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Battles: more advanced drawbridge mechanics on server-side
Everything work as intended except starting point not included in path. So we send BattleDrawbridgeStateChanged package when already standing on bridge hex.
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57328bdc83
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@ -1060,6 +1060,65 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
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int v = path.first.size()-1;
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// check if gate need to be open or closed at some point
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BattleHex openGateAtHex, gateMayCloseAtHex;
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auto dbState = gs->curB->si.drawbridgeState;
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if(battleGetSiegeLevel() > 0 && dbState != EDrawbridgeState::LOWERED_BORKED &&
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dbState != EDrawbridgeState::RAISED_BLOCKED)
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{
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for(int i = path.first.size()-1; i >= 0; i--)
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{
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auto hex = path.first[i];
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if(!openGateAtHex.isValid() && dbState != EDrawbridgeState::LOWERED)
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{
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if(gs->curB->town->subID == ETownType::FORTRESS)
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{
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if(hex == BattleHex(93) &&
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i-1 >= 0 && path.first[i-1] == BattleHex(94))
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{
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openGateAtHex = path.first[i+1];
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}
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}
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if(hex == BattleHex(94) && i-1 >= 0 && path.first[i-1] == BattleHex(95))
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{
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openGateAtHex = path.first[i+1];
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}
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else if(hex == BattleHex(95) || hex == BattleHex(96))
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{
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openGateAtHex = path.first[i+1];
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}
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if(openGateAtHex.isValid())
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dbState = EDrawbridgeState::LOWERED;
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}
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if(!gateMayCloseAtHex.isValid() && dbState != EDrawbridgeState::RAISED)
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{
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if(hex == BattleHex(96) && i-1 >= 0 && path.first[i-1] != BattleHex(95))
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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if(gs->curB->town->subID == ETownType::FORTRESS)
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{
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if(hex == BattleHex(94) && i-1 >= 0 && path.first[i-1] != BattleHex(95))
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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else if(hex == BattleHex(95) && i-1 >= 0 &&
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path.first[i-1] != BattleHex(96) &&
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path.first[i-1] != BattleHex(94))
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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}
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else if(hex == BattleHex(95) && i-1 >= 0 && path.first[i-1] != BattleHex(96))
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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}
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}
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}
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bool stackIsMoving = true;
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while(stackIsMoving)
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@ -1070,11 +1129,18 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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break;
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}
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for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
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bool gateStateChanging = false;
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for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
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{
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BattleHex hex = path.first[v];
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tiles.push_back(hex);
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if((openGateAtHex.isValid() && openGateAtHex == hex) ||
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(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
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{
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gateStateChanging = true;
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}
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//if we walked onto something, finalize this portion of stack movement check into obstacle
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if((obstacle = battleGetObstacleOnPos(hex, false)))
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obstacleHit = true;
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@ -1121,6 +1187,18 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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processObstacle(obstacle);
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if(curStack->alive())
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processObstacle(obstacle2);
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if(curStack->alive() && gateStateChanging)
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{
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if(curStack->position == openGateAtHex)
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{
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BattleDrawbridgeStateChanged db;
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db.state = EDrawbridgeState::LOWERED;
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sendAndApply(&db);
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}
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else
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updateDrawbridgeState();
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}
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}
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else
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//movement finished normally: we reached destination
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@ -3460,28 +3538,20 @@ void CGameHandler::updateDrawbridgeState()
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}
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else if(db.state == EDrawbridgeState::LOWERED)
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{
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if(gs->curB->battleGetStackByPos(BattleHex(94), false) ||
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gs->curB->battleGetStackByPos(BattleHex(95), false) ||
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gs->curB->battleGetStackByPos(BattleHex(96), false))
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if((gs->curB->town->subID != ETownType::FORTRESS || !gs->curB->battleGetStackByPos(BattleHex(94), false)) &&
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!gs->curB->battleGetStackByPos(BattleHex(95), false) &&
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!gs->curB->battleGetStackByPos(BattleHex(96), false))
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{
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db.state = EDrawbridgeState::LOWERED;
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}
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else
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db.state = EDrawbridgeState::RAISED;
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}
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else if(db.state == EDrawbridgeState::RAISED || db.state == EDrawbridgeState::RAISED_BLOCKED)
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{
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if(gs->curB->battleGetStackByPos(BattleHex(94), false))
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db.state = EDrawbridgeState::RAISED_BLOCKED;
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else if(gs->curB->battleGetStackByPos(BattleHex(95), false) ||
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gs->curB->battleGetStackByPos(BattleHex(96), false))
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{
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db.state = EDrawbridgeState::LOWERED;
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}
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else
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db.state = EDrawbridgeState::RAISED;
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}
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sendAndApply(&db);
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else if(gs->curB->battleGetStackByPos(BattleHex(94), false))
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db.state = EDrawbridgeState::RAISED_BLOCKED;
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else
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db.state = EDrawbridgeState::RAISED;
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if(db.state != gs->curB->si.drawbridgeState)
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sendAndApply(&db);
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}
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bool CGameHandler::makeBattleAction( BattleAction &ba )
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