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/*
* BattleActionsController . 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 "BattleActionsController.h"
# include "BattleWindow.h"
# include "BattleStacksController.h"
# include "BattleInterface.h"
# include "BattleFieldController.h"
# include "BattleSiegeController.h"
# include "BattleInterfaceClasses.h"
# include "../CGameInfo.h"
# include "../CPlayerInterface.h"
# include "../gui/CursorHandler.h"
# include "../gui/CGuiHandler.h"
# include "../gui/CIntObject.h"
# include "../gui/WindowHandler.h"
# include "../windows/CCreatureWindow.h"
# include "../windows/InfoWindows.h"
# include "../../CCallback.h"
# include "../../lib/CConfigHandler.h"
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# include "../../lib/texts/CGeneralTextHandler.h"
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# include "../../lib/CRandomGenerator.h"
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# include "../../lib/CStack.h"
# include "../../lib/battle/BattleAction.h"
# include "../../lib/spells/CSpellHandler.h"
# include "../../lib/spells/ISpellMechanics.h"
# include "../../lib/spells/Problem.h"
struct TextReplacement
{
std : : string placeholder ;
std : : string replacement ;
} ;
using TextReplacementList = std : : vector < TextReplacement > ;
static std : : string replacePlaceholders ( std : : string input , const TextReplacementList & format )
{
for ( const auto & entry : format )
boost : : replace_all ( input , entry . placeholder , entry . replacement ) ;
return input ;
}
static std : : string translatePlural ( int amount , const std : : string & baseTextID )
{
if ( amount = = 1 )
return CGI - > generaltexth - > translate ( baseTextID + " .1 " ) ;
return CGI - > generaltexth - > translate ( baseTextID ) ;
}
static std : : string formatPluralImpl ( int amount , const std : : string & amountString , const std : : string & baseTextID )
{
std : : string baseString = translatePlural ( amount , baseTextID ) ;
TextReplacementList replacements {
{ " %d " , amountString }
} ;
return replacePlaceholders ( baseString , replacements ) ;
}
static std : : string formatPlural ( int amount , const std : : string & baseTextID )
{
return formatPluralImpl ( amount , std : : to_string ( amount ) , baseTextID ) ;
}
static std : : string formatPlural ( DamageRange range , const std : : string & baseTextID )
{
if ( range . min = = range . max )
return formatPlural ( range . min , baseTextID ) ;
std : : string rangeString = std : : to_string ( range . min ) + " - " + std : : to_string ( range . max ) ;
return formatPluralImpl ( range . max , rangeString , baseTextID ) ;
}
static std : : string formatAttack ( const DamageEstimation & estimation , const std : : string & creatureName , const std : : string & baseTextID , int shotsLeft )
{
TextReplacementList replacements = {
{ " %CREATURE " , creatureName } ,
{ " %DAMAGE " , formatPlural ( estimation . damage , " vcmi.battleWindow.damageEstimation.damage " ) } ,
{ " %SHOTS " , formatPlural ( shotsLeft , " vcmi.battleWindow.damageEstimation.shots " ) } ,
{ " %KILLS " , formatPlural ( estimation . kills , " vcmi.battleWindow.damageEstimation.kills " ) } ,
} ;
return replacePlaceholders ( CGI - > generaltexth - > translate ( baseTextID ) , replacements ) ;
}
static std : : string formatMeleeAttack ( const DamageEstimation & estimation , const std : : string & creatureName )
{
std : : string baseTextID = estimation . kills . max = = 0 ?
" vcmi.battleWindow.damageEstimation.melee " :
" vcmi.battleWindow.damageEstimation.meleeKills " ;
return formatAttack ( estimation , creatureName , baseTextID , 0 ) ;
}
static std : : string formatRangedAttack ( const DamageEstimation & estimation , const std : : string & creatureName , int shotsLeft )
{
std : : string baseTextID = estimation . kills . max = = 0 ?
" vcmi.battleWindow.damageEstimation.ranged " :
" vcmi.battleWindow.damageEstimation.rangedKills " ;
return formatAttack ( estimation , creatureName , baseTextID , shotsLeft ) ;
}
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static std : : string formatRetaliation ( const DamageEstimation & estimation , bool mayBeKilled )
{
if ( estimation . damage . max = = 0 )
return CGI - > generaltexth - > translate ( " vcmi.battleWindow.damageRetaliation.never " ) ;
std : : string baseTextID = estimation . kills . max = = 0 ?
" vcmi.battleWindow.damageRetaliation.damage " :
" vcmi.battleWindow.damageRetaliation.damageKills " ;
std : : string prefixTextID = mayBeKilled ?
