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vcmi/client/battle/CBattleInterface.cpp

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/*
* CBattleInterface.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
*
*/
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#include "StdInc.h"
#include "CBattleInterface.h"
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#include "CBattleAnimations.h"
#include "CBattleInterfaceClasses.h"
#include "CCreatureAnimation.h"
#include "CBattleProjectileController.h"
#include "CBattleObstacleController.h"
#include "CBattleSiegeController.h"
#include "CBattleFieldController.h"
#include "CBattleControlPanel.h"
#include "CBattleStacksController.h"
#include "../CBitmapHandler.h"
#include "../CGameInfo.h"
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#include "../CMessage.h"
#include "../CMT.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../CVideoHandler.h"
#include "../Graphics.h"
#include "../gui/CAnimation.h"
#include "../gui/CCursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/SDL_Extensions.h"
#include "../windows/CAdvmapInterface.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CSpellWindow.h"
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#include "../../CCallback.h"
#include "../../lib/CStack.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#include "../../lib/CHeroHandler.h"
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#include "../../lib/CondSh.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/Problem.h"
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#include "../../lib/CTownHandler.h"
#include "../../lib/BattleFieldHandler.h"
#include "../../lib/ObstacleHandler.h"
#include "../../lib/CGameState.h"
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#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/UnlockGuard.h"
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CondSh<bool> CBattleInterface::animsAreDisplayed(false);
CondSh<BattleAction *> CBattleInterface::givenCommand(nullptr);
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CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
const SDL_Rect & myRect,
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
attackerInt(att), defenderInt(defen), curInt(att),
myTurn(false), moveStarted(false), moveSoundHander(-1), bresult(nullptr), battleActionsStarted(false)
{
OBJ_CONSTRUCTION;
projectilesController.reset(new CBattleProjectileController(this));
if(spectatorInt)
{
curInt = spectatorInt;
}
else if(!curInt)
{
//May happen when we are defending during network MP game -> attacker interface is just not present
curInt = defenderInt;
}
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animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
givenCommand.setn(nullptr);
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//hot-seat -> check tactics for both players (defender may be local human)
if(attackerInt && attackerInt->cb->battleGetTacticDist())
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tacticianInterface = attackerInt;
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
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tacticianInterface = defenderInt;
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//if we found interface of player with tactics, then enter tactics mode
tacticsMode = static_cast<bool>(tacticianInterface);
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//create stack queue
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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bool embedQueue;
std::string queueSize = settings["battle"]["queueSize"].String();
if(queueSize == "auto")
embedQueue = screen->h < 700;
else
embedQueue = screen->h < 700 || queueSize == "small";
queue = std::make_shared<CStackQueue>(embedQueue, this);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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if(!embedQueue)
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{
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if (settings["battle"]["showQueue"].Bool())
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pos.y += queue->pos.h / 2; //center whole window
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queue->moveTo(Point(pos.x, pos.y - queue->pos.h));
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}
queue->update();
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//preparing siege info
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const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
if(town && town->hasFort())
siegeController.reset(new CBattleSiegeController(this, town));
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CPlayerInterface::battleInt = this;
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//initializing armies
this->army1 = army1;
this->army2 = army2;
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//preparing menu background and terrain
fieldController.reset( new CBattleFieldController(this));
stacksController.reset( new CBattleStacksController(this));
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//loading hero animations
if(hero1) // attacking hero
{
std::string battleImage;
if(!hero1->type->battleImage.empty())
{
battleImage = hero1->type->battleImage;
}
else
{
if(hero1->sex)
battleImage = hero1->type->heroClass->imageBattleFemale;
else
battleImage = hero1->type->heroClass->imageBattleMale;
}
attackingHero = std::make_shared<CBattleHero>(battleImage, false, hero1->tempOwner, hero1->tempOwner == curInt->playerID ? hero1 : nullptr, this);
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auto img = attackingHero->animation->getImage(0, 0, true);
if(img)
attackingHero->pos = genRect(img->height(), img->width(), pos.x - 43, pos.y - 19);
}
if(hero2) // defending hero
{
std::string battleImage;
if(!hero2->type->battleImage.empty())
{
battleImage = hero2->type->battleImage;
}
else
{
if(hero2->sex)
battleImage = hero2->type->heroClass->imageBattleFemale;
else
battleImage = hero2->type->heroClass->imageBattleMale;
}
defendingHero = std::make_shared<CBattleHero>(battleImage, true, hero2->tempOwner, hero2->tempOwner == curInt->playerID ? hero2 : nullptr, this);
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auto img = defendingHero->animation->getImage(0, 0, true);
if(img)
defendingHero->pos = genRect(img->height(), img->width(), pos.x + 693, pos.y - 19);
}
obstacleController.reset(new CBattleObstacleController(this));
if(tacticsMode)
tacticNextStack(nullptr);
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CCS->musich->stopMusic();
battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
auto onIntroPlayed = [&]()
{
if(LOCPLINT->battleInt)
{
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CCS->musich->playMusicFromSet("battle", true, true);
battleActionsStarted = true;
controlPanel->blockUI(settings["session"]["spectate"].Bool());
battleIntroSoundChannel = -1;
}
};
CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
currentAction = PossiblePlayerBattleAction::INVALID;
selectedAction = PossiblePlayerBattleAction::INVALID;
addUsedEvents(RCLICK | MOVE | KEYBOARD);
controlPanel->blockUI(true);
}
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CBattleInterface::~CBattleInterface()
{
CPlayerInterface::battleInt = nullptr;
givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
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if (active) //dirty fix for #485
{
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deactivate();
}
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//TODO: play AI tracks if battle was during AI turn
//if (!curInt->makingTurn)
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//CCS->musich->playMusicFromSet(CCS->musich->aiMusics, -1);
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if (adventureInt && adventureInt->selection)
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{
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const auto & terrain = *(LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType);
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CCS->musich->playMusicFromSet("terrain", terrain.name, true, false);
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}
animsAreDisplayed.setn(false);
}
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void CBattleInterface::setPrintCellBorders(bool set)
{
Settings cellBorders = settings.write["battle"]["cellBorders"];
cellBorders->Bool() = set;
fieldController->redrawBackgroundWithHexes();
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GH.totalRedraw();
}
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void CBattleInterface::setPrintStackRange(bool set)
{
Settings stackRange = settings.write["battle"]["stackRange"];
stackRange->Bool() = set;
fieldController->redrawBackgroundWithHexes();
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GH.totalRedraw();
}
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void CBattleInterface::setPrintMouseShadow(bool set)
{
Settings shadow = settings.write["battle"]["mouseShadow"];
shadow->Bool() = set;
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}
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void CBattleInterface::activate()
{
controlPanel->activate();
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if (curInt->isAutoFightOn)
return;
CIntObject::activate();
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if (attackingHero)
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attackingHero->activate();
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if (defendingHero)
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defendingHero->activate();
fieldController->activate();
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if (settings["battle"]["showQueue"].Bool())
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queue->activate();
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LOCPLINT->cingconsole->activate();
}
void CBattleInterface::deactivate()
{
controlPanel->deactivate();
CIntObject::deactivate();
fieldController->deactivate();
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if (attackingHero)
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attackingHero->deactivate();
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if (defendingHero)
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defendingHero->deactivate();
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if (settings["battle"]["showQueue"].Bool())
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queue->deactivate();
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LOCPLINT->cingconsole->deactivate();
}
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void CBattleInterface::keyPressed(const SDL_KeyboardEvent & key)
{
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if(key.keysym.sym == SDLK_q && key.state == SDL_PRESSED)
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{
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if(settings["battle"]["showQueue"].Bool()) //hide queue
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hideQueue();
else
showQueue();
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}
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else if(key.keysym.sym == SDLK_f && key.state == SDL_PRESSED)
{
enterCreatureCastingMode();
}
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else if(key.keysym.sym == SDLK_ESCAPE)
{
if(!battleActionsStarted)
CCS->soundh->stopSound(battleIntroSoundChannel);
else
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endCastingSpell();
}
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}
void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
BattleHex selectedHex = fieldController->getHoveredHex();
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handleHex(selectedHex, MOVE);
}
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void CBattleInterface::clickRight(tribool down, bool previousState)
{
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if (!down)
{
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endCastingSpell();
}
}
void CBattleInterface::stackReset(const CStack * stack)
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{
stacksController->stackReset(stack);
}
void CBattleInterface::stackAdded(const CStack * stack)
{
stacksController->stackAdded(stack);
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}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void CBattleInterface::stackRemoved(uint32_t stackID)
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{
stacksController->stackRemoved(stackID);
fieldController->redrawBackgroundWithHexes();
queue->update();
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}
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void CBattleInterface::stackActivated(const CStack *stack) //TODO: check it all before game state is changed due to abilities
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{
stacksController->stackActivated(stack);
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}
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void CBattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance)
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{
stacksController->stackMoved(stack, destHex, distance);
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}
void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
stacksController->stacksAreAttacked(attackedInfos);
std::array<int, 2> killedBySide = {0, 0};
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int targets = 0;
for(const StackAttackedInfo & attackedInfo : attackedInfos)
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{
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++targets;
ui8 side = attackedInfo.defender->side;
killedBySide.at(side) += attackedInfo.amountKilled;
}
for(ui8 side = 0; side < 2; side++)
{
if(killedBySide.at(side) > killedBySide.at(1-side))
setHeroAnimation(side, 2);
else if(killedBySide.at(side) < killedBySide.at(1-side))
setHeroAnimation(side, 3);
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}
}
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void CBattleInterface::stackAttacking( const CStack *attacker, BattleHex dest, const CStack *attacked, bool shooting )
{
stacksController->stackAttacking(attacker, dest, attacked, shooting);
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}
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void CBattleInterface::newRoundFirst( int round )
{
waitForAnims();
}
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void CBattleInterface::newRound(int number)
{
controlPanel->console->addText(CGI->generaltexth->allTexts[412]);
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}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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void CBattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
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{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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const CStack * actor = nullptr;
if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
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{
actor = stacksController->getActiveStack();
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
auto side = curInt->cb->playerToSide(curInt->playerID);
if(!side)
{
logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
return;
}
auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
ba->side = side.get();
2011-12-14 00:35:28 +03:00
ba->actionType = action;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
ba->aimToHex(tile);
ba->actionSubtype = additional;
sendCommand(ba, actor);
