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Merge pull request #3784 from dydzio0614/quick-dwellings-visit

Add handling for yes/no dialogs that can be safely skipped by player
This commit is contained in:
Ivan Savenko 2024-04-22 11:06:40 +03:00 committed by GitHub
commit 1b469036a3
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GPG Key ID: B5690EEEBB952194
13 changed files with 30 additions and 14 deletions

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@ -56,7 +56,7 @@ void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vect
cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
}
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
{
cb->selectionMade(0, askID);
}

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@ -28,7 +28,7 @@ public:
void activeStack(const BattleID & battleID, const CStack * stack) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override;
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;

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@ -616,9 +616,9 @@ void AIGateway::commanderGotLevel(const CCommanderInstance * commander, std::vec
requestActionASAP([=](){ answerQuery(queryID, 0); });
}
void AIGateway::showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel)
void AIGateway::showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
{
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel % safeToAutoaccept);
NET_EVENT_HANDLER;
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
% components.size() % text));

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@ -115,7 +115,7 @@ public:
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;

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@ -654,9 +654,9 @@ void VCAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<u
requestActionASAP([=](){ answerQuery(queryID, 0); });
}
void VCAI::showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel)
void VCAI::showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
{
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel % safeToAutoaccept);
NET_EVENT_HANDLER;
int sel = 0;
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")

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@ -148,7 +148,7 @@ public:
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;

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@ -1024,7 +1024,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<vo
CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
}
void CPlayerInterface::showBlockingDialog( const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel )
void CPlayerInterface::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
@ -1034,6 +1034,12 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
if (!selection && cancel) //simple yes/no dialog
{
if(settings["general"]["enableUiEnhancements"].Bool() && safeToAutoaccept)
{
cb->selectionMade(1, askID); //as in HD mod, we try to skip dialogs that server considers visual fluff which does not affect gamestate
return;
}
std::vector<std::shared_ptr<CComponent>> intComps;
for (auto & component : components)
intComps.push_back(std::make_shared<CComponent>(component)); //will be deleted by close in window

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@ -119,7 +119,7 @@ protected: // Call-ins from server, should not be called directly, but only via
void receivedResource() override;
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;

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@ -738,7 +738,7 @@ void ApplyClientNetPackVisitor::visitBlockingDialog(BlockingDialog & pack)
{
std::string str = pack.text.toString();
if(!callOnlyThatInterface(cl, pack.player, &CGameInterface::showBlockingDialog, str, pack.components, pack.queryID, (soundBase::soundID)pack.soundID, pack.selection(), pack.cancel()))
if(!callOnlyThatInterface(cl, pack.player, &CGameInterface::showBlockingDialog, str, pack.components, pack.queryID, (soundBase::soundID)pack.soundID, pack.selection(), pack.cancel(), pack.safeToAutoaccept()))
logNetwork->warn("We received YesNoDialog for not our player...");
}

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@ -99,7 +99,7 @@ public:
// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) = 0;
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept) = 0;
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;

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@ -290,6 +290,11 @@ void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
else
throw std::runtime_error("Illegal dwelling!");
if(ID == Obj::REFUGEE_CAMP || (ID == Obj::CREATURE_GENERATOR1 && VLC->creatures()->getById(creatures[0].second[0])->getLevel() != 1))
{
bd.flags |= BlockingDialog::SAFE_TO_AUTOACCEPT;
}
cb->showBlockingDialog(&bd);
}

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@ -1335,7 +1335,7 @@ struct DLL_LINKAGE CommanderLevelUp : public Query
//Until sending reply player won't be allowed to take any actions
struct DLL_LINKAGE BlockingDialog : public Query
{
enum { ALLOW_CANCEL = 1, SELECTION = 2 };
enum { ALLOW_CANCEL = 1, SELECTION = 2, SAFE_TO_AUTOACCEPT = 4 };
MetaString text;
std::vector<Component> components;
PlayerColor player;
@ -1351,6 +1351,11 @@ struct DLL_LINKAGE BlockingDialog : public Query
return flags & SELECTION;
}
bool safeToAutoaccept() const
{
return flags & SAFE_TO_AUTOACCEPT;
}
BlockingDialog(bool yesno, bool Selection)
{
if(yesno) flags |= ALLOW_CANCEL;

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@ -32,7 +32,7 @@ public:
MOCK_METHOD4(heroGotLevel, void(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID));
MOCK_METHOD3(commanderGotLevel, void(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID));
MOCK_METHOD6(showBlockingDialog, void(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel));
MOCK_METHOD6(showBlockingDialog, void(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel, bool safeToAutoaccept));
MOCK_METHOD4(showGarrisonDialog, void(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID));
MOCK_METHOD4(showTeleportDialog, void(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID));
MOCK_METHOD5(showMapObjectSelectDialog, void(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects));