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/*
* 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"
#include "../CGeneralTextHandler.h"
///BattleInfo
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]);
}
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(uint32_t id, const CStackInstance & base, ui8 side, SlotID slot, BattleHex position)
{
PlayerColor owner = sides[side].color;
assert((owner >= PlayerColor::PLAYER_LIMIT) ||
(base.armyObj && base.armyObj->tempOwner == owner));
auto ret = new CStack(&base, owner, id, side, slot);
ret->initialPosition = getAvaliableHex(base.getCreatureID(), side, position); //TODO: what if no free tile on battlefield was found?
stacks.push_back(ret);
return ret;
}
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, SlotID slot, BattleHex position)
{
PlayerColor owner = sides[side].color;
auto ret = new CStack(&base, owner, id, side, slot);
ret->initialPosition = position;
stacks.push_back(ret);
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 one
struct RandGen
{
ui32 seed;
void srand(ui32 s)
{
seed = s;
}
void srand(int3 pos)
{
srand(110291 * ui32(pos.x) + 167801 * ui32(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)
curB->generateNewStack(curB->nextUnitId(), 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;
curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
}
}
//adding commanders
for (int i = 0; i < 2; ++i)
{
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
{
curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
}
}
if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
// keep tower
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -2);
if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
{
// lower tower + upper tower
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -4);
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, -3);
}
//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);
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;
}
FALLTHROUGH
case BFieldType::FIERY_FIELDS:
{
if(bonusSubtype == -1) bonusSubtype = 1;
}
FALLTHROUGH
case BFieldType::ROCKLANDS:
{
if(bonusSubtype == -1) bonusSubtype = 8;
}
FALLTHROUGH
case BFieldType::MAGIC_CLOUDS:
{
if(bonusSubtype == -1) bonusSubtype = 2;
}
FALLTHROUGH
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:
{
std::string goodArmyDesc = VLC->generaltexth->arraytxt[123];
goodArmyDesc.erase(goodArmyDesc.size() - 2, 2); //omitting hardcoded +1 in description
std::string evilArmyDesc = VLC->generaltexth->arraytxt[124];
evilArmyDesc.erase(evilArmyDesc.size() - 2, 2);
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, goodArmyDesc, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, evilArmyDesc, 0)->addLimiter(evil));
break;
}
case BFieldType::CLOVER_FIELD:
{ //+2 luck bonus for neutral creatures
std::string desc = VLC->generaltexth->arraytxt[83];
desc.erase(desc.size() - 2, 2);
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::TERRAIN_OVERLAY, +2, battlefieldType, desc, 0)->addLimiter(neutral));
break;
}
case BFieldType::EVIL_FOG:
{
std::string goodArmyDesc = VLC->generaltexth->arraytxt[126];
goodArmyDesc.erase(goodArmyDesc.size() - 2, 2);
std::string evilArmyDesc = VLC->generaltexth->arraytxt[125];
evilArmyDesc.erase(evilArmyDesc.size() - 2, 2);
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, -1, battlefieldType, goodArmyDesc, 0)->addLimiter(good));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::TERRAIN_OVERLAY, +1, battlefieldType, evilArmyDesc, 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, VLC->generaltexth->arraytxt[112], 0));
curB->addNewBonus(std::make_shared<Bonus>(Bonus::ONE_BATTLE, Bonus::NO_LUCK, Bonus::TERRAIN_OVERLAY, 0, battlefieldType, VLC->generaltexth->arraytxt[81], 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<CreatureTerrainLimiter>();
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;
}
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;
}
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), town(nullptr), tile(-1,-1,-1),
battlefieldType(BFieldType::NONE), terrainType(ETerrainType::WRONG),
tacticsSide(0), tacticDistance(0)
{
setBattle(this);
setNodeType(BATTLE);
}
BattleInfo::~BattleInfo() = default;
int32_t BattleInfo::getActiveStackID() const
{
return activeStack;
}
TStacks BattleInfo::getStacksIf(TStackFilter predicate) const
{