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" vcmi.battleWindow.damageRetaliation.may " :
" vcmi.battleWindow.damageRetaliation.will " ;
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return CGI - > generaltexth - > translate ( prefixTextID ) + formatAttack ( estimation , " " , baseTextID , 0 ) ;
}
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BattleActionsController : : BattleActionsController ( BattleInterface & owner ) :
owner ( owner ) ,
selectedStack ( nullptr ) ,
heroSpellToCast ( nullptr )
{
}
void BattleActionsController : : endCastingSpell ( )
{
if ( heroSpellToCast )
{
heroSpellToCast . reset ( ) ;
owner . windowObject - > blockUI ( false ) ;
}
if ( owner . stacksController - > getActiveStack ( ) )
possibleActions = getPossibleActionsForStack ( owner . stacksController - > getActiveStack ( ) ) ; //restore actions after they were cleared
selectedStack = nullptr ;
GH . fakeMouseMove ( ) ;
}
bool BattleActionsController : : isActiveStackSpellcaster ( ) const
{
const CStack * casterStack = owner . stacksController - > getActiveStack ( ) ;
if ( ! casterStack )
return false ;
bool spellcaster = casterStack - > hasBonusOfType ( BonusType : : SPELLCASTER ) ;
return ( spellcaster & & casterStack - > canCast ( ) ) ;
}
void BattleActionsController : : enterCreatureCastingMode ( )
{
//silently check for possible errors
if ( owner . tacticsMode )
return ;
//hero is casting a spell
if ( heroSpellToCast )
return ;
if ( ! owner . stacksController - > getActiveStack ( ) )
return ;
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if ( owner . getBattle ( ) - > battleCanTargetEmptyHex ( owner . stacksController - > getActiveStack ( ) ) )
{
auto actionFilterPredicate = [ ] ( const PossiblePlayerBattleAction x )
{
return x . get ( ) ! = PossiblePlayerBattleAction : : SHOOT ;
} ;
vstd : : erase_if ( possibleActions , actionFilterPredicate ) ;
GH . fakeMouseMove ( ) ;
return ;
}
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if ( ! isActiveStackSpellcaster ( ) )
return ;
for ( const auto & action : possibleActions )
{
if ( action . get ( ) ! = PossiblePlayerBattleAction : : NO_LOCATION )
continue ;
const spells : : Caster * caster = owner . stacksController - > getActiveStack ( ) ;
const CSpell * spell = action . spell ( ) . toSpell ( ) ;
spells : : Target target ;
target . emplace_back ( ) ;
spells : : BattleCast cast ( owner . getBattle ( ) . get ( ) , caster , spells : : Mode : : CREATURE_ACTIVE , spell ) ;
auto m = spell - > battleMechanics ( & cast ) ;
spells : : detail : : ProblemImpl ignored ;
const bool isCastingPossible = m - > canBeCastAt ( target , ignored ) ;
if ( isCastingPossible )
{
owner . giveCommand ( EActionType : : MONSTER_SPELL , BattleHex : : INVALID , spell - > getId ( ) ) ;
selectedStack = nullptr ;
CCS - > curh - > set ( Cursor : : Combat : : POINTER ) ;
}
return ;
}
possibleActions = getPossibleActionsForStack ( owner . stacksController - > getActiveStack ( ) ) ;
auto actionFilterPredicate = [ ] ( const PossiblePlayerBattleAction x )
{
return ! x . spellcast ( ) ;
} ;
vstd : : erase_if ( possibleActions , actionFilterPredicate ) ;
GH . fakeMouseMove ( ) ;
}
std : : vector < PossiblePlayerBattleAction > BattleActionsController : : getPossibleActionsForStack ( const CStack * stack ) const
{
BattleClientInterfaceData data ; //hard to get rid of these things so for now they're required data to pass
for ( const auto & spell : creatureSpells )
data . creatureSpellsToCast . push_back ( spell - > id ) ;
data . tacticsMode = owner . tacticsMode ;
auto allActions = owner . getBattle ( ) - > getClientActionsForStack ( stack , data ) ;
allActions . push_back ( PossiblePlayerBattleAction : : HERO_INFO ) ;
allActions . push_back ( PossiblePlayerBattleAction : : CREATURE_INFO ) ;
return std : : vector < PossiblePlayerBattleAction > ( allActions ) ;
}
void BattleActionsController : : reorderPossibleActionsPriority ( const CStack * stack , const CStack * targetStack )
{
if ( owner . tacticsMode | | possibleActions . empty ( ) ) return ; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [ & ] ( const PossiblePlayerBattleAction & item
) - > uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
switch ( item . get ( ) )
{
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
case PossiblePlayerBattleAction : : ANY_LOCATION :
case PossiblePlayerBattleAction : : NO_LOCATION :
case PossiblePlayerBattleAction : : FREE_LOCATION :
case PossiblePlayerBattleAction : : OBSTACLE :
if ( ! stack - > hasBonusOfType ( BonusType : : NO_SPELLCAST_BY_DEFAULT ) & & targetStack ! = nullptr )
{
PlayerColor stackOwner = owner . getBattle ( ) - > battleGetOwner ( targetStack ) ;
bool enemyTargetingPositiveSpellcast = item . spell ( ) . toSpell ( ) - > isPositive ( ) & & stackOwner ! = LOCPLINT - > playerID ;
bool friendTargetingNegativeSpellcast = item . spell ( ) . toSpell ( ) - > isNegative ( ) & & stackOwner = = LOCPLINT - > playerID ;
if ( ! enemyTargetingPositiveSpellcast & & ! friendTargetingNegativeSpellcast )
return 1 ;
}
return 100 ; //bottom priority
break ;
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL :
return 2 ;
break ;
case PossiblePlayerBattleAction : : SHOOT :
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if ( targetStack = = nullptr | | targetStack - > unitSide ( ) = = stack - > unitSide ( ) )
