| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774 | /* * BattleInfo.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "BattleInfo.h"#include "../CStack.h"#include "../CHeroHandler.h"#include "../NetPacks.h"#include "../filesystem/Filesystem.h"#include "../mapObjects/CGTownInstance.h"const CStack * BattleInfo::getNextStack() const{	std::vector<const CStack *> hlp;	battleGetStackQueue(hlp, 1, -1);	if(hlp.size())		return hlp[0];	else		return nullptr;}int BattleInfo::getAvaliableHex(CreatureID creID, ui8 side, int initialPos) const{	bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();	//bool flying = VLC->creh->creatures[creID]->isFlying();	int pos;	if (initialPos > -1)		pos = initialPos;	else //summon elementals depending on player side	{ 		if(side == BattleSide::ATTACKER)	 		pos = 0; //top left 		else 			pos = GameConstants::BFIELD_WIDTH - 1; //top right 	}	auto accessibility = getAccesibility();	std::set<BattleHex> occupyable;	for(int i = 0; i < accessibility.size(); i++)		if(accessibility.accessible(i, twoHex, side))			occupyable.insert(i);	if (occupyable.empty())	{		return BattleHex::INVALID; //all tiles are covered	}	return BattleHex::getClosestTile(side, pos, occupyable);}std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, const CStack * stack){	auto reachability = getReachability(stack);	if(reachability.predecessors[dest] == -1) //cannot reach destination	{		return std::make_pair(std::vector<BattleHex>(), 0);	}	//making the Path	std::vector<BattleHex> path;	BattleHex curElem = dest;	while(curElem != start)	{		path.push_back(curElem);		curElem = reachability.predecessors[curElem];	}	return std::make_pair(path, reachability.distances[dest]);}ui32 BattleInfo::calculateDmg(const CStack * attacker, const CStack * defender,	bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg, CRandomGenerator & rand){	BattleAttackInfo bai(attacker, defender, shooting);	bai.chargedFields = charge;	bai.luckyHit = lucky;	bai.unluckyHit = unlucky;	bai.deathBlow = deathBlow;	bai.ballistaDoubleDamage = ballistaDoubleDmg;	TDmgRange range = calculateDmgRange(bai);	if(range.first != range.second)	{		ui32 sum = 0;		ui32 howManyToAv = std::min<ui32>(10, attacker->getCount());		for(int g=0; g<howManyToAv; ++g)			sum += (ui32)rand.nextInt(range.first, range.second);		return sum / howManyToAv;	}	else		return range.first;}void BattleInfo::calculateCasualties(std::map<ui32,si32> * casualties) const{	for(auto & elem : stacks)//setting casualties	{		const CStack * const st = elem;		si32 killed = st->getKilled();		if(killed > 0)			casualties[st->side][st->getCreature()->idNumber] += killed;	}}CStack * BattleInfo::generateNewStack(const CStackInstance & base, ui8 side, SlotID slot, BattleHex position) const{	int stackID = getIdForNewStack();	PlayerColor owner = sides[side].color;	assert((owner >= PlayerColor::PLAYER_LIMIT) ||		(base.armyObj && base.armyObj->tempOwner == owner));	auto ret = new CStack(&base, owner, stackID, side, slot);	ret->position = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?	ret->state.insert(EBattleStackState::ALIVE); //alive state indication	return ret;}CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position) const{	int stackID = getIdForNewStack();	PlayerColor owner = sides[side].color;	auto ret = new CStack(&base, owner, stackID, side, slot);	ret->position = position;	ret->state.insert(EBattleStackState::ALIVE); //alive state indication	return ret;}void BattleInfo::localInit(){	for(int i = 0; i < 2; i++)	{		auto armyObj = battleGetArmyObject(i);		armyObj->battle = this;		armyObj->attachTo(this);	}	for(CStack * s : stacks)		s->localInit(this);	exportBonuses();}namespace CGH{	static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)	{		for(const JsonNode &level : node.Vector())		{			std::vector<int> pom;			for(const JsonNode &value : level.Vector())			{				pom.push_back(value.Float());			}			dest.push_back(pom);		}	}}//RNG that works like H3 onestruct RandGen{	int seed;	void srand(int s)	{		seed = s;	}	void srand(int3 pos)	{		srand(110291 * pos.x + 167801 * pos.y + 81569);	}	int rand()	{		seed = 214013 * seed + 2531011;		return (seed >> 16) & 0x7FFF;	}	int rand(int min, int max)	{		if(min == max)			return min;		if(min > max)			return min;		return min + rand() % (max - min + 1);	}};struct RangeGenerator{	class ExhaustedPossibilities : public std::exception	{	};	RangeGenerator(int _min, int _max, std::function<int()> _myRand):		min(_min),		remainingCount(_max - _min + 1),		remaining(remainingCount, true),		myRand(_myRand)	{	}	int generateNumber()	{		if(!remainingCount)			throw ExhaustedPossibilities();		if(remainingCount == 1)			return 0;		return myRand() % remainingCount;	}	//get number fulfilling predicate. Never gives the same number twice.	