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
void CBattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
{
command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
if(!tacticsMode)
2010-03-02 13:40:29 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
2011-12-14 00:35:28 +03:00
myTurn = false;
stacksController->setActiveStack(nullptr);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
givenCommand.setn(command);
2011-12-14 00:35:28 +03:00
}
else
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
curInt->cb->battleMakeTacticAction(command);
vstd::clear_pointer(command);
stacksController->setActiveStack(nullptr);
//next stack will be activated when action ends
2010-03-02 13:40:29 +02:00
}
}
const CGHeroInstance * CBattleInterface::getActiveHero()
2011-12-14 00:35:28 +03:00
{
const CStack *attacker = stacksController->getActiveStack();
if(!attacker)
{
return nullptr;
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}
if(attacker->side == BattleSide::ATTACKER)
2011-12-14 00:35:28 +03:00
{
return attackingHeroInstance;
}
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return defendingHeroInstance;
}
void CBattleInterface::hexLclicked(int whichOne)
{
handleHex(whichOne, LCLICK);
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
{
if (siegeController)
siegeController->stackIsCatapulting(ca);
}
void CBattleInterface::gateStateChanged(const EGateState state)
{
if (siegeController)
siegeController->gateStateChanged(state);
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::battleFinished(const BattleResult& br)
{
2011-12-14 00:35:28 +03:00
bresult = &br;
{
2016-11-25 21:12:22 +02:00
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
animsAreDisplayed.waitUntil(false);
}
stacksController->setActiveStack(nullptr);
displayBattleFinished();
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::displayBattleFinished()
{
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
{
close();
return;
}
GH.pushInt(std::make_shared<CBattleResultWindow>(*bresult, *(this->curInt)));
curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
CPlayerInterface::battleInt = nullptr;
}
void CBattleInterface::spellCast(const BattleSpellCast * sc)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const SpellID spellID = sc->spellID;
const CSpell * spell = spellID.toSpell();
if(!spell)
return;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const std::string & castSoundPath = spell->getCastSound();
2015-02-07 10:13:24 +02:00
2016-10-28 23:37:20 +02:00
if (!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
2014-11-27 20:06:11 +02:00
const auto casterStackID = sc->casterStack;
const CStack * casterStack = nullptr;
if(casterStackID >= 0)
2014-11-27 20:06:11 +02:00
{
casterStack = curInt->cb->battleGetStackByID(casterStackID);
}
Point srccoord = (sc->side ? Point(770, 60) : Point(30, 60)) + pos; //hero position by default
{
if(casterStack != nullptr)
2014-11-27 20:06:11 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
srccoord = CClickableHex::getXYUnitAnim(casterStack->getPosition(), casterStack, this);
srccoord.x += 250;
srccoord.y += 240;
2014-11-27 20:06:11 +02:00
}
}
if(casterStack != nullptr && sc->activeCast)
{
//todo: custom cast animation for hero
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displaySpellCast(spellID, casterStack->getPosition());
stacksController->addNewAnim(new CCastAnimation(this, casterStack, sc->tile, curInt->cb->battleGetStackByPos(sc->tile)));
}
waitForAnims(); //wait for cast animation
2015-03-22 11:18:58 +02:00
2014-11-26 23:27:38 +02:00
//playing projectile animation
2016-10-28 23:37:20 +02:00
if (sc->tile.isValid())
2014-11-27 20:06:11 +02:00
{
2014-11-26 23:27:38 +02:00
Point destcoord = CClickableHex::getXYUnitAnim(sc->tile, curInt->cb->battleGetStackByPos(sc->tile), this); //position attacked by projectile
destcoord.x += 250; destcoord.y += 240;
//animation angle
double angle = atan2(static_cast<double>(destcoord.x - srccoord.x), static_cast<double>(destcoord.y - srccoord.y));
bool Vflip = (angle < 0);
2016-10-28 23:37:20 +02:00
if (Vflip)
2014-11-26 23:27:38 +02:00
angle = -angle;
2015-02-07 10:13:24 +02:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
std::string animToDisplay = spell->animationInfo.selectProjectile(angle);
2015-02-07 10:13:24 +02:00
2017-09-05 19:45:29 +02:00
if(!animToDisplay.empty())
{
2017-09-05 19:45:29 +02:00
//TODO: calculate inside CEffectAnimation
std::shared_ptr<CAnimation> tmp = std::make_shared<CAnimation>(animToDisplay);
tmp->load(0, 0);
2018-03-30 13:02:04 +02:00
auto first = tmp->getImage(0, 0);
2017-09-05 19:45:29 +02:00
2011-12-14 00:35:28 +03:00
//displaying animation
double diffX = (destcoord.x - srccoord.x)*(destcoord.x - srccoord.x);
double diffY = (destcoord.y - srccoord.y)*(destcoord.y - srccoord.y);
double distance = sqrt(diffX + diffY);
int steps = static_cast<int>(distance / AnimationControls::getSpellEffectSpeed() + 1);
2017-09-05 19:45:29 +02:00
int dx = (destcoord.x - srccoord.x - first->width())/steps;
int dy = (destcoord.y - srccoord.y - first->height())/steps;
2011-12-14 00:35:28 +03:00
stacksController->addNewAnim(new CEffectAnimation(this, animToDisplay, srccoord.x, srccoord.y, dx, dy, Vflip));
2014-11-26 23:27:38 +02:00
}
2015-03-22 11:18:58 +02:00
}
waitForAnims(); //wait for projectile animation
2015-03-22 11:18:58 +02:00
displaySpellHit(spellID, sc->tile);
2015-03-22 11:18:58 +02:00
//queuing affect animation
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
for(auto & elem : sc->affectedCres)
2014-11-26 23:27:38 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
auto stack = curInt->cb->battleGetStackByID(elem, false);
if(stack)
displaySpellEffect(spellID, stack->getPosition());
}
2015-02-07 10:13:24 +02:00
//queuing additional animation
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
for(auto & elem : sc->customEffects)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
auto stack = curInt->cb->battleGetStackByID(elem.stack, false);
if(stack)
displayEffect(elem.effect, stack->getPosition());
2014-11-26 23:27:38 +02:00
}
2011-12-14 00:35:28 +03:00
waitForAnims();
//mana absorption
2016-10-28 23:37:20 +02:00
if (sc->manaGained > 0)
2011-12-14 00:35:28 +03:00
{
Point leftHero = Point(15, 30) + pos;
Point rightHero = Point(755, 30) + pos;
stacksController->addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero.x, leftHero.y, 0, 0, false));
stacksController->addNewAnim(new CEffectAnimation(this, sc->side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero.x, rightHero.y, 0, 0, false));
}
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
{
if(stacksController->getActiveStack() != nullptr)
fieldController->redrawBackgroundWithHexes();
2011-12-14 00:35:28 +03:00
}
void CBattleInterface::setHeroAnimation(ui8 side, int phase)
{
if(side == BattleSide::ATTACKER)
2017-10-07 23:04:43 +02:00
{
if(attackingHero)
attackingHero->setPhase(phase);
}
else
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{
if(defendingHero)
defendingHero->setPhase(phase);
}
}
void CBattleInterface::castThisSpell(SpellID spellID)
{
spellToCast = std::make_shared<BattleAction>();
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
spellToCast->actionType = EActionType::HERO_SPELL;
spellToCast->actionSubtype = spellID; //spell number
spellToCast->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
spellToCast->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
spellDestSelectMode = true;
creatureCasting = false;
2016-09-10 18:38:14 +02:00
//choosing possible targets
2016-10-28 23:37:20 +02:00
const CGHeroInstance *castingHero = (attackingHeroInstance->tempOwner == curInt->playerID) ? attackingHeroInstance : defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
sp = spellID.toSpell();
PossiblePlayerBattleAction spellSelMode = curInt->cb->getCasterAction(sp, castingHero, spells::Mode::HERO);
