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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

Initial prototype works

This commit is contained in:
nordsoft
2022-11-05 03:23:31 +04:00
parent 48925a50f2
commit 0c4e50b63c
6 changed files with 89 additions and 59 deletions

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@@ -707,9 +707,12 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{ {
EVENT_HANDLER_CALLED_BY_CLIENT; EVENT_HANDLER_CALLED_BY_CLIENT;
bool replay = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
lastBattleArmies.first = army1;
lastBattleArmies.second = army2;
//quick combat with neutral creatures only //quick combat with neutral creatures only
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2); auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
if(army2_object && army2_object->getOwner() == PlayerColor::UNFLAGGABLE && settings["adventure"]["quickCombat"].Bool()) if(!replay && army2_object && army2_object->getOwner() == PlayerColor::UNFLAGGABLE && settings["adventure"]["quickCombat"].Bool())
{ {
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String()); autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
autofightingAI->init(env, cb); autofightingAI->init(env, cb);

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@@ -69,6 +69,7 @@ namespace boost
class CPlayerInterface : public CGameInterface, public IUpdateable class CPlayerInterface : public CGameInterface, public IUpdateable
{ {
const CArmedInstance * currentSelection; const CArmedInstance * currentSelection;
std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
public: public:
std::shared_ptr<Environment> env; std::shared_ptr<Environment> env;

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

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@@ -88,7 +88,7 @@ struct CasualtiesAfterBattle
TSummoned summoned; TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat); CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
void updateArmy(CGameHandler *gh); void updateArmy(CGameHandler *gh);
}; };
@@ -129,7 +129,8 @@ public:
////used only in endBattle - don't touch elsewhere ////used only in endBattle - don't touch elsewhere
bool visitObjectAfterVictory; bool visitObjectAfterVictory;
// //
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
void endBattleConfirm(const BattleInfo * battleInfo);
void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter); void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
@@ -309,6 +310,7 @@ public:
const CGHeroInstance *winnerHero, *loserHero; const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser; PlayerColor victor, loser;
ui8 winnerSide;
int remainingBattleQueriesCount; int remainingBattleQueriesCount;
@@ -318,6 +320,7 @@ public:
h & loserHero; h & loserHero;
h & victor; h & victor;
h & loser; h & loser;
h & winnerSide;
h & remainingBattleQueriesCount; h & remainingBattleQueriesCount;
} }
}; };

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@@ -396,6 +396,10 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
{ {
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town); gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
} }
else
{
gh->endBattleConfirm(bi);
}
} }
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const