return 100 ; //bottom priority
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return 4 ;
break ;
case PossiblePlayerBattleAction : : ATTACK_AND_RETURN :
return 5 ;
break ;
case PossiblePlayerBattleAction : : ATTACK :
return 6 ;
break ;
case PossiblePlayerBattleAction : : WALK_AND_ATTACK :
return 7 ;
break ;
case PossiblePlayerBattleAction : : MOVE_STACK :
return 8 ;
break ;
case PossiblePlayerBattleAction : : CATAPULT :
return 9 ;
break ;
case PossiblePlayerBattleAction : : HEAL :
return 10 ;
break ;
case PossiblePlayerBattleAction : : CREATURE_INFO :
return 11 ;
break ;
case PossiblePlayerBattleAction : : HERO_INFO :
return 12 ;
break ;
case PossiblePlayerBattleAction : : TELEPORT :
return 13 ;
break ;
default :
assert ( 0 ) ;
return 200 ;
break ;
}
} ;
auto comparer = [ & ] ( const PossiblePlayerBattleAction & lhs , const PossiblePlayerBattleAction & rhs )
{
return assignPriority ( lhs ) < assignPriority ( rhs ) ;
} ;
std : : sort ( possibleActions . begin ( ) , possibleActions . end ( ) , comparer ) ;
}
void BattleActionsController : : castThisSpell ( SpellID spellID )
{
heroSpellToCast = std : : make_shared < BattleAction > ( ) ;
heroSpellToCast - > actionType = EActionType : : HERO_SPELL ;
heroSpellToCast - > spell = spellID ;
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heroSpellToCast - > stackNumber = - 1 ;
heroSpellToCast - > side = owner . curInt - > cb - > getBattle ( owner . getBattleID ( ) ) - > battleGetMySide ( ) ;
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//choosing possible targets
const CGHeroInstance * castingHero = ( owner . attackingHeroInstance - > tempOwner = = owner . curInt - > playerID ) ? owner . attackingHeroInstance : owner . defendingHeroInstance ;
assert ( castingHero ) ; // code below assumes non-null hero
PossiblePlayerBattleAction spellSelMode = owner . getBattle ( ) - > getCasterAction ( spellID . toSpell ( ) , castingHero , spells : : Mode : : HERO ) ;
if ( spellSelMode . get ( ) = = PossiblePlayerBattleAction : : NO_LOCATION ) //user does not have to select location
{
heroSpellToCast - > aimToHex ( BattleHex : : INVALID ) ;
owner . curInt - > cb - > battleMakeSpellAction ( owner . getBattleID ( ) , * heroSpellToCast ) ;
endCastingSpell ( ) ;
}
else
{
possibleActions . clear ( ) ;
possibleActions . push_back ( spellSelMode ) ; //only this one action can be performed at the moment
GH . fakeMouseMove ( ) ; //update cursor
}
owner . windowObject - > blockUI ( true ) ;
}
const CSpell * BattleActionsController : : getHeroSpellToCast ( ) const
{
if ( heroSpellToCast )
return heroSpellToCast - > spell . toSpell ( ) ;
return nullptr ;
}
const CSpell * BattleActionsController : : getStackSpellToCast ( BattleHex hoveredHex )
{
if ( heroSpellToCast )
return nullptr ;
if ( ! owner . stacksController - > getActiveStack ( ) )
return nullptr ;
if ( ! hoveredHex . isValid ( ) )
return nullptr ;
auto action = selectAction ( hoveredHex ) ;
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if ( owner . stacksController - > getActiveStack ( ) - > hasBonusOfType ( BonusType : : SPELL_LIKE_ATTACK ) )
{
auto bonus = owner . stacksController - > getActiveStack ( ) - > getBonus ( Selector : : type ( ) ( BonusType : : SPELL_LIKE_ATTACK ) ) ;
return bonus - > subtype . as < SpellID > ( ) . toSpell ( ) ;
}
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if ( action . spell ( ) = = SpellID : : NONE )
return nullptr ;
return action . spell ( ) . toSpell ( ) ;
}
const CSpell * BattleActionsController : : getCurrentSpell ( BattleHex hoveredHex )
{
if ( getHeroSpellToCast ( ) )
return getHeroSpellToCast ( ) ;
return getStackSpellToCast ( hoveredHex ) ;
}
const CStack * BattleActionsController : : getStackForHex ( BattleHex hoveredHex )
{
const CStack * shere = owner . getBattle ( ) - > battleGetStackByPos ( hoveredHex , true ) ;
if ( shere )
return shere ;
return owner . getBattle ( ) - > battleGetStackByPos ( hoveredHex , false ) ;
}
void BattleActionsController : : actionSetCursor ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
switch ( action . get ( ) )
{
case PossiblePlayerBattleAction : : CHOOSE_TACTICS_STACK :
CCS - > curh - > set ( Cursor : : Combat : : POINTER ) ;
return ;
case PossiblePlayerBattleAction : : MOVE_TACTICS :
case PossiblePlayerBattleAction : : MOVE_STACK :
if ( owner . stacksController - > getActiveStack ( ) - > hasBonusOfType ( BonusType : : FLYING ) )
CCS - > curh - > set ( Cursor : : Combat : : FLY ) ;
else
CCS - > curh - > set ( Cursor : : Combat : : MOVE ) ;
return ;
case PossiblePlayerBattleAction : : ATTACK :
case PossiblePlayerBattleAction : : WALK_AND_ATTACK :
case PossiblePlayerBattleAction : : ATTACK_AND_RETURN :
{
static const std : : map < BattleHex : : EDir , Cursor : : Combat > sectorCursor = {
{ BattleHex : : TOP_LEFT , Cursor : : Combat : : HIT_SOUTHEAST } ,
{ BattleHex : : TOP_RIGHT , Cursor : : Combat : : HIT_SOUTHWEST } ,
{ BattleHex : : RIGHT , Cursor : : Combat : : HIT_WEST } ,
{ BattleHex : : BOTTOM_RIGHT , Cursor : : Combat : : HIT_NORTHWEST } ,
{ BattleHex : : BOTTOM_LEFT , Cursor : : Combat : : HIT_NORTHEAST } ,
{ BattleHex : : LEFT , Cursor : : Combat : : HIT_EAST } ,
{ BattleHex : : TOP , Cursor : : Combat : : HIT_SOUTH } ,
{ BattleHex : : BOTTOM , Cursor : : Combat : : HIT_NORTH }