if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
2011-12-14 00:35:28 +03:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
spellToCast->aimToHex(BattleHex::INVALID);
curInt->cb->battleMakeAction(spellToCast.get());
2011-12-14 00:35:28 +03:00
endCastingSpell();
}
else
{
possibleActions.clear();
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
GH.fakeMouseMove();//update cursor
}
2011-12-14 00:35:28 +03:00
}
2011-01-14 20:08:01 +02:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
void CBattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
{
for(const auto & line : battleLog)
{
std::string formatted = line.toString();
boost::algorithm::trim(formatted);
if(!controlPanel->console->addText(formatted))
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
logGlobal->warn("Too long battle log line");
}
}
void CBattleInterface::displayCustomEffects(const std::vector<CustomEffectInfo> & customEffects)
{
for(const CustomEffectInfo & one : customEffects)
{
if(one.sound != 0)
CCS->soundh->playSound(soundBase::soundID(one.sound));
const CStack * s = curInt->cb->battleGetStackByID(one.stack, false);
if(s && one.effect != 0)
displayEffect(one.effect, s->getPosition());
}
}
2017-09-05 19:45:29 +02:00
void CBattleInterface::displayEffect(ui32 effect, BattleHex destTile)
2011-12-14 00:35:28 +03:00
{
2017-09-05 19:45:29 +02:00
std::string customAnim = graphics->battleACToDef[effect][0];
stacksController->addNewAnim(new CEffectAnimation(this, customAnim, destTile));
2011-12-14 00:35:28 +03:00
}
2011-01-14 20:08:01 +02:00
2021-02-20 03:57:50 +02:00
void CBattleInterface::displaySpellAnimationQueue(const CSpell::TAnimationQueue & q, BattleHex destinationTile)
2015-03-22 15:47:20 +02:00
{
2021-02-20 03:57:50 +02:00
for(const CSpell::TAnimation & animation : q)
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{
if(animation.pause > 0)
stacksController->addNewAnim(new CDummyAnimation(this, animation.pause));
else
stacksController->addNewAnim(new CEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
}
2015-03-22 15:47:20 +02:00
}
2021-02-20 03:57:50 +02:00
void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile)
{
2021-02-20 03:57:50 +02:00
const CSpell * spell = spellID.toSpell();
2015-03-22 11:18:58 +02:00
2021-02-20 03:57:50 +02:00
if(spell)
displaySpellAnimationQueue(spell->animationInfo.cast, destinationTile);
}
2021-02-20 03:57:50 +02:00
void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile)
{
const CSpell *spell = spellID.toSpell();
2021-02-20 03:57:50 +02:00
if(spell)
displaySpellAnimationQueue(spell->animationInfo.affect, destinationTile);
}
2016-09-10 17:56:38 +02:00
void CBattleInterface::displaySpellHit(SpellID spellID, BattleHex destinationTile)
{
const CSpell * spell = spellID.toSpell();
2015-03-22 11:18:58 +02:00
2021-02-20 03:57:50 +02:00
if(spell)
displaySpellAnimationQueue(spell->animationInfo.hit, destinationTile);
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::battleTriggerEffect(const BattleTriggerEffect & bte)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const CStack * stack = curInt->cb->battleGetStackByID(bte.stackID);
if(!stack)
{
logGlobal->error("Invalid stack ID %d", bte.stackID);
return;
}
2011-12-14 00:35:28 +03:00
//don't show animation when no HP is regenerated
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
switch(bte.effect)
2011-01-14 20:08:01 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
//TODO: move to bonus type handler
2011-12-14 00:35:28 +03:00
case Bonus::HP_REGENERATION:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(74, stack->getPosition());
CCS->soundh->playSound(soundBase::REGENER);
2011-12-14 00:35:28 +03:00
break;
case Bonus::MANA_DRAIN:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(77, stack->getPosition());
2011-12-14 00:35:28 +03:00
CCS->soundh->playSound(soundBase::MANADRAI);
break;
case Bonus::POISON:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(67, stack->getPosition());
2011-12-14 00:35:28 +03:00
CCS->soundh->playSound(soundBase::POISON);
break;
case Bonus::FEAR:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(15, stack->getPosition());
2011-12-14 00:35:28 +03:00
CCS->soundh->playSound(soundBase::FEAR);
break;
case Bonus::MORALE:
{
std::string hlp = CGI->generaltexth->allTexts[33];
boost::algorithm::replace_first(hlp,"%s",(stack->getName()));
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(20,stack->getPosition());
CCS->soundh->playSound(soundBase::GOODMRLE);
controlPanel->console->addText(hlp);
break;
}
2011-12-14 00:35:28 +03:00
default:
return;
2011-01-14 20:08:01 +02:00
}
2011-12-14 00:35:28 +03:00
//waitForAnims(); //fixme: freezes game :?
}
2011-01-14 20:08:01 +02:00
2011-12-14 00:35:28 +03:00
void CBattleInterface::setAnimSpeed(int set)
{
Settings speed = settings.write["battle"]["animationSpeed"];
speed->Float() = float(set) / 100;
2011-12-14 00:35:28 +03:00
}
2011-12-14 00:35:28 +03:00
int CBattleInterface::getAnimSpeed() const
{
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
}
2016-10-28 23:37:20 +02:00
CPlayerInterface *CBattleInterface::getCurrentPlayerInterface() const
{
return curInt.get();
}
void CBattleInterface::trySetActivePlayer( PlayerColor player )
{
if ( attackerInt && attackerInt->playerID == player )
curInt = attackerInt;
if ( defenderInt && defenderInt->playerID == player )
curInt = defenderInt;
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::activateStack()
{
if(!battleActionsStarted)
return; //"show" function should re-call this function
stacksController->activateStack();
2013-11-02 23:07:45 +03:00
const CStack * s = stacksController->getActiveStack();
if(!s)
return;
myTurn = true;
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queue->update();
fieldController->redrawBackgroundWithHexes();
possibleActions = getPossibleActionsForStack(s);
GH.fakeMouseMove();
2011-12-14 00:35:28 +03:00
}
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void CBattleInterface::endCastingSpell()
{
if(spellDestSelectMode)
{
spellToCast.reset();
sp = nullptr;
spellDestSelectMode = false;
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
if(stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(stacksController->getActiveStack()); //restore actions after they were cleared
myTurn = true;
}
}
else
{
if(stacksController->getActiveStack())
{
possibleActions = getPossibleActionsForStack(stacksController->getActiveStack());
GH.fakeMouseMove();
}
}
}
void CBattleInterface::enterCreatureCastingMode()
{
//silently check for possible errors
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if (!myTurn)
return;
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if (tacticsMode)
return;
//hero is casting a spell
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if (spellDestSelectMode)
return;
if (!stacksController->getActiveStack())
return;
2015-03-18 23:10:41 +02:00
if (!stacksController->activeStackSpellcaster())
return;
//random spellcaster
if (stacksController->activeStackSpellToCast() == SpellID::NONE)
return;
if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
{
const spells::Caster * caster = stacksController->getActiveStack();
const CSpell * spell = stacksController->activeStackSpellToCast().toSpell();
spells::Target target;
target.emplace_back();
spells::BattleCast cast(curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
auto m = spell->battleMechanics(&cast);
spells::detail::ProblemImpl ignored;
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const bool isCastingPossible = m->canBeCastAt(target, ignored);
2016-10-28 23:37:20 +02:00
if (isCastingPossible)
{
myTurn = false;
giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, stacksController->activeStackSpellToCast());
stacksController->setSelectedStack(nullptr);
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
}
}
else
{
possibleActions = getPossibleActionsForStack(stacksController->getActiveStack());
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
(x != PossiblePlayerBattleAction::OBSTACLE);
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
}
}
std::vector<PossiblePlayerBattleAction> CBattleInterface::getPossibleActionsForStack(const CStack *stack)
{
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
data.creatureSpellToCast = stacksController->activeStackSpellToCast();
data.tacticsMode = tacticsMode;
auto allActions = curInt->cb->getClientActionsForStack(stack, data);
return std::vector<PossiblePlayerBattleAction>(allActions);
}
void CBattleInterface::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context)
{
if(tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
switch(item)
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(Bonus::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
return 1;
2021-02-20 03:57:50 +02:00
else
return 100;//bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2; break;
case PossiblePlayerBattleAction::RISE_DEMONS:
return 3; break;
case PossiblePlayerBattleAction::SHOOT:
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;
default:
return 200; break;
}
};
auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
{
return assignPriority(lhs) > assignPriority(rhs);
};
std::make_heap(possibleActions.begin(), possibleActions.end(), comparer);
2011-12-14 00:35:28 +03:00
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::endAction(const BattleAction* action)
{
2016-10-28 23:37:20 +02:00
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(action->actionType == EActionType::HERO_SPELL)
setHeroAnimation(action->side, 0);
stacksController->endAction(action);
2011-12-14 00:35:28 +03:00
queue->update();
2016-10-28 23:37:20 +02:00
if (tacticsMode) //stack ended movement in tactics phase -> select the next one
tacticNextStack(stack);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(action->actionType == EActionType::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
fieldController->redrawBackgroundWithHexes();
// if (stacksController->getActiveStack() && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
// {
// logGlobal->warn("Something wrong... interface was deactivated but there is no animation. Reactivating...");
// controlPanel->blockUI(false);
// }
// else
// {
// block UI if no active stack (e.g. enemy turn);
controlPanel->blockUI(stacksController->getActiveStack() == nullptr);
// }
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::hideQueue()
{
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = false;
2011-12-14 00:35:28 +03:00
queue->deactivate();
2016-10-28 23:37:20 +02:00
if (!queue->embedded)
{
moveBy(Point(0, -queue->pos.h / 2));
2011-12-14 00:35:28 +03:00
GH.totalRedraw();
}
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::showQueue()
{
Settings showQueue = settings.write["battle"]["showQueue"];
showQueue->Bool() = true;
2011-12-14 00:35:28 +03:00
queue->activate();
2016-10-28 23:37:20 +02:00
if (!queue->embedded)
2011-12-14 00:35:28 +03:00
{
moveBy(Point(0, +queue->pos.h / 2));
2011-12-14 00:35:28 +03:00
GH.totalRedraw();
}
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::startAction(const BattleAction* action)
{
//setActiveStack(nullptr);
controlPanel->blockUI(true);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(action->actionType == EActionType::END_TACTIC_PHASE)
{
controlPanel->tacticPhaseEnded();
2011-12-14 00:35:28 +03:00
return;
}
2011-12-14 00:35:28 +03:00
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
2016-10-28 23:37:20 +02:00
if (stack)
{
2011-12-14 00:35:28 +03:00
queue->update();
}
2011-12-14 00:35:28 +03:00
else
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
}
stacksController->startAction(action);
2013-07-15 11:51:48 +03:00
redraw(); // redraw after deactivation, including proper handling of hovered hexes
2011-12-14 00:35:28 +03:00
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
2011-12-14 00:35:28 +03:00
{
setHeroAnimation(action->side, 4);
2011-12-14 00:35:28 +03:00
return;
}
2016-10-28 23:37:20 +02:00
if (!stack)
{
2017-08-11 13:38:10 +02:00
logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
2011-12-14 00:35:28 +03:00
return;
}
2011-12-14 00:35:28 +03:00
int txtid = 0;
switch(action->actionType)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
case EActionType::WAIT:
2011-12-14 00:35:28 +03:00
txtid = 136;
break;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
case EActionType::BAD_MORALE:
2011-12-14 00:35:28 +03:00
txtid = -34; //negative -> no separate singular/plural form
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
displayEffect(30, stack->getPosition());
CCS->soundh->playSound(soundBase::BADMRLE);
2011-12-14 00:35:28 +03:00
break;
}
if(txtid != 0)
controlPanel->console->addText(stack->formatGeneralMessage(txtid));
2011-12-14 00:35:28 +03:00
//displaying special abilities
auto actionTarget = action->getTarget(curInt->cb.get());
switch(action->actionType)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
case EActionType::STACK_HEAL:
displayEffect(74, actionTarget.at(0).hexValue);
2011-12-14 00:35:28 +03:00
CCS->soundh->playSound(soundBase::REGENER);
break;
}
2011-12-14 00:35:28 +03:00
}
2011-12-14 00:35:28 +03:00
void CBattleInterface::waitForAnims()
{
2016-11-25 21:12:22 +02:00
auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
2011-12-14 00:35:28 +03:00
animsAreDisplayed.waitWhileTrue();
}
void CBattleInterface::tacticPhaseEnd()
{
stacksController->setActiveStack(nullptr);
controlPanel->blockUI(true);
2011-12-14 00:35:28 +03:00
tacticsMode = false;
}
2011-12-14 00:35:28 +03:00
static bool immobile(const CStack *s)
{
2011-12-14 00:35:28 +03:00
return !s->Speed(0, true); //should bound stacks be immobile?
}
void CBattleInterface::tacticNextStack(const CStack * current)
{
2016-10-28 23:37:20 +02:00
if (!current)
current = stacksController->getActiveStack();
2012-03-01 14:57:38 +03:00
//no switching stacks when the current one is moving
waitForAnims();
2012-03-01 14:57:38 +03:00
2011-12-14 00:35:28 +03:00
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
2016-10-28 23:37:20 +02:00
vstd::erase_if (stacksOfMine, &immobile);
if (stacksOfMine.empty())
{
tacticPhaseEnd();
return;
}
auto it = vstd::find(stacksOfMine, current);
2016-10-28 23:37:20 +02:00
if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
2011-12-14 00:35:28 +03:00
stackActivated(*it);
else
stackActivated(stacksOfMine.front());
}
std::string formatDmgRange(std::pair<ui32, ui32> dmgRange)
{
2016-10-28 23:37:20 +02:00
if (dmgRange.first != dmgRange.second)
return (boost::format("%d - %d") % dmgRange.first % dmgRange.second).str();
else
return (boost::format("%d") % dmgRange.first).str();
}
bool CBattleInterface::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber)
{
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(stackToMove);
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 CBattleInterface::handleHex(BattleHex myNumber, int eventType)
{
if (!myTurn || !battleActionsStarted) //we are not permit to do anything
return;
// This function handles mouse move over hexes and l-clicking on them.
// First we decide what happens if player clicks on this hex and set appropriately
// consoleMsg, cursorFrame/Type and prepare lambda realizeAction.
//
// Then, depending whether it was hover/click we either call the action or set tooltip/cursor.
//used when hovering -> tooltip message and cursor to be set
std::string consoleMsg;
bool setCursor = true; //if we want to suppress setting cursor
ECursor::ECursorTypes cursorType = ECursor::COMBAT;
int cursorFrame = ECursor::COMBAT_POINTER; //TODO: is this line used?
//used when l-clicking -> action to be called upon the click
std::function<void()> realizeAction;
2012-08-28 18:38:00 +03:00
//Get stack on the hex - first try to grab the alive one, if not found -> allow dead stacks.
