2023-07-23 23:00:37 +02:00
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/*
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* BattleProcessor.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleProcessor.h"
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2023-08-14 18:46:42 +02:00
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#include "BattleActionProcessor.h"
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#include "BattleFlowProcessor.h"
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#include "BattleResultProcessor.h"
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2023-08-14 18:46:42 +02:00
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#include "../CGameHandler.h"
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#include "../queries/QueriesProcessor.h"
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#include "../queries/BattleQueries.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/battle/BattleInfo.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/modding/IdentifierStorage.h"
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2023-08-14 18:46:42 +02:00
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BattleProcessor::BattleProcessor(CGameHandler * gameHandler)
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: gameHandler(gameHandler)
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, flowProcessor(std::make_unique<BattleFlowProcessor>(this))
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, actionsProcessor(std::make_unique<BattleActionProcessor>(this))
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, resultProcessor(std::make_unique<BattleResultProcessor>(this))
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{
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setGameHandler(gameHandler);
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}
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BattleProcessor::BattleProcessor():
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BattleProcessor(nullptr)
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{
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}
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BattleProcessor::~BattleProcessor() = default;
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void BattleProcessor::engageIntoBattle(PlayerColor player)
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{
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//notify interfaces
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PlayerBlocked pb;
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pb.player = player;
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pb.reason = PlayerBlocked::UPCOMING_BATTLE;
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pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
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gameHandler->sendAndApply(&pb);
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}
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void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
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const CGTownInstance *town) //use hero=nullptr for no hero
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{
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if(gameHandler->gameState()->curB)
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gameHandler->gameState()->curB.dellNull();
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engageIntoBattle(army1->tempOwner);
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engageIntoBattle(army2->tempOwner);
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static const CArmedInstance *armies[2];
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armies[0] = army1;
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armies[1] = army2;
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static const CGHeroInstance*heroes[2];
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heroes[0] = hero1;
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heroes[1] = hero2;
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resultProcessor->setupBattle();
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setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
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auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(gameHandler->gameState()->curB->sides[0].color));
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//existing battle query for retying auto-combat
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if(lastBattleQuery)
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{
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for(int i : {0, 1})
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{
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if(heroes[i])
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{
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SetMana restoreInitialMana;
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restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
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restoreInitialMana.hid = heroes[i]->id;
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gameHandler->sendAndApply(&restoreInitialMana);
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}
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}
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lastBattleQuery->bi = gameHandler->gameState()->curB;
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lastBattleQuery->result = std::nullopt;
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lastBattleQuery->belligerents[0] = gameHandler->gameState()->curB->sides[0].armyObject;
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lastBattleQuery->belligerents[1] = gameHandler->gameState()->curB->sides[1].armyObject;
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}
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auto nextBattleQuery = std::make_shared<CBattleQuery>(gameHandler, gameHandler->gameState()->curB);
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for(int i : {0, 1})
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{
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if(heroes[i])
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{
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nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
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}
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}
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gameHandler->queries->addQuery(nextBattleQuery);
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flowProcessor->onBattleStarted();
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}
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void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
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{
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startBattlePrimary(army1, army2, tile,
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army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
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army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
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creatureBank);
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}
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void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
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{
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startBattleI(army1, army2, army2->visitablePos(), creatureBank);
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}
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void BattleProcessor::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town)
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{
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const auto & t = *gameHandler->getTile(tile);
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TerrainId terrain = t.terType->getId();
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if (gameHandler->gameState()->map->isCoastalTile(tile)) //coastal tile is always ground
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terrain = ETerrainId::SAND;
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BattleField terType = gameHandler->gameState()->battleGetBattlefieldType(tile, gameHandler->getRandomGenerator());
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if (heroes[0] && heroes[0]->boat && heroes[1] && heroes[1]->boat)
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terType = BattleField(*VLC->identifiers()->getIdentifier("core", "battlefield.ship_to_ship"));
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//send info about battles
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BattleStart bs;
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bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
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engageIntoBattle(bs.info->sides[0].color);
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engageIntoBattle(bs.info->sides[1].color);