} ;
auto direction = owner . fieldController - > selectAttackDirection ( targetHex ) ;
assert ( sectorCursor . count ( direction ) > 0 ) ;
if ( sectorCursor . count ( direction ) )
CCS - > curh - > set ( sectorCursor . at ( direction ) ) ;
return ;
}
case PossiblePlayerBattleAction : : SHOOT :
if ( owner . getBattle ( ) - > battleHasShootingPenalty ( owner . stacksController - > getActiveStack ( ) , targetHex ) )
CCS - > curh - > set ( Cursor : : Combat : : SHOOT_PENALTY ) ;
else
CCS - > curh - > set ( Cursor : : Combat : : SHOOT ) ;
return ;
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
case PossiblePlayerBattleAction : : ANY_LOCATION :
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL :
case PossiblePlayerBattleAction : : FREE_LOCATION :
case PossiblePlayerBattleAction : : OBSTACLE :
CCS - > curh - > set ( Cursor : : Spellcast : : SPELL ) ;
return ;
case PossiblePlayerBattleAction : : TELEPORT :
CCS - > curh - > set ( Cursor : : Combat : : TELEPORT ) ;
return ;
case PossiblePlayerBattleAction : : SACRIFICE :
CCS - > curh - > set ( Cursor : : Combat : : SACRIFICE ) ;
return ;
case PossiblePlayerBattleAction : : HEAL :
CCS - > curh - > set ( Cursor : : Combat : : HEAL ) ;
return ;
case PossiblePlayerBattleAction : : CATAPULT :
CCS - > curh - > set ( Cursor : : Combat : : SHOOT_CATAPULT ) ;
return ;
case PossiblePlayerBattleAction : : CREATURE_INFO :
CCS - > curh - > set ( Cursor : : Combat : : QUERY ) ;
return ;
case PossiblePlayerBattleAction : : HERO_INFO :
CCS - > curh - > set ( Cursor : : Combat : : HERO ) ;
return ;
}
assert ( 0 ) ;
}
void BattleActionsController : : actionSetCursorBlocked ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
switch ( action . get ( ) )
{
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL :
case PossiblePlayerBattleAction : : TELEPORT :
case PossiblePlayerBattleAction : : SACRIFICE :
case PossiblePlayerBattleAction : : FREE_LOCATION :
CCS - > curh - > set ( Cursor : : Combat : : BLOCKED ) ;
return ;
default :
if ( targetHex = = - 1 )
CCS - > curh - > set ( Cursor : : Combat : : POINTER ) ;
else
CCS - > curh - > set ( Cursor : : Combat : : BLOCKED ) ;
return ;
}
assert ( 0 ) ;
}
std : : string BattleActionsController : : actionGetStatusMessage ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
const CStack * targetStack = getStackForHex ( targetHex ) ;
switch ( action . get ( ) ) //display console message, realize selected action
{
case PossiblePlayerBattleAction : : CHOOSE_TACTICS_STACK :
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 481 ] ) % targetStack - > getName ( ) ) . str ( ) ; //Select %s
case PossiblePlayerBattleAction : : MOVE_TACTICS :
case PossiblePlayerBattleAction : : MOVE_STACK :
if ( owner . stacksController - > getActiveStack ( ) - > hasBonusOfType ( BonusType : : FLYING ) )
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 295 ] ) % owner . stacksController - > getActiveStack ( ) - > getName ( ) ) . str ( ) ; //Fly %s here
else
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 294 ] ) % owner . stacksController - > getActiveStack ( ) - > getName ( ) ) . str ( ) ; //Move %s here
case PossiblePlayerBattleAction : : ATTACK :
case PossiblePlayerBattleAction : : WALK_AND_ATTACK :
case PossiblePlayerBattleAction : : ATTACK_AND_RETURN : //TODO: allow to disable return
{
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const auto * attacker = owner . stacksController - > getActiveStack ( ) ;
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BattleHex attackFromHex = owner . fieldController - > fromWhichHexAttack ( targetHex ) ;
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int distance = attacker - > position . isValid ( ) ? owner . getBattle ( ) - > battleGetDistances ( attacker , attacker - > getPosition ( ) ) [ attackFromHex ] : 0 ;
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DamageEstimation retaliation ;
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BattleAttackInfo attackInfo ( attacker , targetStack , distance , false ) ;
DamageEstimation estimation = owner . getBattle ( ) - > battleEstimateDamage ( attackInfo , & retaliation ) ;
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estimation . kills . max = std : : min < int64_t > ( estimation . kills . max , targetStack - > getCount ( ) ) ;
estimation . kills . min = std : : min < int64_t > ( estimation . kills . min , targetStack - > getCount ( ) ) ;
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bool enemyMayBeKilled = estimation . kills . max = = targetStack - > getCount ( ) ;
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return formatMeleeAttack ( estimation , targetStack - > getName ( ) ) + " \n " + formatRetaliation ( retaliation , enemyMayBeKilled ) ;
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}
case PossiblePlayerBattleAction : : SHOOT :
{
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if ( targetStack = = nullptr ) //should be true only for spell-like attack
{
auto spellLikeAttackBonus = owner . stacksController - > getActiveStack ( ) - > getBonus ( Selector : : type ( ) ( BonusType : : SPELL_LIKE_ATTACK ) ) ;
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assert ( spellLikeAttackBonus ! = nullptr ) ;
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return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 26 ] ) % spellLikeAttackBonus - > subtype . as < SpellID > ( ) . toSpell ( ) - > getNameTranslated ( ) ) ;
}
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const auto * shooter = owner . stacksController - > getActiveStack ( ) ;
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DamageEstimation retaliation ;
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BattleAttackInfo attackInfo ( shooter , targetStack , 0 , true ) ;
DamageEstimation estimation = owner . getBattle ( ) - > battleEstimateDamage ( attackInfo , & retaliation ) ;
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estimation . kills . max = std : : min < int64_t > ( estimation . kills . max , targetStack - > getCount ( ) ) ;
estimation . kills . min = std : : min < int64_t > ( estimation . kills . min , targetStack - > getCount ( ) ) ;
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return formatRangedAttack ( estimation , targetStack - > getName ( ) , shooter - > shots . available ( ) ) ;
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}
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 27 ] ) % action . spell ( ) . toSpell ( ) - > getNameTranslated ( ) % targetStack - > getName ( ) ) ; //Cast %s on %s
case PossiblePlayerBattleAction : : ANY_LOCATION :
return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 26 ] ) % action . spell ( ) . toSpell ( ) - > getNameTranslated ( ) ) ; //Cast %s
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL : //we assume that teleport / sacrifice will never be available as random spell
return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 301 ] ) % targetStack - > getName ( ) ) ; //Cast a spell on %
case PossiblePlayerBattleAction : : TELEPORT :
return CGI - > generaltexth - > allTexts [ 25 ] ; //Teleport Here
case PossiblePlayerBattleAction : : OBSTACLE :
return CGI - > generaltexth - > allTexts [ 550 ] ;
case PossiblePlayerBattleAction : : SACRIFICE :
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 549 ] ) % targetStack - > getName ( ) ) . str ( ) ; //sacrifice the %s
case PossiblePlayerBattleAction : : FREE_LOCATION :
return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 26 ] ) % action . spell ( ) . toSpell ( ) - > getNameTranslated ( ) ) ; //Cast %s
case PossiblePlayerBattleAction : : HEAL :
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 419 ] ) % targetStack - > getName ( ) ) . str ( ) ; //Apply first aid to the %s
case PossiblePlayerBattleAction : : CATAPULT :
return " " ; // TODO
case PossiblePlayerBattleAction : : CREATURE_INFO :
return ( boost : : format ( CGI - > generaltexth - > allTexts [ 297 ] ) % targetStack - > getName ( ) ) . str ( ) ;
case PossiblePlayerBattleAction : : HERO_INFO :
return CGI - > generaltexth - > translate ( " core.genrltxt.417 " ) ; // "View Hero Stats"
}
assert ( 0 ) ;
return " " ;
}
std : : string BattleActionsController : : actionGetStatusMessageBlocked ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
switch ( action . get ( ) )
{
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL :
return CGI - > generaltexth - > allTexts [ 23 ] ;
break ;
case PossiblePlayerBattleAction : : TELEPORT :
return CGI - > generaltexth - > allTexts [ 24 ] ; //Invalid Teleport Destination
break ;
case PossiblePlayerBattleAction : : SACRIFICE :
return CGI - > generaltexth - > allTexts [ 543 ] ; //choose army to sacrifice
break ;
case PossiblePlayerBattleAction : : FREE_LOCATION :
return boost : : str ( boost : : format ( CGI - > generaltexth - > allTexts [ 181 ] ) % action . spell ( ) . toSpell ( ) - > getNameTranslated ( ) ) ; //No room to place %s here
break ;
default :
return " " ;
}
}
bool BattleActionsController : : actionIsLegal ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
const CStack * targetStack = getStackForHex ( targetHex ) ;
bool targetStackOwned = targetStack & & targetStack - > unitOwner ( ) = = owner . curInt - > playerID ;
switch ( action . get ( ) )
{
case PossiblePlayerBattleAction : : CHOOSE_TACTICS_STACK :
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return ( targetStack & & targetStackOwned & & targetStack - > getMovementRange ( ) > 0 ) ;
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case PossiblePlayerBattleAction : : CREATURE_INFO :
return ( targetStack & & targetStackOwned & & targetStack - > alive ( ) ) ;
case PossiblePlayerBattleAction : : HERO_INFO :
if ( targetHex = = BattleHex : : HERO_ATTACKER )
return owner . attackingHero ! = nullptr ;
if ( targetHex = = BattleHex : : HERO_DEFENDER )
return owner . defendingHero ! = nullptr ;
return false ;
case PossiblePlayerBattleAction : : MOVE_TACTICS :
case PossiblePlayerBattleAction : : MOVE_STACK :
if ( ! ( targetStack & & targetStack - > alive ( ) ) ) //we can walk on dead stacks
{
if ( canStackMoveHere ( owner . stacksController - > getActiveStack ( ) , targetHex ) )
return true ;
}
return false ;
case PossiblePlayerBattleAction : : ATTACK :
case PossiblePlayerBattleAction : : WALK_AND_ATTACK :
case PossiblePlayerBattleAction : : ATTACK_AND_RETURN :
if ( owner . getBattle ( ) - > battleCanAttack ( owner . stacksController - > getActiveStack ( ) , targetStack , targetHex ) )
{
if ( owner . fieldController - > isTileAttackable ( targetHex ) ) // move isTileAttackable to be part of battleCanAttack?