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const CStack * shere = curInt->cb->battleGetStackByPos(myNumber, true);
if(!shere)
2012-08-28 18:38:00 +03:00
shere = curInt->cb->battleGetStackByPos(myNumber, false);
if(!stacksController->getActiveStack())
return;
bool ourStack = false;
if (shere)
ourStack = shere->owner == curInt->playerID;
//stack may have changed, update selection border
stacksController->setHoveredStack(shere);
localActions.clear();
illegalActions.clear();
reorderPossibleActionsPriority(stacksController->getActiveStack(), shere ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX);
const bool forcedAction = possibleActions.size() == 1;
for (PossiblePlayerBattleAction action : possibleActions)
{
2013-07-25 14:53:36 +03:00
bool legalAction = false; //this action is legal and can be performed
bool notLegal = false; //this action is not legal and should display message
switch (action)
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
if (shere && ourStack)
legalAction = true;
break;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
2012-08-14 09:31:14 +03:00
{
if (!(shere && shere->alive())) //we can walk on dead stacks
{
if(canStackMoveHere(stacksController->getActiveStack(), myNumber))
2012-08-14 09:31:14 +03:00
legalAction = true;
}
break;
2012-08-14 09:31:14 +03:00
}
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
{
if(curInt->cb->battleCanAttack(stacksController->getActiveStack(), shere, myNumber))
{
if (fieldController->isTileAttackable(myNumber)) // move isTileAttackable to be part of battleCanAttack?
{
fieldController->setBattleCursor(myNumber); // temporary - needed for following function :(
BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
legalAction = true;
}
}
}
break;
case PossiblePlayerBattleAction::SHOOT:
if(curInt->cb->battleCanShoot(stacksController->getActiveStack(), myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
if (myNumber > -1) //TODO: this should be checked for all actions
{
if(isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
}
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
if(shere && isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
{
if(shere && ourStack && shere != stacksController->getActiveStack() && shere->alive()) //only positive spells for other allied creatures
{
int spellID = curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), shere, CBattleInfoCallback::RANDOM_GENIE);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(spellID > -1)
{
legalAction = true;
}
}
}
break;
case PossiblePlayerBattleAction::OBSTACLE:
if(isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::TELEPORT:
{
//todo: move to mechanics
ui8 skill = 0;
if (creatureCasting)
skill = stacksController->getActiveStack()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
else
2015-09-17 07:42:30 +02:00
skill = getActiveHero()->getEffectLevel(SpellID(SpellID::TELEPORT).toSpell());
//TODO: explicitely save power, skill
if (curInt->cb->battleCanTeleportTo(stacksController->getSelectedStack(), myNumber, skill))
legalAction = true;
else
notLegal = true;
}
break;
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
if (shere && shere != stacksController->getSelectedStack() && ourStack && shere->alive())
legalAction = true;
else
notLegal = true;
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
legalAction = true;
if(!isCastingPossibleHere(stacksController->getActiveStack(), shere, myNumber))
{
legalAction = false;
notLegal = true;
}
break;
case PossiblePlayerBattleAction::CATAPULT:
if (siegeController && siegeController->isCatapultAttackable(myNumber))
legalAction = true;
break;
case PossiblePlayerBattleAction::HEAL:
if (shere && ourStack && shere->canBeHealed())
legalAction = true;
break;
case PossiblePlayerBattleAction::RISE_DEMONS:
if (shere && ourStack && !shere->alive())
{
2016-10-28 23:37:20 +02:00
if (!(shere->hasBonusOfType(Bonus::UNDEAD)
|| shere->hasBonusOfType(Bonus::NON_LIVING)
2020-01-18 11:02:17 +02:00
|| shere->hasBonusOfType(Bonus::GARGOYLE)
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
|| shere->summoned
|| shere->isClone()
|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
))
legalAction = true;
}
break;
}
if (legalAction)
localActions.push_back (action);
else if (notLegal || forcedAction)
illegalActions.push_back (action);
}
illegalAction = PossiblePlayerBattleAction::INVALID; //clear it in first place
if (vstd::contains(localActions, selectedAction)) //try to use last selected action by default
currentAction = selectedAction;
2015-03-18 23:10:41 +02:00
else if (localActions.size()) //if not possible, select first available action (they are sorted by suggested priority)
currentAction = localActions.front();
else //no legal action possible
{
currentAction = PossiblePlayerBattleAction::INVALID; //don't allow to do anything
if (vstd::contains(illegalActions, selectedAction))
illegalAction = selectedAction;
else if (illegalActions.size())
illegalAction = illegalActions.front();
else if (shere && ourStack && shere->alive()) //last possibility - display info about our creature
{
currentAction = PossiblePlayerBattleAction::CREATURE_INFO;
}
else
illegalAction = PossiblePlayerBattleAction::INVALID; //we should never be here
}
bool isCastingPossible = false;
bool secondaryTarget = false;
if (currentAction > PossiblePlayerBattleAction::INVALID)
{
switch (currentAction) //display console message, realize selected action
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
realizeAction = [=](){ stackActivated(shere); };
break;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
if (stacksController->getActiveStack()->hasBonusOfType(Bonus::FLYING))
{
cursorFrame = ECursor::COMBAT_FLY;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % stacksController->getActiveStack()->getName()).str(); //Fly %s here
}
else
{
cursorFrame = ECursor::COMBAT_MOVE;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[294]) % stacksController->getActiveStack()->getName()).str(); //Move %s here
}
realizeAction = [=]()
{
if(stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(stacksController->getActiveStack());
BattleHex shiftedDest = myNumber.cloneInDirection(stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, myNumber))
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveCommand(EActionType::WALK, myNumber);
else if(vstd::contains(acc, shiftedDest))
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveCommand(EActionType::WALK, shiftedDest);
}
else
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveCommand(EActionType::WALK, myNumber);
}
};
break;
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
{
fieldController->setBattleCursor(myNumber); //handle direction of cursor and attackable tile
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
setCursor = false; //don't overwrite settings from the call above //TODO: what does it mean?