TStacks ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
return ret;
}
battle::Units BattleInfo::getUnitsIf(battle::UnitFilter predicate) const
{
battle::Units ret;
vstd::copy_if(stacks, std::back_inserter(ret), predicate);
return ret;
}
BFieldType BattleInfo::getBattlefieldType() const
{
return battlefieldType;
}
ETerrainType BattleInfo::getTerrainType() const
{
return terrainType;
}
IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
{
ObstacleCList ret;
for(auto iter = obstacles.cbegin(); iter != obstacles.cend(); iter++)
ret.push_back(*iter);
return ret;
}
PlayerColor BattleInfo::getSidePlayer(ui8 side) const
{
return sides.at(side).color;
}
const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
{
return sides.at(side).armyObject;
}
const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
{
return sides.at(side).hero;
}
ui8 BattleInfo::getTacticDist() const
{
return tacticDistance;
}
ui8 BattleInfo::getTacticsSide() const
{
return tacticsSide;
}
const CGTownInstance * BattleInfo::getDefendedTown() const
{
return town;
}
si8 BattleInfo::getWallState(int partOfWall) const
{
return si.wallState.at(partOfWall);
}
EGateState BattleInfo::getGateState() const
{
return si.gateState;
}
uint32_t BattleInfo::getCastSpells(ui8 side) const
{
return sides.at(side).castSpellsCount;
}
int32_t BattleInfo::getEnchanterCounter(ui8 side) const
{
return sides.at(side).enchanterCounter;
}
const IBonusBearer * BattleInfo::asBearer() const
{
return this;
}
int64_t BattleInfo::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
{
if(damage.first != damage.second)
{
int64_t sum = 0;
auto howManyToAv = std::min<int32_t>(10, attackerCount);
auto rangeGen = rng.getInt64Range(damage.first, damage.second);
for(int32_t g = 0; g < howManyToAv; ++g)
sum += rangeGen();
return sum / howManyToAv;
}
else
{
return damage.first;
}
}
void BattleInfo::nextRound(int32_t roundNr)
{
for(int i = 0; i < 2; ++i)
{
sides.at(i).castSpellsCount = 0;
vstd::amax(--sides.at(i).enchanterCounter, 0);
}
round = roundNr;
for(CStack * s : stacks)
{
// new turn effects
s->reduceBonusDurations(Bonus::NTurns);
s->afterNewRound();
}
for(auto & obst : obstacles)
obst->battleTurnPassed();
}
void BattleInfo::nextTurn(uint32_t unitId)
{
activeStack = unitId;
CStack * st = getStack(activeStack);
//remove bonuses that last until when stack gets new turn
st->removeBonusesRecursive(Bonus::UntilGetsTurn);
st->afterGetsTurn();
}
void BattleInfo::addUnit(uint32_t id, const JsonNode & data)
{
battle::UnitInfo info;
info.load(id, data);
CStackBasicDescriptor base(info.type, info.count);
PlayerColor owner = getSidePlayer(info.side);
auto ret = new CStack(&base, owner, info.id, info.side, SlotID::SUMMONED_SLOT_PLACEHOLDER);
ret->initialPosition = info.position;
stacks.push_back(ret);
ret->localInit(this);
ret->summoned = info.summoned;
}
void BattleInfo::moveUnit(uint32_t id, BattleHex destination)
{
auto sta = getStack(id);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(auto & oi : obstacles)
{
if((oi->obstacleType == CObstacleInstance::SPELL_CREATED) && vstd::contains(oi->getAffectedTiles(), destination))
{
SpellCreatedObstacle * obstacle = dynamic_cast<SpellCreatedObstacle*>(oi.get());
assert(obstacle);
if(obstacle->casterSide != sta->unitSide() && obstacle->hidden)
obstacle->revealed = true;
}
}
sta->position = destination;
}
void BattleInfo::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
{
CStack * changedStack = getStack(id, false);
if(!changedStack)
throw std::runtime_error("Invalid unit id in BattleInfo update");
if(!changedStack->alive() && healthDelta > 0)
{
//checking if we resurrect a stack that is under a living stack
auto accessibility = getAccesibility();
if(!accessibility.accessible(changedStack->getPosition(), changedStack))
{
logNetwork->error("Cannot resurrect %s because hex %d is occupied!", changedStack->nodeName(), changedStack->getPosition().hex);
return; //position is already occupied
}
}
bool killed = (-healthDelta) >= changedStack->getAvailableHealth();//todo: check using alive state once rebirth will be handled separately
bool resurrected = !changedStack->alive() && healthDelta > 0;
//applying changes
changedStack->load(data);
if(healthDelta < 0)
{
changedStack->removeBonusesRecursive(Bonus::UntilBeingAttacked);
}
resurrected = resurrected || (killed && changedStack->alive());
if(killed)
{