return true ;
}
return false ;
case PossiblePlayerBattleAction : : SHOOT :
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{
auto currentStack = owner . stacksController - > getActiveStack ( ) ;
if ( ! owner . getBattle ( ) - > battleCanShoot ( currentStack , targetHex ) )
return false ;
if ( targetStack = = nullptr & & owner . getBattle ( ) - > battleCanTargetEmptyHex ( currentStack ) )
{
auto spellLikeAttackBonus = currentStack - > getBonus ( Selector : : type ( ) ( BonusType : : SPELL_LIKE_ATTACK ) ) ;
const CSpell * spellDataToCheck = spellLikeAttackBonus - > subtype . as < SpellID > ( ) . toSpell ( ) ;
return isCastingPossibleHere ( spellDataToCheck , nullptr , targetHex ) ;
}
return true ;
}
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case PossiblePlayerBattleAction : : NO_LOCATION :
return false ;
case PossiblePlayerBattleAction : : ANY_LOCATION :
return isCastingPossibleHere ( action . spell ( ) . toSpell ( ) , nullptr , targetHex ) ;
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
return ! selectedStack & & targetStack & & isCastingPossibleHere ( action . spell ( ) . toSpell ( ) , nullptr , targetHex ) ;
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL :
if ( targetStack & & targetStackOwned & & targetStack ! = owner . stacksController - > getActiveStack ( ) & & targetStack - > alive ( ) ) //only positive spells for other allied creatures
{
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SpellID spellID = owner . getBattle ( ) - > getRandomBeneficialSpell ( CRandomGenerator : : getDefault ( ) , owner . stacksController - > getActiveStack ( ) , targetStack ) ;
return spellID ! = SpellID : : NONE ;
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}
return false ;
case PossiblePlayerBattleAction : : TELEPORT :
return selectedStack & & isCastingPossibleHere ( action . spell ( ) . toSpell ( ) , selectedStack , targetHex ) ;
case PossiblePlayerBattleAction : : SACRIFICE : //choose our living stack to sacrifice
return targetStack & & targetStack ! = selectedStack & & targetStackOwned & & targetStack - > alive ( ) ;
case PossiblePlayerBattleAction : : OBSTACLE :
case PossiblePlayerBattleAction : : FREE_LOCATION :
return isCastingPossibleHere ( action . spell ( ) . toSpell ( ) , nullptr , targetHex ) ;
case PossiblePlayerBattleAction : : CATAPULT :
return owner . siegeController & & owner . siegeController - > isAttackableByCatapult ( targetHex ) ;
case PossiblePlayerBattleAction : : HEAL :
return targetStack & & targetStackOwned & & targetStack - > canBeHealed ( ) ;
}
assert ( 0 ) ;
return false ;
}
void BattleActionsController : : actionRealize ( PossiblePlayerBattleAction action , BattleHex targetHex )
{
const CStack * targetStack = getStackForHex ( targetHex ) ;
switch ( action . get ( ) ) //display console message, realize selected action
{
case PossiblePlayerBattleAction : : CHOOSE_TACTICS_STACK :
{
owner . stackActivated ( targetStack ) ;
return ;
}
case PossiblePlayerBattleAction : : MOVE_TACTICS :
case PossiblePlayerBattleAction : : MOVE_STACK :
{
if ( owner . stacksController - > getActiveStack ( ) - > doubleWide ( ) )
{
std : : vector < BattleHex > acc = owner . getBattle ( ) - > battleGetAvailableHexes ( owner . stacksController - > getActiveStack ( ) , false ) ;
BattleHex shiftedDest = targetHex . cloneInDirection ( owner . stacksController - > getActiveStack ( ) - > destShiftDir ( ) , false ) ;
if ( vstd : : contains ( acc , targetHex ) )
owner . giveCommand ( EActionType : : WALK , targetHex ) ;
else if ( vstd : : contains ( acc , shiftedDest ) )
owner . giveCommand ( EActionType : : WALK , shiftedDest ) ;
}
else
{
owner . giveCommand ( EActionType : : WALK , targetHex ) ;
}
return ;
}
case PossiblePlayerBattleAction : : ATTACK :
case PossiblePlayerBattleAction : : WALK_AND_ATTACK :
case PossiblePlayerBattleAction : : ATTACK_AND_RETURN : //TODO: allow to disable return
{
bool returnAfterAttack = action . get ( ) = = PossiblePlayerBattleAction : : ATTACK_AND_RETURN ;
BattleHex attackFromHex = owner . fieldController - > fromWhichHexAttack ( targetHex ) ;
if ( attackFromHex . isValid ( ) ) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
BattleAction command = BattleAction : : makeMeleeAttack ( owner . stacksController - > getActiveStack ( ) , targetHex , attackFromHex , returnAfterAttack ) ;
owner . sendCommand ( command , owner . stacksController - > getActiveStack ( ) ) ;
}
return ;
}
case PossiblePlayerBattleAction : : SHOOT :
{
owner . giveCommand ( EActionType : : SHOOT , targetHex ) ;
return ;
}
case PossiblePlayerBattleAction : : HEAL :
{
owner . giveCommand ( EActionType : : STACK_HEAL , targetHex ) ;
return ;
} ;
case PossiblePlayerBattleAction : : CATAPULT :
{
owner . giveCommand ( EActionType : : CATAPULT , targetHex ) ;
return ;
}
case PossiblePlayerBattleAction : : CREATURE_INFO :
{
GH . windows ( ) . createAndPushWindow < CStackWindow > ( targetStack , false ) ;
return ;
}
case PossiblePlayerBattleAction : : HERO_INFO :
{
if ( targetHex = = BattleHex : : HERO_ATTACKER )
owner . attackingHero - > heroLeftClicked ( ) ;
if ( targetHex = = BattleHex : : HERO_DEFENDER )
owner . defendingHero - > heroLeftClicked ( ) ;
return ;
}
case PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE :
case PossiblePlayerBattleAction : : ANY_LOCATION :
case PossiblePlayerBattleAction : : RANDOM_GENIE_SPELL : //we assume that teleport / sacrifice will never be available as random spell
case PossiblePlayerBattleAction : : TELEPORT :
case PossiblePlayerBattleAction : : OBSTACLE :
case PossiblePlayerBattleAction : : SACRIFICE :
case PossiblePlayerBattleAction : : FREE_LOCATION :
{
if ( action . get ( ) = = PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE )
{
if ( action . spell ( ) = = SpellID : : SACRIFICE )
{
heroSpellToCast - > aimToHex ( targetHex ) ;
