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Initial prototype works
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@ -707,9 +707,12 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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bool replay = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
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lastBattleArmies.first = army1;
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lastBattleArmies.second = army2;
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//quick combat with neutral creatures only
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auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
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if(army2_object && army2_object->getOwner() == PlayerColor::UNFLAGGABLE && settings["adventure"]["quickCombat"].Bool())
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if(!replay && army2_object && army2_object->getOwner() == PlayerColor::UNFLAGGABLE && settings["adventure"]["quickCombat"].Bool())
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{
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autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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autofightingAI->init(env, cb);
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@ -69,6 +69,7 @@ namespace boost
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class CPlayerInterface : public CGameInterface, public IUpdateable
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{
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const CArmedInstance * currentSelection;
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std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
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public:
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std::shared_ptr<Environment> env;
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@ -581,15 +581,30 @@ void CClient::battleStarted(const BattleInfo * info)
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std::shared_ptr<CPlayerInterface> att, def;
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auto & leftSide = info->sides[0], & rightSide = info->sides[1];
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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//If quick combat is not, do not prepare interfaces for battleint
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if(rightSide.color != PlayerColor::NEUTRAL || !settings["adventure"]["quickCombat"].Bool())
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if(att && att->isAutoFightOn)
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{
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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att.reset();
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def.reset();
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}
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if(!settings["session"]["headless"].Bool())
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@ -610,18 +625,6 @@ void CClient::battleStarted(const BattleInfo * info)
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}
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}
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
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{
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boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
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@ -703,11 +703,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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battleResult.data->exp[0] = heroAttacker->calculateXp(battleResult.data->exp[0]);//scholar skill
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if(heroDefender)
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battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
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const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
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const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
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const BattleResult::EResult result = battleResult.get()->result;
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auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
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{
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for (auto &q : queries.allQueries())
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@ -732,8 +728,39 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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//Check how many battle queries were created (number of players blocked by battle)
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const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
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finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
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auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
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battleResult.data->queryID = battleDialogQuery->queryID;
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queries.addQuery(battleDialogQuery);
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sendAndApply(battleResult.data); //after this point casualties objects are destroyed
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}
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CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
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void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
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{
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auto findBattleQuery = [this, battleInfo]() -> std::shared_ptr<CBattleQuery>
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{
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for (auto &q : queries.allQueries())
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{
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if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
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if (bq->bi == battleInfo)
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return bq;
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}
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return std::shared_ptr<CBattleQuery>();
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};
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auto battleQuery = findBattleQuery();
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if (!battleQuery)
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{
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logGlobal->error("Cannot find battle query!");
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}
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if (battleQuery != queries.topQuery(battleInfo->sides[0].color))
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complain("Player " + boost::lexical_cast<std::string>(battleInfo->sides[0].color) + " although in battle has no battle query at the top!");
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const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
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const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
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const BattleResult::EResult result = battleResult.get()->result;
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CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
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ChangeSpells cs; //for Eagle Eye
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if (finishingBattle->winnerHero)
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@ -741,7 +768,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_VAL2, SecondarySkill::EAGLE_EYE))
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{
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double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
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for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
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for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
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{
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auto spell = spellId.toSpell(VLC->spells());
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if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
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@ -770,8 +797,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
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const CArtifactInstance * art = ma.src.getArt();
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if (art && !art->artType->isBig() &&
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art->artType->id != ArtifactID::SPELLBOOK)
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// don't move war machines or locked arts (spellbook)
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art->artType->id != ArtifactID::SPELLBOOK)
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// don't move war machines or locked arts (spellbook)
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{
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sendMoveArtifact(art, &ma);
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}
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@ -781,7 +808,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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//we assume that no big artifacts can be found
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MoveArtifact ma;
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ma.src = ArtifactLocation(finishingBattle->loserHero,
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ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
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ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
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const CArtifactInstance * art = ma.src.getArt();
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if (art->artType->id != ArtifactID::GRAIL) //grail may not be won
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{
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@ -803,7 +830,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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}
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}
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}
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for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
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for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
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{
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auto artifactsWorn = armySlot.second->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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@ -819,11 +846,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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}
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}
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auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, battleQuery->bi);
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battleResult.data->queryID = battleDialogQuery->queryID;
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queries.addQuery(battleDialogQuery);
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sendAndApply(battleResult.data); //after this point casualties objects are destroyed
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if (arts.size()) //display loot
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{
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InfoWindow iw;
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@ -884,33 +906,25 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
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}
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cab1.updateArmy(this);
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cab2.updateArmy(this); //take casualties after battle is deleted
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if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
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if(finishingBattle->loserHero) //remove beaten hero
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{
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RemoveObject ro(heroAttacker->id);
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RemoveObject ro(finishingBattle->loserHero->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
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if(battleResult.data->winner == BattleSide::DEFENDER
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&& finishingBattle->winnerHero
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&& finishingBattle->winnerHero->visitedTown
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&& !finishingBattle->winnerHero->inTownGarrison
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&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
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{
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RemoveObject ro(heroDefender->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner == BattleSide::DEFENDER
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&& heroDefender
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&& heroDefender->visitedTown
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&& !heroDefender->inTownGarrison
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&& heroDefender->visitedTown->garrisonHero == heroDefender)
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{
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swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
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swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
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}
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//give exp
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if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
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changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
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else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
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changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
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if(battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
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changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
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queries.popIfTop(battleQuery);
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//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
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@ -7259,7 +7273,7 @@ void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
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showInfoDialog(&iw);
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
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army(_army)
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{
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heroWithDeadCommander = ObjectInstanceID();
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@ -7411,12 +7425,14 @@ CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const
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loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
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victor = info.sides[result.winner].color;
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loser = info.sides[!result.winner].color;
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winnerSide = result.winner;
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remainingBattleQueriesCount = RemainingBattleQueriesCount;
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}
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CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
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{
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winnerHero = loserHero = nullptr;
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winnerSide = 0;
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remainingBattleQueriesCount = 0;
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}
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@ -88,7 +88,7 @@ struct CasualtiesAfterBattle
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
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CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
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void updateArmy(CGameHandler *gh);
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};
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@ -129,7 +129,8 @@ public:
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////used only in endBattle - don't touch elsewhere
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bool visitObjectAfterVictory;
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//
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void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
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void endBattleConfirm(const BattleInfo * battleInfo);
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void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
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@ -309,6 +310,7 @@ public:
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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ui8 winnerSide;
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int remainingBattleQueriesCount;
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@ -318,6 +320,7 @@ public:
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h & loserHero;
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h & victor;
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h & loser;
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h & winnerSide;
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h & remainingBattleQueriesCount;
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}
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};
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@ -396,6 +396,10 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
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{
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gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
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}
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else
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{
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gh->endBattleConfirm(bi);
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}
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}
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void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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