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auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(bs.info->sides[0].color));
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bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
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gameHandler->sendAndApply(&bs);
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}
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2023-08-17 14:18:16 +02:00
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bool BattleProcessor::checkBattleStateChanges()
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{
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//check if drawbridge state need to be changes
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if (gameHandler->battleGetSiegeLevel() > 0)
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updateGateState();
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2023-08-22 19:57:58 +02:00
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if (resultProcessor->battleIsEnding())
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return true;
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//check if battle ended
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if (auto result = gameHandler->battleIsFinished())
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{
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setBattleResult(EBattleResult::NORMAL, *result);
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return true;
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}
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return false;
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}
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void BattleProcessor::updateGateState()
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{
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// GATE_BRIDGE - leftmost tile, located over moat
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// GATE_OUTER - central tile, mostly covered by gate image
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// GATE_INNER - rightmost tile, inside the walls
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// GATE_OUTER or GATE_INNER:
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// - if defender moves unit on these tiles, bridge will open
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// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
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// - blocked to attacker if bridge is closed
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// GATE_BRIDGE
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// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
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// - if Force Field is cast here, bridge can't open (but can close, in any town)
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// - deals moat damage to attacker if bridge is closed (fortress only)
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bool hasForceFieldOnBridge = !gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
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bool hasStackAtGateInner = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
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bool hasStackAtGateOuter = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
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bool hasStackAtGateBridge = gameHandler->gameState()->curB->battleGetUnitByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
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bool hasWideMoat = vstd::contains_if(gameHandler->battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), false), [](const std::shared_ptr<const CObstacleInstance> & obst)
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{
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return obst->obstacleType == CObstacleInstance::MOAT;
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});
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BattleUpdateGateState db;
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db.state = gameHandler->gameState()->curB->si.gateState;
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if (gameHandler->gameState()->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
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{
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db.state = EGateState::DESTROYED;
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}
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else if (db.state == EGateState::OPENED)
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{
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bool hasStackOnLongBridge = hasStackAtGateBridge && hasWideMoat;
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bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
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if (gateCanClose)
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db.state = EGateState::CLOSED;
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else
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db.state = EGateState::OPENED;
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}
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else // CLOSED or BLOCKED
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{
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bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
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if (gateBlocked)
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db.state = EGateState::BLOCKED;
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else
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db.state = EGateState::CLOSED;
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}
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if (db.state != gameHandler->gameState()->curB->si.gateState)
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gameHandler->sendAndApply(&db);
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}
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2023-08-17 18:18:14 +02:00
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bool BattleProcessor::makePlayerBattleAction(PlayerColor player, const BattleAction &ba)
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{
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bool result = actionsProcessor->makePlayerBattleAction(player, ba);
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flowProcessor->onActionMade(ba);
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return result;
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}
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void BattleProcessor::setBattleResult(EBattleResult resultType, int victoriusSide)
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{
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resultProcessor->setBattleResult(resultType, victoriusSide);
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2023-08-16 23:51:50 +02:00
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resultProcessor->endBattle(gameHandler->gameState()->curB->tile, gameHandler->gameState()->curB->battleGetFightingHero(0), gameHandler->gameState()->curB->battleGetFightingHero(1));
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}
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2023-08-17 15:17:19 +02:00
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bool BattleProcessor::makeAutomaticBattleAction(const BattleAction &ba)
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{
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return actionsProcessor->makeAutomaticBattleAction(ba);
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}
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void BattleProcessor::endBattleConfirm(const BattleInfo * battleInfo)
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{
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resultProcessor->endBattleConfirm(battleInfo);
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}
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void BattleProcessor::battleAfterLevelUp(const BattleResult &result)
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{
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resultProcessor->battleAfterLevelUp(result);
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}
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void BattleProcessor::setGameHandler(CGameHandler * newGameHandler)
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{
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gameHandler = newGameHandler;
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actionsProcessor->setGameHandler(newGameHandler);
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flowProcessor->setGameHandler(newGameHandler);
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resultProcessor->setGameHandler(newGameHandler);
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2023-08-13 22:08:53 +02:00
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}
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