possibleActions . push_back ( { PossiblePlayerBattleAction : : SACRIFICE , action . spell ( ) } ) ;
selectedStack = targetStack ;
return ;
}
if ( action . spell ( ) = = SpellID : : TELEPORT )
{
heroSpellToCast - > aimToUnit ( targetStack ) ;
possibleActions . push_back ( { PossiblePlayerBattleAction : : TELEPORT , action . spell ( ) } ) ;
selectedStack = targetStack ;
return ;
}
}
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if ( ! heroSpellcastingModeActive ( ) )
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{
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if ( action . spell ( ) . hasValue ( ) )
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{
owner . giveCommand ( EActionType : : MONSTER_SPELL , targetHex , action . spell ( ) ) ;
}
else //unknown random spell
{
owner . giveCommand ( EActionType : : MONSTER_SPELL , targetHex ) ;
}
}
else
{
assert ( getHeroSpellToCast ( ) ) ;
switch ( getHeroSpellToCast ( ) - > id . toEnum ( ) )
{
case SpellID : : SACRIFICE :
heroSpellToCast - > aimToUnit ( targetStack ) ; //victim
break ;
default :
heroSpellToCast - > aimToHex ( targetHex ) ;
break ;
}
owner . curInt - > cb - > battleMakeSpellAction ( owner . getBattleID ( ) , * heroSpellToCast ) ;
endCastingSpell ( ) ;
}
selectedStack = nullptr ;
return ;
}
}
assert ( 0 ) ;
return ;
}
PossiblePlayerBattleAction BattleActionsController : : selectAction ( BattleHex targetHex )
{
assert ( owner . stacksController - > getActiveStack ( ) ! = nullptr ) ;
assert ( ! possibleActions . empty ( ) ) ;
assert ( targetHex . isValid ( ) ) ;
if ( owner . stacksController - > getActiveStack ( ) = = nullptr )
return PossiblePlayerBattleAction : : INVALID ;
if ( possibleActions . empty ( ) )
return PossiblePlayerBattleAction : : INVALID ;
const CStack * targetStack = getStackForHex ( targetHex ) ;
reorderPossibleActionsPriority ( owner . stacksController - > getActiveStack ( ) , targetStack ) ;
for ( PossiblePlayerBattleAction action : possibleActions )
{
if ( actionIsLegal ( action , targetHex ) )
return action ;
}
return possibleActions . front ( ) ;
}
void BattleActionsController : : onHexHovered ( BattleHex hoveredHex )
{
if ( owner . openingPlaying ( ) )
{
currentConsoleMsg = VLC - > generaltexth - > translate ( " vcmi.battleWindow.pressKeyToSkipIntro " ) ;
GH . statusbar ( ) - > write ( currentConsoleMsg ) ;
return ;
}
if ( owner . stacksController - > getActiveStack ( ) = = nullptr )
return ;
if ( hoveredHex = = BattleHex : : INVALID )
{
if ( ! currentConsoleMsg . empty ( ) )
GH . statusbar ( ) - > clearIfMatching ( currentConsoleMsg ) ;
currentConsoleMsg . clear ( ) ;
CCS - > curh - > set ( Cursor : : Combat : : BLOCKED ) ;
return ;
}
auto action = selectAction ( hoveredHex ) ;
std : : string newConsoleMsg ;
if ( actionIsLegal ( action , hoveredHex ) )
{
actionSetCursor ( action , hoveredHex ) ;
newConsoleMsg = actionGetStatusMessage ( action , hoveredHex ) ;
}
else
{
actionSetCursorBlocked ( action , hoveredHex ) ;
newConsoleMsg = actionGetStatusMessageBlocked ( action , hoveredHex ) ;
}
if ( ! currentConsoleMsg . empty ( ) )
GH . statusbar ( ) - > clearIfMatching ( currentConsoleMsg ) ;
if ( ! newConsoleMsg . empty ( ) )
GH . statusbar ( ) - > write ( newConsoleMsg ) ;
currentConsoleMsg = newConsoleMsg ;
}
void BattleActionsController : : onHoverEnded ( )
{
CCS - > curh - > set ( Cursor : : Combat : : POINTER ) ;
if ( ! currentConsoleMsg . empty ( ) )
GH . statusbar ( ) - > clearIfMatching ( currentConsoleMsg ) ;
currentConsoleMsg . clear ( ) ;
}
void BattleActionsController : : onHexLeftClicked ( BattleHex clickedHex )
{
if ( owner . stacksController - > getActiveStack ( ) = = nullptr )
return ;
auto action = selectAction ( clickedHex ) ;
std : : string newConsoleMsg ;
if ( ! actionIsLegal ( action , clickedHex ) )
return ;
actionRealize ( action , clickedHex ) ;
GH . statusbar ( ) - > clear ( ) ;
}
void BattleActionsController : : tryActivateStackSpellcasting ( const CStack * casterStack )
{
creatureSpells . clear ( ) ;
bool spellcaster = casterStack - > hasBonusOfType ( BonusType : : SPELLCASTER ) ;
if ( casterStack - > canCast ( ) & & spellcaster )
{
// faerie dragon can cast only one, randomly selected spell until their next move
//TODO: faerie dragon type spell should be selected by server
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const auto spellToCast = owner . getBattle ( ) - > getRandomCastedSpell ( CRandomGenerator : : getDefault ( ) , casterStack ) ;
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if ( spellToCast . hasValue ( ) )
creatureSpells . push_back ( spellToCast . toSpell ( ) ) ;
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}
TConstBonusListPtr bl = casterStack - > getBonuses ( Selector : : type ( ) ( BonusType : : SPELLCASTER ) ) ;
for ( const auto & bonus : * bl )
{
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if ( bonus - > additionalInfo [ 0 ] < = 0 & & bonus - > subtype . as < SpellID > ( ) . hasValue ( ) )
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creatureSpells . push_back ( bonus - > subtype . as < SpellID > ( ) . toSpell ( ) ) ;
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}
}
const spells : : Caster * BattleActionsController : : getCurrentSpellcaster ( ) const
{
if ( heroSpellToCast )
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return owner . currentHero ( ) ;
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else
return owner . stacksController - > getActiveStack ( ) ;
}
spells : : Mode BattleActionsController : : getCurrentCastMode ( ) const
{
if ( heroSpellToCast )
return spells : : Mode : : HERO ;
else
return spells : : Mode : : CREATURE_ACTIVE ;
}
bool BattleActionsController : : isCastingPossibleHere ( const CSpell * currentSpell , const CStack * targetStack , BattleHex targetHex )
{
assert ( currentSpell ) ;
if ( ! currentSpell )
return false ;
auto caster = getCurrentSpellcaster ( ) ;