int getSuchNumber(std::function<bool(int)> goodNumberPred = nullptr)	{		int ret = -1;		do		{			int n = generateNumber();			int i = 0;			for(;;i++)			{				assert(i < (int)remaining.size());				if(!remaining[i])					continue;				if(!n)					break;				n--;			}			remainingCount--;			remaining[i] = false;			ret = i + min;		} while(goodNumberPred && !goodNumberPred(ret));		return ret;	}	int min, remainingCount;	std::vector<bool> remaining;	std::function<int()> myRand;};BattleInfo * BattleInfo::setupBattle(int3 tile, ETerrainType terrain, BFieldType battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town){	CMP_stack cmpst;	auto curB = new BattleInfo();	for(auto i = 0u; i < curB->sides.size(); i++)		curB->sides[i].init(heroes[i], armies[i]);	std::vector<CStack*> & stacks = (curB->stacks);	curB->tile = tile;	curB->battlefieldType = battlefieldType;	curB->round = -2;	curB->activeStack = -1;	if(town)	{		curB->town = town;		curB->terrainType = VLC->townh->factions[town->subID]->nativeTerrain;	}	else	{		curB->town = nullptr;		curB->terrainType = terrain;	}	//setting up siege obstacles	if (town && town->hasFort())	{		curB->si.gateState = EGateState::CLOSED;		for (int b = 0; b < curB->si.wallState.size(); ++b)		{			curB->si.wallState[b] = EWallState::INTACT;		}		if (!town->hasBuilt(BuildingID::CITADEL))		{			curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;		}		if (!town->hasBuilt(BuildingID::CASTLE))		{			curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;			curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;		}	}	//randomize obstacles 	if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank 	{		const int ABSOLUTE_OBSTACLES_COUNT = 34, USUAL_OBSTACLES_COUNT = 91; //shouldn't be changes if we want H3-like obstacle placement		RandGen r;		auto ourRand = [&](){ return r.rand(); };		r.srand(tile);		r.rand(1,8); //battle sound ID to play... can't do anything with it here		int tilesToBlock = r.rand(5,12);		const int specialBattlefield = battlefieldTypeToBI(battlefieldType);		std::vector<BattleHex> blockedTiles;		auto appropriateAbsoluteObstacle = [&](int id)		{			return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);		};		auto appropriateUsualObstacle = [&](int id) -> bool		{			return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);		};		if(r.rand(1,100) <= 40) //put cliff-like obstacle		{			RangeGenerator obidgen(0, ABSOLUTE_OBSTACLES_COUNT-1, ourRand);			try			{				auto obstPtr = std::make_shared<CObstacleInstance>();				obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;				obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);				obstPtr->uniqueID = curB->obstacles.size();				curB->obstacles.push_back(obstPtr);				for(BattleHex blocked : obstPtr->getBlockedTiles())					blockedTiles.push_back(blocked);				tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;			}			catch(RangeGenerator::ExhaustedPossibilities &)			{				//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones				logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place absolute obstacle");			}		}		RangeGenerator obidgen(0, USUAL_OBSTACLES_COUNT-1, ourRand);		try		{			while(tilesToBlock > 0)			{				auto tileAccessibility = curB->getAccesibility();				const int obid = obidgen.getSuchNumber(appropriateUsualObstacle);				const CObstacleInfo &obi = VLC->heroh->obstacles[obid];				auto validPosition = [&](BattleHex pos) -> bool				{					if(obi.height >= pos.getY())						return false;					if(pos.getX() == 0)						return false;					if(pos.getX() + obi.width > 15)						return false;					if(vstd::contains(blockedTiles, pos))						return false;					for(BattleHex blocked : obi.getBlocked(pos))					{						if(tileAccessibility[blocked] == EAccessibility::UNAVAILABLE) //for ship-to-ship battlefield - exclude hardcoded unavailable tiles							return false;						if(vstd::contains(blockedTiles, blocked))							return false;						int x = blocked.getX();						if(x <= 2 || x >= 14)							return false;					}					return true;				};				RangeGenerator posgenerator(18, 168, ourRand);				auto obstPtr = std::make_shared<CObstacleInstance>();				obstPtr->ID = obid;				obstPtr->pos = posgenerator.getSuchNumber(validPosition);				obstPtr->uniqueID = curB->obstacles.size();				curB->obstacles.push_back(obstPtr);				for(BattleHex blocked : obstPtr->getBlockedTiles())					blockedTiles.push_back(blocked);				tilesToBlock -= obi.blockedTiles.size();			}		}		catch(RangeGenerator::ExhaustedPossibilities &)		{			logGlobal->debug("RangeGenerator::ExhaustedPossibilities exception occured - cannot place usual obstacle");		}	}	//reading battleStartpos - add creatures AFTER random obstacles are generated	//TODO: parse once to some structure	std::vector< std::vector<int> > looseFormations[2], tightFormations[2], creBankFormations[2];	std::vector <int> commanderField, commanderBank;	const JsonNode config(ResourceID("config/battleStartpos.json"));	const JsonVector &positions = config["battle_positions"].Vector();	CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);	CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);	CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);	CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);	CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);	CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);	for (auto position : config["commanderPositions"]["field"].Vector())	{		commanderField.push_back (position.Float());	}	for (auto position : config["commanderPositions"]["creBank"].Vector())	{		commanderBank.push_back (position.Float());	}	//adding war machines	if(!creatureBank)	{		//Checks if hero has artifact and create appropriate stack		auto handleWarMachine= [&](int side, ArtifactPosition artslot, BattleHex hex)		{			const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);			if(nullptr != warMachineArt)			{				CreatureID cre = warMachineArt->artType->warMachine;				if(cre != CreatureID::NONE)					stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex));			}		};		if(heroes[0])		{			handleWarMachine(0, ArtifactPosition::MACH1, 52);			handleWarMachine(0, ArtifactPosition::MACH2, 18);			handleWarMachine(0, ArtifactPosition::MACH3, 154);			if(town && town->hasFort())				handleWarMachine(0, ArtifactPosition::MACH4, 120);		}		if(heroes[1])		{			if(!town) //defending hero shouldn't receive ballista (bug #551)				handleWarMachine(1, ArtifactPosition::MACH1, 66);			handleWarMachine(1, ArtifactPosition::MACH2, 32);			handleWarMachine(1, ArtifactPosition::MACH3, 168);		}	}	//war machines added	//battleStartpos read	for(int side = 0; side < 2; side++)	{		int formationNo = armies[side]->stacksCount() - 1;		vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);		int k = 0; //stack serial		for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)		{			std::vector<int> *formationVector = nullptr;			if(creatureBank)				formationVector = &creBankFormations[side][formationNo];			else if(armies[side]->formation)				formationVector = &tightFormations[side][formationNo];			else				formationVector = &looseFormations[side][formationNo];			BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);			if(creatureBank && i->second->type->isDoubleWide())				pos += side ? BattleHex::LEFT : BattleHex::RIGHT;			CStack * stack = curB->generateNewStack(*i->second, side, i->first, pos);			stacks.push_back(stack);		}	}	//adding commanders	for (int i = 0; i < 2; ++i)	{		if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)		{			CStack * stack = curB->generateNewStack (*heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER,				creatureBank ? commanderBank[i] : commanderField[i]);			stacks.push_back(stack);		}	}	if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)	{		// keep tower		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2);		stacks.push_back(stack);		if (curB->town->fortLevel() >= CGTownInstance::CASTLE)		{			// lower tower + upper tower			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4);			stacks.push_back(stack);			stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3);			stacks.push_back(stack);		}		//moat		auto moat = std::make_shared<MoatObstacle>();		moat->ID = curB->town->subID;		moat->obstacleType = CObstacleInstance::MOAT;		moat->uniqueID = curB->obstacles.size();		curB->obstacles.push_back(moat);	}	std::stable_sort(stacks.begin(),stacks.end(),cmpst);	//spell level limiting bonus	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,		0, -1, -1, Bonus::INDEPENDENT_MAX));	auto neutral = std::make_shared<CreatureAlignmentLimiter>(EAlignment::NEUTRAL);	auto good = std::make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD);	auto evil = std::make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL);	//giving terrain overlay premies	int bonusSubtype = -1;	switch(battlefieldType)	{	case BFieldType::MAGIC_PLAINS:		{			bonusSubtype = 0;		}	case BFieldType::FIERY_FIELDS:		{			if(bonusSubtype == -1) bonusSubtype = 1;		}	case BFieldType::ROCKLANDS:		{			if(bonusSubtype == -1) bonusSubtype = 8;		}	case BFieldType::MAGIC_CLOUDS:		{			if(bonusSubtype == -1) bonusSubtype = 2;		}	case BFieldType::LUCID_POOLS:		{			if(bonusSubtype == -1) bonusSubtype = 4;		}		{ //common part for cases 9, 14, 15, 16, 17			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, battlefieldType, bonusSubtype));			break;		}	case BFieldType::HOLY_GROUND:		{			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(good));			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(evil));			break;		}	case BFieldType::CLOVER_FIELD:		{ //+2 luck bonus for neutral creatures			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, 0)->addLimiter(neutral));			break;		}	case BFieldType::EVIL_FOG:		{			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, 0)->addLimiter(good));			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, 0)->addLimiter(evil));			break;		}	case BFieldType::CURSED_GROUND:		{			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_MORALE, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, 0));			curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::BLOCK_MAGIC_ABOVE, Bonus::TERRAIN_OVERLAY, 1, battlefieldType, 0, Bonus::INDEPENDENT_MIN));			break;		}	}	//overlay premies given	//native terrain bonuses	auto nativeTerrain = std::make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::STACKS_SPEED, Bonus::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));	curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));	//////////////////////////////////////////////////////////////////////////	//tactics	bool isTacticsAllowed = !creatureBank; //no tactics in creature banks	int tacticLvls[2] = {0};	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)	{		if(heroes[i])			tacticLvls[i] += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::TACTICS));	}	int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];	if(tacticsSkillDiff && isTacticsAllowed)	{		curB->tacticsSide = tacticsSkillDiff < 0;		//bonus specifies distance you can move beyond base row; this allows 100% compatibility with HMM3 mechanics		curB->tacticDistance = 1 + std::abs(tacticsSkillDiff);	}	else		curB->tacticDistance = 0;	// workaround  bonuses affecting only enemy - DOES NOT WORK	for(int i = 0; i < 2; i++)	{		TNodes nodes;		curB->battleGetArmyObject(i)->getRedAncestors(nodes);		for(CBonusSystemNode *n : nodes)		{			for(auto b : n->getExportedBonusList())			{				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)				{					auto bCopy = std::make_shared<Bonus>(*b);					bCopy->effectRange = Bonus::NO_LIMIT;					bCopy->propagator.reset();					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i].color));					curB->addNewBonus(bCopy);				}			}		}	}	return curB;}const CGHeroInstance * BattleInfo::getHero(PlayerColor player) const{	for(int i = 0; i < sides.size(); i++)		if(sides[i].color == player)			return sides[i].hero;	logGlobal->error("Player %s is not in battle!", player.getStr());	return nullptr;}PlayerColor BattleInfo::theOtherPlayer(PlayerColor player) const{	return sides[!whatSide(player)].color;}ui8 BattleInfo::whatSide(PlayerColor player) const{	for(int i = 0; i < sides.size(); i++)		if(sides[i].color == player)			return i;	logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.getStr());	return -1;}int BattleInfo::getIdForNewStack() const{	if(stacks.size())	{		//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID		auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(),								[](const CStack *a, const CStack *b) { return a->ID < b->ID; });		return highestIDStack->ID + 1;	}	return 0;}std::shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const{	for(auto &obs : obstacles)		if(vstd::contains(obs->getAffectedTiles(), tile))			return obs;	return std::shared_ptr<CObstacleInstance>();}BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType){	static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =	{		{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},		{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},		{BFieldType::EVIL_FOG, BattlefieldBI::EVIL_FOG},		{BFieldType::FAVORABLE_WINDS, BattlefieldBI::NONE},		{BFieldType::FIERY_FIELDS, BattlefieldBI::FIERY_FIELDS},		{BFieldType::HOLY_GROUND, BattlefieldBI::HOLY_GROUND},		{BFieldType::LUCID_POOLS, BattlefieldBI::LUCID_POOLS},		{BFieldType::MAGIC_CLOUDS, BattlefieldBI::MAGIC_CLOUDS},		{BFieldType::MAGIC_PLAINS, BattlefieldBI::MAGIC_PLAINS},		{BFieldType::ROCKLANDS, BattlefieldBI::ROCKLANDS},		{BFieldType::SAND_SHORE, BattlefieldBI::COASTAL}	};	auto itr = theMap.find(bfieldType);	if(itr != theMap.end())		return itr->second;	return BattlefieldBI::NONE;}CStack * BattleInfo::getStack(int stackID, bool onlyAlive){	return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));}BattleInfo::BattleInfo()	: round(-1), activeStack(-1), selectedStack(-1), town(nullptr), tile(-1,-1,-1),	battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),	tacticsSide(0), tacticDistance(0){	setBattle(this);	setNodeType(BATTLE);}CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const{	return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));}CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const{	return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));}bool CMP_stack::operator()(const CStack* a, const CStack* b){	switch(phase)	{	case 0: //catapult moves after turrets		return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149	case 1: //fastest first, upper slot first		{			int as = a->Speed(turn), bs = b->Speed(turn);			if(as != bs)				return as > bs;			else				return a->slot < b->slot;		}	case 2: //fastest last, upper slot first		//TODO: should be replaced with order of receiving morale!	case 3: //fastest last, upper slot first		{			int as = a->Speed(turn), bs = b->Speed(turn);			if(as != bs)				return as < bs;			else				return a->slot < b->slot;		}	default:		assert(0);		return false;	}}CMP_stack::CMP_stack(int Phase, int Turn){	phase = Phase;	turn = Turn;}
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