bool returnAfterAttack = currentAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
realizeAction = [=]()
{
BattleHex attackFromHex = fieldController->fromWhichHexAttack(myNumber);
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
{
auto command = new BattleAction(BattleAction::makeMeleeAttack(stacksController->getActiveStack(), myNumber, attackFromHex, returnAfterAttack));
sendCommand(command, stacksController->getActiveStack());
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
};
TDmgRange damage = curInt->cb->battleEstimateDamage(stacksController->getActiveStack(), shere);
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
consoleMsg = (boost::format(CGI->generaltexth->allTexts[36]) % shere->getName() % estDmgText).str(); //Attack %s (%s damage)
}
break;
case PossiblePlayerBattleAction::SHOOT:
{
if (curInt->cb->battleHasShootingPenalty(stacksController->getActiveStack(), myNumber))
cursorFrame = ECursor::COMBAT_SHOOT_PENALTY;
else
cursorFrame = ECursor::COMBAT_SHOOT;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
realizeAction = [=](){giveCommand(EActionType::SHOOT, myNumber);};
TDmgRange damage = curInt->cb->battleEstimateDamage(stacksController->getActiveStack(), shere);
std::string estDmgText = formatDmgRange(std::make_pair((ui32)damage.first, (ui32)damage.second)); //calculating estimated dmg
//printing - Shoot %s (%d shots left, %s damage)
consoleMsg = (boost::format(CGI->generaltexth->allTexts[296]) % shere->getName() % stacksController->getActiveStack()->shots.available() % estDmgText).str();
}
break;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
sp = CGI->spellh->objects[creatureCasting ? stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
switch (sp->id)
{
case SpellID::SACRIFICE:
case SpellID::TELEPORT:
stacksController->setSelectedStack(shere); //remember first target
secondaryTarget = true;
break;
}
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
sp = CGI->spellh->objects[creatureCasting ? stacksController->activeStackSpellToCast() : spellToCast->actionSubtype]; //necessary if creature has random Genie spell at same time
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
sp = nullptr;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[301]) % shere->getName()); //Cast a spell on %
2012-06-20 16:03:05 +03:00
creatureCasting = true;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::TELEPORT:
consoleMsg = CGI->generaltexth->allTexts[25]; //Teleport Here
2013-07-25 14:53:36 +03:00
cursorFrame = ECursor::COMBAT_TELEPORT;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::OBSTACLE:
consoleMsg = CGI->generaltexth->allTexts[550];
2013-07-25 14:53:36 +03:00
//TODO: remove obstacle cursor
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::SACRIFICE:
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
cursorFrame = ECursor::COMBAT_SACRIFICE;
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
isCastingPossible = true;
break;
case PossiblePlayerBattleAction::HEAL:
cursorFrame = ECursor::COMBAT_HEAL;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
realizeAction = [=](){ giveCommand(EActionType::STACK_HEAL, myNumber); }; //command healing
break;
case PossiblePlayerBattleAction::RISE_DEMONS:
cursorType = ECursor::SPELLBOOK;
realizeAction = [=]()
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveCommand(EActionType::DAEMON_SUMMONING, myNumber);
};
break;
case PossiblePlayerBattleAction::CATAPULT:
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
realizeAction = [=](){ giveCommand(EActionType::CATAPULT, myNumber); };
break;
case PossiblePlayerBattleAction::CREATURE_INFO:
{
cursorFrame = ECursor::COMBAT_QUERY;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[297]) % shere->getName()).str();
realizeAction = [=](){ GH.pushIntT<CStackWindow>(shere, false); };
break;
}
}
}
else //no possible valid action, display message
{
switch (illegalAction)
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
cursorFrame = ECursor::COMBAT_BLOCKED;
consoleMsg = CGI->generaltexth->allTexts[23];
break;
case PossiblePlayerBattleAction::TELEPORT:
2013-07-25 14:53:36 +03:00
cursorFrame = ECursor::COMBAT_BLOCKED;
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
break;
case PossiblePlayerBattleAction::SACRIFICE:
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
break;
case PossiblePlayerBattleAction::FREE_LOCATION:
cursorFrame = ECursor::COMBAT_BLOCKED;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
break;
default:
2012-08-06 09:01:02 +03:00
if (myNumber == -1)
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER); //set neutral cursor over menu etc.
else
cursorFrame = ECursor::COMBAT_BLOCKED;
break;
}
}
if (isCastingPossible) //common part
{
2013-07-25 14:53:36 +03:00
switch (currentAction) //don't use that with teleport / sacrifice
{
case PossiblePlayerBattleAction::TELEPORT: //FIXME: more generic solution?
case PossiblePlayerBattleAction::SACRIFICE:
2013-07-25 14:53:36 +03:00
break;
default:
cursorType = ECursor::SPELLBOOK;
cursorFrame = 0;
2016-10-28 23:37:20 +02:00
if (consoleMsg.empty() && sp)
2013-07-25 14:53:36 +03:00
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
break;
}
realizeAction = [=]()
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(secondaryTarget) //select that target now
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
possibleActions.clear();
switch (sp->id.toEnum())
{
case SpellID::TELEPORT: //don't cast spell yet, only select target
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
spellToCast->aimToUnit(shere);
possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
break;
case SpellID::SACRIFICE:
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
spellToCast->aimToHex(myNumber);
possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
break;
}
}
else
{
2016-10-28 23:37:20 +02:00
if (creatureCasting)
{
if (sp)
{
giveCommand(EActionType::MONSTER_SPELL, myNumber, stacksController->activeStackSpellToCast());
}
else //unknown random spell
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
giveCommand(EActionType::MONSTER_SPELL, myNumber);
}
}
else
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
assert(sp);
switch (sp->id.toEnum())
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
case SpellID::SACRIFICE:
spellToCast->aimToUnit(shere);//victim
break;
default:
spellToCast->aimToHex(myNumber);
break;
}
curInt->cb->battleMakeAction(spellToCast.get());
endCastingSpell();
}
stacksController->setSelectedStack(nullptr);
}
};
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
2013-07-25 14:53:36 +03:00
{
2016-10-28 23:37:20 +02:00
if (eventType == MOVE)
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{
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if (setCursor)
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CCS->curh->changeGraphic(cursorType, cursorFrame);
controlPanel->console->write(consoleMsg);
2013-07-25 14:53:36 +03:00
}
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if (eventType == LCLICK && realizeAction)
2013-07-25 14:53:36 +03:00
{
//opening creature window shouldn't affect myTurn...
if ((currentAction != PossiblePlayerBattleAction::CREATURE_INFO) && !secondaryTarget)
2013-07-25 14:53:36 +03:00
{
myTurn = false; //tends to crash with empty calls
}
realizeAction();
if (!secondaryTarget) //do not replace teleport or sacrifice cursor
CCS->curh->changeGraphic(ECursor::COMBAT, ECursor::COMBAT_POINTER);
controlPanel->console->clear();
2013-07-25 14:53:36 +03:00
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
}
}
2016-10-28 23:37:20 +02:00
bool CBattleInterface::isCastingPossibleHere(const CStack *sactive, const CStack *shere, BattleHex myNumber)
{
creatureCasting = stacksController->activeStackSpellcaster() && !spellDestSelectMode; //TODO: allow creatures to cast aimed spells
bool isCastingPossible = true;
int spellID = -1;
if (creatureCasting)
{
if (stacksController->activeStackSpellToCast() != SpellID::NONE && (shere != sactive)) //can't cast on itself
spellID = stacksController->activeStackSpellToCast(); //TODO: merge with SpellTocast?
