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https://github.com/vcmi/vcmi.git
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Significantly simplified threading model in battles
This commit is contained in:
parent
f27f5ebc7c
commit
1bf6bbd9b6
@ -88,7 +88,7 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
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playerID = *CB->getPlayerID(); //TODO should be sth in callback
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wasWaitingForRealize = CB->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = true;
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CB->waitTillRealize = false;
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CB->unlockGsWhenWaiting = false;
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movesSkippedByDefense = 0;
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}
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@ -249,7 +249,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
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return BattleAction::makeDefend(stack);
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}
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BattleAction CBattleAI::activeStack( const CStack * stack )
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void CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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@ -259,9 +259,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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try
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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return useCatapult(stack);
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{
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cb->battleMakeUnitAction(useCatapult(stack));
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return;
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}
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if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
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return useHealingTent(stack);
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{
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cb->battleMakeUnitAction(useHealingTent(stack));
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return;
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}
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attemptCastingSpell();
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@ -271,11 +277,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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//send special preudo-action
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BattleAction cancel;
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cancel.actionType = EActionType::CANCEL;
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return cancel;
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cb->battleMakeUnitAction(cancel);
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return;
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}
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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{
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cb->battleMakeUnitAction(*action);
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return;
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}
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result = selectStackAction(stack);
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}
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@ -297,7 +307,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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movesSkippedByDefense = 0;
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}
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return result;
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cb->battleMakeUnitAction(result);
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}
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BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
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@ -751,7 +761,7 @@ void CBattleAI::attemptCastingSpell()
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spellcast.setTarget(castToPerform.dest);
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spellcast.side = side;
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spellcast.stackNumber = (!side) ? -1 : -2;
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cb->battleMakeAction(&spellcast);
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cb->battleMakeUnitAction(spellcast);
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movesSkippedByDefense = 0;
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}
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else
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@ -71,7 +71,7 @@ public:
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void activeStack(const CStack * stack) override; //called when it's turn of that stack
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std::optional<BattleAction> considerFleeingOrSurrendering();
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@ -88,7 +88,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
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return shooters[0] < shooters[1];
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}
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BattleAction CStupidAI::activeStack( const CStack * stack )
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void CStupidAI::activeStack( const CStack * stack )
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{
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//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called for " + stack->nodeName());
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@ -105,11 +105,13 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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attack.side = side;
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attack.stackNumber = stack->unitId();
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return attack;
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cb->battleMakeUnitAction(attack);
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return;
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}
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else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
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{
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return BattleAction::makeDefend(stack);
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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return;
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}
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for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
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@ -151,12 +153,14 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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if(enemiesShootable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
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return BattleAction::makeShotAttack(stack, ei.s);
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cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
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return;
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}
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else if(enemiesReachable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
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return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
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cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
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return;
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}
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else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
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{
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@ -167,11 +171,13 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
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{
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return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
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cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
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return;
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}
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}
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return BattleAction::makeDefend(stack);
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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return;
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}
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void CStupidAI::battleAttack(const BattleAttack *ba)
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@ -28,7 +28,7 @@ public:
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void activeStack(const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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@ -203,12 +203,11 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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return true;
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}
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int CBattleCallback::battleMakeAction(const BattleAction * action)
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void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
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{
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assert(action->actionType == EActionType::HERO_SPELL);
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MakeCustomAction mca(*action);
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assert(action.actionType == EActionType::HERO_SPELL);
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MakeCustomAction mca(action);
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sendRequest(&mca);
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return 0;
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}
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int CBattleCallback::sendRequest(const CPackForServer * request)
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@ -378,13 +377,20 @@ CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
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cl = C;
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}
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bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
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void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
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{
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assert(!cl->gs->curB->tacticDistance);
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MakeAction ma;
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ma.ba = action;
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sendRequest(&ma);
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}
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void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
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{
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assert(cl->gs->curB->tacticDistance);
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MakeAction ma;
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ma.ba = *action;
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ma.ba = action;
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sendRequest(&ma);
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return true;
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}
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std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
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14
CCallback.h
14
CCallback.h
@ -50,11 +50,12 @@ class IBattleCallback
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public:
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virtual ~IBattleCallback() = default;