if(changedStack->cloneID >= 0)
{
//remove clone as well
CStack * clone = getStack(changedStack->cloneID);
if(clone)
clone->makeGhost();
changedStack->cloneID = -1;
}
}
if(resurrected || killed)
{
//removing all spells effects
auto selector = [](const Bonus * b)
{
//Special case: DISRUPTING_RAY is absolutely permanent
if(b->source == Bonus::SPELL_EFFECT)
return b->sid != SpellID::DISRUPTING_RAY;
else
return false;
};
changedStack->removeBonusesRecursive(selector);
}
if(!changedStack->alive() && changedStack->isClone())
{
for(CStack * s : stacks)
{
if(s->cloneID == changedStack->unitId())
s->cloneID = -1;
}
}
}
void BattleInfo::removeUnit(uint32_t id)
{
std::set<uint32_t> ids;
ids.insert(id);
while(!ids.empty())
{
auto toRemoveId = *ids.begin();
auto toRemove = getStack(toRemoveId, false);
if(!toRemove)
{
logGlobal->error("Cannot find stack %d", toRemoveId);
return;
}
if(!toRemove->ghost)
{
toRemove->onRemoved();
toRemove->detachFromAll();
//stack may be removed instantly (not being killed first)
//handle clone remove also here
if(toRemove->cloneID >= 0)
{
ids.insert(toRemove->cloneID);
toRemove->cloneID = -1;
}
//cleanup remaining clone links if any
for(auto s : stacks)
{
if(s->cloneID == toRemoveId)
s->cloneID = -1;
}
}
ids.erase(toRemoveId);
}
}
void BattleInfo::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & b : bonus)
addOrUpdateUnitBonus(sta, b, true);
}
void BattleInfo::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & b : bonus)
addOrUpdateUnitBonus(sta, b, false);
}
void BattleInfo::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
{
CStack * sta = getStack(id, false);
if(!sta)
{
logGlobal->error("Cannot find stack %d", id);
return;
}
for(const Bonus & one : bonus)
{
auto selector = [one](const Bonus * b)
{
//compare everything but turnsRemain, limiter and propagator
return one.duration == b->duration
&& one.type == b->type
&& one.subtype == b->subtype
&& one.source == b->source
&& one.val == b->val
&& one.sid == b->sid
&& one.valType == b->valType
&& one.additionalInfo == b->additionalInfo
&& one.effectRange == b->effectRange
&& one.description == b->description;
};
sta->removeBonusesRecursive(selector);
}
}
uint32_t BattleInfo::nextUnitId() const
{
return stacks.size();
}
void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool forceAdd)
{
if(forceAdd || !sta->hasBonus(Selector::source(Bonus::SPELL_EFFECT, value.sid).And(Selector::typeSubtype(value.type, value.subtype))))
{
//no such effect or cumulative - add new
logBonus->trace("%s receives a new bonus: %s", sta->nodeName(), value.Description());
sta->addNewBonus(std::make_shared<Bonus>(value));
}
else
{
logBonus->trace("%s updated bonus: %s", sta->nodeName(), value.Description());
for(auto stackBonus : sta->getExportedBonusList()) //TODO: optimize
{
if(stackBonus->source == value.source && stackBonus->sid == value.sid && stackBonus->type == value.type && stackBonus->subtype == value.subtype)
{
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, value.turnsRemain);
}
}
CBonusSystemNode::treeHasChanged();
}
}
void BattleInfo::setWallState(int partOfWall, si8 state)
{
si.wallState.at(partOfWall) = state;
}
void BattleInfo::addObstacle(const ObstacleChanges & changes)
{
std::shared_ptr<SpellCreatedObstacle> obstacle = std::make_shared<SpellCreatedObstacle>();
obstacle->fromInfo(changes);
obstacles.push_back(obstacle);
}
void BattleInfo::removeObstacle(uint32_t id)
{
for(int i=0; i < obstacles.size(); ++i)
{
if(obstacles[i]->uniqueID == id) //remove this obstacle
{
obstacles.erase(obstacles.begin() + i);
break;
}
}
}
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 battle::Unit * a, const battle::Unit * b)
{
switch(phase)
{
case 0: //catapult moves after turrets
return a->creatureIndex() > b->creatureIndex(); //catapult is 145 and turrets are 149
case 1: //fastest first, upper slot first
{
int as = a->getInitiative(turn), bs = b->getInitiative(turn);
if(as != bs)
return as > bs;
else
return a->unitSlot() < b->unitSlot(); //FIXME: what about summoned stacks?
}
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->getInitiative(turn), bs = b->getInitiative(turn);
if(as != bs)
return as < bs;
else
return a->unitSlot() < b->unitSlot();
}
default:
assert(0);
return false;
}
}
CMP_stack::CMP_stack(int Phase, int Turn)
{
phase = Phase;
turn = Turn;
}
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