const spells : : Mode mode = heroSpellToCast ? spells : : Mode : : HERO : spells : : Mode : : CREATURE_ACTIVE ;
spells : : Target target ;
if ( targetStack )
target . emplace_back ( targetStack ) ;
target . emplace_back ( targetHex ) ;
spells : : BattleCast cast ( owner . getBattle ( ) . get ( ) , caster , mode , currentSpell ) ;
auto m = currentSpell - > battleMechanics ( & cast ) ;
spells : : detail : : ProblemImpl problem ; //todo: display problem in status bar
return m - > canBeCastAt ( target , problem ) ;
}
bool BattleActionsController : : canStackMoveHere ( const CStack * stackToMove , BattleHex myNumber ) const
{
std : : vector < BattleHex > acc = owner . getBattle ( ) - > battleGetAvailableHexes ( stackToMove , false ) ;
BattleHex shiftedDest = myNumber . cloneInDirection ( stackToMove - > destShiftDir ( ) , false ) ;
if ( vstd : : contains ( acc , myNumber ) )
return true ;
else if ( stackToMove - > doubleWide ( ) & & vstd : : contains ( acc , shiftedDest ) )
return true ;
else
return false ;
}
void BattleActionsController : : activateStack ( )
{
const CStack * s = owner . stacksController - > getActiveStack ( ) ;
if ( s )
{
tryActivateStackSpellcasting ( s ) ;
possibleActions = getPossibleActionsForStack ( s ) ;
std : : list < PossiblePlayerBattleAction > actionsToSelect ;
if ( ! possibleActions . empty ( ) )
{
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auto primaryAction = possibleActions . front ( ) . get ( ) ;
if ( primaryAction = = PossiblePlayerBattleAction : : SHOOT | | primaryAction = = PossiblePlayerBattleAction : : AIMED_SPELL_CREATURE
| | primaryAction = = PossiblePlayerBattleAction : : ANY_LOCATION | | primaryAction = = PossiblePlayerBattleAction : : ATTACK_AND_RETURN )
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{
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actionsToSelect . push_back ( possibleActions . front ( ) ) ;
auto shootActionPredicate = [ ] ( const PossiblePlayerBattleAction & action )
{
return action . get ( ) = = PossiblePlayerBattleAction : : SHOOT ;
} ;
bool hasShootSecondaryAction = std : : any_of ( possibleActions . begin ( ) + 1 , possibleActions . end ( ) , shootActionPredicate ) ;
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if ( hasShootSecondaryAction ) //casters may have shooting capabilities, for example storm elementals
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actionsToSelect . emplace_back ( PossiblePlayerBattleAction : : SHOOT ) ;
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/* TODO: maybe it would also make sense to check spellcast as non-top priority action ("NO_SPELLCAST_BY_DEFAULT" bonus)?
* it would require going beyond this " if " block for melee casters
* F button helps , but some mod creatures may have that bonus and more than 1 castable spell */
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actionsToSelect . emplace_back ( PossiblePlayerBattleAction : : ATTACK ) ; //always allow melee attack as last option
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}
}
owner . windowObject - > setAlternativeActions ( actionsToSelect ) ;
}
}
void BattleActionsController : : onHexRightClicked ( BattleHex clickedHex )
{
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bool isCurrentStackInSpellcastMode = creatureSpellcastingModeActive ( ) ;
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if ( heroSpellcastingModeActive ( ) | | isCurrentStackInSpellcastMode )
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{
endCastingSpell ( ) ;
CRClickPopup : : createAndPush ( CGI - > generaltexth - > translate ( " core.genrltxt.731 " ) ) ; // spell cancelled
return ;
}
auto selectedStack = owner . getBattle ( ) - > battleGetStackByPos ( clickedHex , true ) ;
if ( selectedStack ! = nullptr )
GH . windows ( ) . createAndPushWindow < CStackWindow > ( selectedStack , true ) ;
if ( clickedHex = = BattleHex : : HERO_ATTACKER & & owner . attackingHero )
owner . attackingHero - > heroRightClicked ( ) ;
if ( clickedHex = = BattleHex : : HERO_DEFENDER & & owner . defendingHero )
owner . defendingHero - > heroRightClicked ( ) ;
}
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bool BattleActionsController : : heroSpellcastingModeActive ( ) const
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{
return heroSpellToCast ! = nullptr ;
}
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bool BattleActionsController : : creatureSpellcastingModeActive ( ) const
{
auto spellcastModePredicate = [ ] ( const PossiblePlayerBattleAction & action )
{
return action . spellcast ( ) | | action . get ( ) = = PossiblePlayerBattleAction : : SHOOT ; //for hotkey-eligible SPELL_LIKE_ATTACK creature should have only SHOOT action
} ;
return ! possibleActions . empty ( ) & & std : : all_of ( possibleActions . begin ( ) , possibleActions . end ( ) , spellcastModePredicate ) ;
}
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bool BattleActionsController : : currentActionSpellcasting ( BattleHex hoveredHex )
{
if ( heroSpellToCast )
return true ;
if ( ! owner . stacksController - > getActiveStack ( ) )
return false ;
auto action = selectAction ( hoveredHex ) ;
return action . spellcast ( ) ;
}
const std : : vector < PossiblePlayerBattleAction > & BattleActionsController : : getPossibleActions ( ) const
{
return possibleActions ;
}
void BattleActionsController : : removePossibleAction ( PossiblePlayerBattleAction action )
{
vstd : : erase ( possibleActions , action ) ;
}
void BattleActionsController : : pushFrontPossibleAction ( PossiblePlayerBattleAction action )
{
possibleActions . insert ( possibleActions . begin ( ) , action ) ;
}
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void BattleActionsController : : resetCurrentStackPossibleActions ( )
{
possibleActions = getPossibleActionsForStack ( owner . stacksController - > getActiveStack ( ) ) ;
}