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bool waitTillRealize; //if true, request functions will return after they are realized by server
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bool unlockGsWhenWaiting;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
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bool waitTillRealize = false; //if true, request functions will return after they are realized by server
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bool unlockGsWhenWaiting = false;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
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//battle
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virtual int battleMakeAction(const BattleAction * action) = 0;//for casting spells by hero - DO NOT use it for moving active stack
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virtual bool battleMakeTacticAction(BattleAction * action) = 0; // performs tactic phase actions
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virtual void battleMakeSpellAction(const BattleAction & action) = 0;
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virtual void battleMakeUnitAction(const BattleAction & action) = 0;
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virtual void battleMakeTacticAction(const BattleAction & action) = 0;
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virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
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};
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@ -115,8 +116,9 @@ protected:
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public:
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CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
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int battleMakeAction(const BattleAction * action) override;//for casting spells by hero - DO NOT use it for moving active stack
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bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
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void battleMakeSpellAction(const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
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void battleMakeUnitAction(const BattleAction & action) override;
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void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
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#if SCRIPTING_ENABLED
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@ -768,52 +768,34 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
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curAction = nullptr;
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}
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BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
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void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
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{
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THREAD_CREATED_BY_CLIENT;
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EVENT_HANDLER_CALLED_BY_CLIENT;
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logGlobal->trace("Awaiting command for %s", stack->nodeName());
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auto stackId = stack->unitId();
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auto stackName = stack->nodeName();
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assert(!cb->battleIsFinished());
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if (cb->battleIsFinished())
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{
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logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
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return BattleAction::makeDefend(stack);
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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return ;
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}
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if (autofightingAI)
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{
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if (isAutoFightOn)
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{
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auto ret = autofightingAI->activeStack(stack);
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if(cb->battleIsFinished())
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{
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return BattleAction::makeDefend(stack); // battle finished with spellcast
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}
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if (isAutoFightOn)
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{
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return ret;
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}
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}
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autofightingAI->activeStack(stack);
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cb->unregisterBattleInterface(autofightingAI);
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autofightingAI.reset();
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}
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assert(battleInt);
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if(!battleInt)
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{
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return BattleAction::makeDefend(stack); // probably battle is finished already
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}
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if(BattleInterface::givenCommand.get())
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{
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logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
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vstd::clear_pointer(BattleInterface::givenCommand.data);
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// probably battle is finished already
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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}
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{
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@ -821,29 +803,6 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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battleInt->stackActivated(stack);
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//Regeneration & mana drain go there
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}
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//wait till BattleInterface sets its command
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boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
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while(!BattleInterface::givenCommand.data)
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{
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BattleInterface::givenCommand.cond.wait(lock);
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if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
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throw boost::thread_interrupted(); //will shut the thread peacefully
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}
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//tidy up
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BattleAction ret = *(BattleInterface::givenCommand.data);
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vstd::clear_pointer(BattleInterface::givenCommand.data);
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if(ret.actionType == EActionType::CANCEL)
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{
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if(stackId != ret.stackNumber)
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logGlobal->error("Not current active stack action canceled");
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logGlobal->trace("Canceled command for %s", stackName);
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}
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else
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logGlobal->trace("Giving command for %s", stackName);
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return ret;
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}
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void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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@ -158,7 +158,7 @@ protected: // Call-ins from server, should not be called directly, but only via
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//for battles
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void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
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void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void activeStack(const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) override; //stack performs attack
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void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
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@ -373,9 +373,6 @@ void CClient::endGame()
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logNetwork->info("Deleted mapHandler and gameState.");
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}
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//threads cleanup has to be after gs cleanup and before battleints cleanup to stop tacticThread
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cleanThreads();
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CPlayerInterface::battleInt.reset();
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playerint.clear();
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battleints.clear();
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@ -606,7 +603,7 @@ void CClient::battleStarted(const BattleInfo * info)
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if(!settings["session"]["headless"].Bool())
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{
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if(!!att || !!def)
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if(att || def)
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{
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boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
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@ -620,35 +617,10 @@ void CClient::battleStarted(const BattleInfo * info)
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CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
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}
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}
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if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
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{
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PlayerColor color = info->sides[info->tacticsSide].color;
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playerTacticThreads[color] = std::make_unique<boost::thread>(&CClient::commenceTacticPhaseForInt, this, battleints[color]);
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}
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}
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void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
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{
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setThreadName("CClient::commenceTacticPhaseForInt");
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try
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{
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battleInt->yourTacticPhase(gs->curB->tacticDistance);
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if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
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{
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MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).value()));
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sendRequest(&ma, battleInt->playerID);
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}
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}
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catch(...)