}
else //hero casting
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
{
spellID = spellToCast->actionSubtype;
}
sp = nullptr;
if (spellID >= 0)
sp = CGI->spellh->objects[spellID];
if (sp)
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const spells::Caster *caster = creatureCasting ? static_cast<const spells::Caster *>(sactive) : static_cast<const spells::Caster *>(curInt->cb->battleGetMyHero());
2016-10-28 23:37:20 +02:00
if (caster == nullptr)
2015-09-28 15:06:26 +02:00
{
isCastingPossible = false;//just in case
}
else
2015-09-28 15:06:26 +02:00
{
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
const spells::Mode mode = creatureCasting ? spells::Mode::CREATURE_ACTIVE : spells::Mode::HERO;
spells::Target target;
target.emplace_back(myNumber);
spells::BattleCast cast(curInt->cb.get(), caster, mode, sp);
auto m = sp->battleMechanics(&cast);
spells::detail::ProblemImpl problem; //todo: display problem in status bar
2021-02-20 03:57:50 +02:00
isCastingPossible = m->canBeCastAt(target, problem);
2015-09-28 15:06:26 +02:00
}
}
2015-09-16 16:35:49 +02:00
else
isCastingPossible = false;
2016-10-28 23:37:20 +02:00
if (!myNumber.isAvailable() && !shere) //empty tile outside battlefield (or in the unavailable border column)
isCastingPossible = false;
return isCastingPossible;
}
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
{
obstacleController->obstaclePlaced(oi);
}
2016-10-28 23:37:20 +02:00
const CGHeroInstance *CBattleInterface::currentHero() const
{
2016-10-28 23:37:20 +02:00
if (attackingHeroInstance->tempOwner == curInt->playerID)
return attackingHeroInstance;
else
return defendingHeroInstance;
}
InfoAboutHero CBattleInterface::enemyHero() const
{
InfoAboutHero ret;
2016-10-28 23:37:20 +02:00
if (attackingHeroInstance->tempOwner == curInt->playerID)
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
else
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
return ret;
}
void CBattleInterface::requestAutofightingAIToTakeAction()
{
assert(curInt->isAutoFightOn);
boost::thread aiThread([&]()
{
auto ba = make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
2022-04-04 09:16:32 +02:00
if(curInt->cb->battleIsFinished())
{
return; // battle finished with spellcast
}
2016-10-28 23:37:20 +02:00
if (curInt->isAutoFightOn)
{
2016-10-28 23:37:20 +02:00
if (tacticsMode)
{
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
// the AI can take any action except end tactics phase (AI actions won't be triggered)
//TODO implement the possibility that the AI will be triggered for further actions
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
stacksController->setActiveStack(nullptr);
controlPanel->blockUI(true);
tacticsMode = false;
}
else
{
givenCommand.setn(ba.release());
}
}
else
{
2016-11-25 21:12:22 +02:00
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
activateStack();
}
});
2013-06-24 17:35:27 +03:00
aiThread.detach();
}
2016-10-28 23:37:20 +02:00
void CBattleInterface::showAll(SDL_Surface *to)
{
show(to);
}
2016-10-28 23:37:20 +02:00
void CBattleInterface::show(SDL_Surface *to)
{
assert(to);
SDL_Rect buf;
SDL_GetClipRect(to, &buf);
SDL_SetClipRect(to, &pos);
++animCount;
if (stacksController->getActiveStack() != nullptr /*&& creAnims[stacksController->getActiveStack()->ID]->isIdle()*/) //show everything with range
{
// FIXME: any *real* reason to keep this separate? Speed difference can't be that big // TODO: move to showAll?
fieldController->showBackgroundImageWithHexes(to);
}
else
{
fieldController->showBackgroundImage(to);
obstacleController->showAbsoluteObstacles(to);
if ( siegeController )
siegeController->showAbsoluteObstacles(to);
}
fieldController->showHighlightedHexes(to);
showBattlefieldObjects(to);
projectilesController->showProjectiles(to);
if(battleActionsStarted)
stacksController->updateBattleAnimations();
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
showInterface(to);
//activation of next stack, if any
//TODO: should be moved to the very start of this method?
activateStack();
}
2016-10-28 23:37:20 +02:00
void CBattleInterface::showBattlefieldObjects(SDL_Surface *to)
{
auto showHexEntry = [&](BattleObjectsByHex::HexData & hex)
{
if (siegeController)
siegeController->showPiecesOfWall(to, hex.walls);
obstacleController->showObstacles(to, hex.obstacles);
stacksController->showAliveStacks(to, hex.alive);
showBattleEffects(to, hex.effects);
};
BattleObjectsByHex objects = sortObjectsByHex();
// dead stacks should be blit first
stacksController->showStacks(to, objects.beforeAll.dead);
for (auto & data : objects.hex)
stacksController->showStacks(to, data.dead);
stacksController->showStacks(to, objects.afterAll.dead);
// display objects that must be blit before anything else (e.g. topmost walls)
showHexEntry(objects.beforeAll);
// show heroes after "beforeAll" - e.g. topmost wall in siege
2016-10-28 23:37:20 +02:00
if (attackingHero)
attackingHero->show(to);
2016-10-28 23:37:20 +02:00
if (defendingHero)
defendingHero->show(to);
// actual blit of most of objects, hex by hex
// NOTE: row-by-row blitting may be a better approach
for (auto &data : objects.hex)
showHexEntry(data);
// objects that must be blit *after* everything else - e.g. bottom tower or some spell effects
showHexEntry(objects.afterAll);
}
void CBattleInterface::showBattleEffects(SDL_Surface *to, const std::vector<const BattleEffect *> &battleEffects)
{
2016-10-28 23:37:20 +02:00
for (auto & elem : battleEffects)
{
int currentFrame = static_cast<int>(floor(elem->currentFrame));
currentFrame %= elem->animation->size();
2018-03-30 13:02:04 +02:00
auto img = elem->animation->getImage(currentFrame);
SDL_Rect temp_rect = genRect(img->height(), img->width(), elem->x, elem->y);
img->draw(to, &temp_rect, nullptr);
}
}
2016-10-28 23:37:20 +02:00
void CBattleInterface::showInterface(SDL_Surface *to)
{
//showing in-game console
LOCPLINT->cingconsole->show(to);
controlPanel->show(to);
Rect posWithQueue = Rect(pos.x, pos.y, 800, 600);
2016-10-28 23:37:20 +02:00
if (settings["battle"]["showQueue"].Bool())
{
2016-10-28 23:37:20 +02:00
if (!queue->embedded)
{
posWithQueue.y -= queue->pos.h;
posWithQueue.h += queue->pos.h;
}
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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queue->showAll(to);
}
//printing border around interface
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if (screen->w != 800 || screen->h !=600)
{
CMessage::drawBorder(curInt->playerID,to,posWithQueue.w + 28, posWithQueue.h + 28, posWithQueue.x-14, posWithQueue.y-15);
}
}
BattleObjectsByHex CBattleInterface::sortObjectsByHex()
{
BattleObjectsByHex sorted;
// Sort creatures
stacksController->sortObjectsByHex(sorted);
// Sort battle effects (spells)
for (auto & battleEffect : battleEffects)
{
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if (battleEffect.position.isValid())
sorted.hex[battleEffect.position].effects.push_back(&battleEffect);
else
sorted.afterAll.effects.push_back(&battleEffect);
}
// Sort obstacles
obstacleController->sortObjectsByHex(sorted);
// Sort wall parts
if (siegeController)
siegeController->sortObjectsByHex(sorted);
return sorted;
}