;
  387. artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
  388. }
  389. };
  390. if(loserHero)
  391. {
  392. auto & packHero = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
  393. packHero.srcArtHolder = finishingBattle->loserId;
  394. for(const auto & slot : ArtifactUtils::commonWornSlots())
  395. {
  396. if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
  397. {
  398. addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
  399. }
  400. }
  401. for(const auto & artSlot : loserHero->artifactsInBackpack)
  402. {
  403. if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
  404. addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
  405. }
  406. if(loserHero->commander)
  407. {
  408. auto & packCommander = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
  409. packCommander.srcCreature = loserHero->findStack(loserHero->commander);
  410. for(const auto & artSlot : loserHero->commander->artifactsWorn)
  411. addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
  412. }
  413. auto armyObj = dynamic_cast<const CArmedInstance*>(gameHandler->getObj(finishingBattle->loserId));
  414. for(const auto & armySlot : armyObj->stacks)
  415. {
  416. auto & packsArmy = resultsApplied.artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
  417. packsArmy.srcArtHolder = armyObj->id;
  418. packsArmy.srcCreature = armySlot.first;
  419. for(const auto & artSlot : armySlot.second->artifactsWorn)
  420. addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
  421. }
  422. }
  423. }
  424. // Necromancy handling
  425. // Give raised units to winner, if any were raised, units will be given after casualties are taken
  426. if(winnerHero)
  427. {
  428. resultsApplied.raisedStack = winnerHero->calculateNecromancy(result);
  429. const SlotID necroSlot = resultsApplied.raisedStack.getCreature() ? winnerHero->getSlotFor(resultsApplied.raisedStack.getCreature()) : SlotID();
  430. if(necroSlot != SlotID() && !finishingBattle->isDraw())
  431. gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), resultsApplied.raisedStack.getCreature(), resultsApplied.raisedStack.count);
  432. }
  433. resultsApplied.battleID = battleID;
  434. resultsApplied.victor = finishingBattle->victor;
  435. resultsApplied.loser = finishingBattle->loser;
  436. gameHandler->sendAndApply(resultsApplied);
  437. //handle victory/loss of engaged players
  438. gameHandler->checkVictoryLossConditions({finishingBattle->loser, finishingBattle->victor});
  439. if (result.result == EBattleResult::SURRENDER)
  440. {
  441. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
  442. gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
  443. }
  444. if (result.result == EBattleResult::ESCAPE)
  445. {
  446. gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
  447. gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
  448. }
  449. // Remove beaten hero
  450. if(loserHero)
  451. {
  452. RemoveObject ro(loserHero->id, finishingBattle->victor);
  453. gameHandler->sendAndApply(ro);
  454. }
  455. // For draw case both heroes should be removed
  456. if(finishingBattle->isDraw() && winnerHero)
  457. {
  458. RemoveObject ro(winnerHero->id, finishingBattle->loser);
  459. gameHandler->sendAndApply(ro);
  460. if(gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
  461. gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
  462. }
  463. finishingBattles.erase(battleID);
  464. battleResults.erase(battleID);
  465. }
  466. void BattleResultProcessor::setBattleResult(const CBattleInfoCallback & battle, EBattleResult resultType, BattleSide victoriusSide)
  467. {
  468. assert(battleResults.count(battle.getBattle()->getBattleID()) == 0);
  469. battleResults[battle.getBattle()->getBattleID()] = std::make_unique<BattleResult>();
  470. auto & battleResult = battleResults[battle.getBattle()->getBattleID()];
  471. battleResult->battleID = battle.getBattle()->getBattleID();
  472. battleResult->result = resultType;
  473. battleResult->winner = victoriusSide; //surrendering side loses
  474. auto allStacks = battle.battleGetStacksIf([](const CStack * stack){
  475. if (stack->summoned)//don't take into account temporary summoned stacks
  476. return false;
  477. if (stack->isTurret())
  478. return false;
  479. return true;
  480. });
  481. for(const auto & st : allStacks) //setting casualties
  482. {
  483. si32 killed = st->getKilled();
  484. if(killed > 0)
  485. battleResult->casualties[st->unitSide()][st->creatureId()] += killed;
  486. }
  487. }
  488. bool BattleResultProcessor::battleIsEnding(const CBattleInfoCallback & battle) const
  489. {
  490. return battleResults.count(battle.getBattle()->getBattleID()) != 0;
  491. }