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{
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handleException();
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}
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}
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void CClient::battleFinished()
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{
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stopAllBattleActions();
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for(auto & side : gs->curB->sides)
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if(battleCallbacks.count(side.color))
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battleCallbacks[side.color]->setBattle(nullptr);
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@ -662,56 +634,12 @@ void CClient::battleFinished()
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void CClient::startPlayerBattleAction(PlayerColor color)
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{
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stopPlayerBattleAction(color);
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assert(vstd::contains(battleints, color));
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if(vstd::contains(battleints, color))
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{
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auto thread = std::make_shared<boost::thread>(std::bind(&CClient::waitForMoveAndSend, this, color));
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playerActionThreads[color] = thread;
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}
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}
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void CClient::stopPlayerBattleAction(PlayerColor color)
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{
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if(vstd::contains(playerActionThreads, color))
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{
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auto thread = playerActionThreads.at(color);
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if(thread->joinable())
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{
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thread->interrupt();
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thread->join();
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}
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playerActionThreads.erase(color);
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}
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}
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void CClient::stopAllBattleActions()
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{
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while(!playerActionThreads.empty())
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stopPlayerBattleAction(playerActionThreads.begin()->first);
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}
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void CClient::waitForMoveAndSend(PlayerColor color)
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{
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try
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{
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setThreadName("CClient::waitForMoveAndSend");
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assert(vstd::contains(battleints, color));
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BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
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if(ba.actionType != EActionType::CANCEL)
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{
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logNetwork->trace("Send battle action to server: %s", ba.toString());
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MakeAction temp_action(ba);
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sendRequest(&temp_action, color);
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}
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}
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catch(boost::thread_interrupted &)
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{
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logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?");
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}
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catch(...)
|
||||
{
|
||||
handleException();
|
||||
battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
|
||||
}
|
||||
}
|
||||
|
||||
@ -781,23 +709,6 @@ void CClient::removeGUI()
|
||||
LOCPLINT = nullptr;
|
||||
}
|
||||
|
||||
void CClient::cleanThreads()
|
||||
{
|
||||
stopAllBattleActions();
|
||||
|
||||
while (!playerTacticThreads.empty())
|
||||
{
|
||||
PlayerColor color = playerTacticThreads.begin()->first;
|
||||
|
||||
//set tacticcMode of the players to false to stop tacticThread
|
||||
if (vstd::contains(battleints, color))
|
||||
battleints[color]->forceEndTacticPhase();
|
||||
|
||||
playerTacticThreads[color]->join();
|
||||
playerTacticThreads.erase(color);
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef VCMI_ANDROID
|
||||
#ifndef SINGLE_PROCESS_APP
|
||||
extern "C" JNIEXPORT void JNICALL Java_eu_vcmi_vcmi_NativeMethods_notifyServerClosed(JNIEnv * env, jclass cls)
|
||||
|
@ -15,22 +15,14 @@
|
||||
#include "../lib/IGameCallback.h"
|
||||
#include "../lib/battle/BattleAction.h"
|
||||
#include "../lib/battle/CBattleInfoCallback.h"
|
||||
#include "../lib/CStopWatch.h"
|
||||
#include "../lib/int3.h"
|
||||
#include "../lib/CondSh.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
struct CPack;
|
||||
struct CPackForServer;
|
||||
class CampaignState;
|
||||
class IGameEventsReceiver;
|
||||
class IBattleEventsReceiver;
|
||||
class CBattleGameInterface;
|
||||
class CGameState;
|
||||
class CGameInterface;
|
||||
class BattleAction;
|
||||
struct CPathsInfo;
|
||||
class BinaryDeserializer;
|
||||
class BinarySerializer;
|
||||
|
||||
@ -159,11 +151,8 @@ public:
|
||||
int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
|
||||
|
||||
void battleStarted(const BattleInfo * info);
|
||||
void commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt); //will be called as separate thread
|
||||
void battleFinished();
|
||||
void startPlayerBattleAction(PlayerColor color);
|
||||
void stopPlayerBattleAction(PlayerColor color);
|
||||
void stopAllBattleActions();
|
||||
|
||||
void invalidatePaths();
|
||||
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
|
||||
@ -230,8 +219,6 @@ public:
|
||||
void showInfoDialog(const std::string & msg, PlayerColor player) override {};
|
||||
void removeGUI();
|
||||
|
||||
void cleanThreads();
|
||||
|
||||
#if SCRIPTING_ENABLED
|
||||
scripting::Pool * getGlobalContextPool() const override;
|
||||
scripting::Pool * getContextPool() const override;
|
||||
@ -251,10 +238,5 @@ private:
|
||||
mutable boost::mutex pathCacheMutex;
|
||||
std::map<const CGHeroInstance *, std::shared_ptr<CPathsInfo>> pathCache;
|
||||
|
||||
std::map<PlayerColor, std::shared_ptr<boost::thread>> playerActionThreads;
|
||||
|
||||
std::map<PlayerColor, std::unique_ptr<boost::thread>> playerTacticThreads;
|
||||
|
||||
void waitForMoveAndSend(PlayerColor color);
|
||||
void reinitScripting();
|
||||
};
|
||||
|
@ -298,7 +298,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
|
||||
if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
|
||||
{
|
||||
heroSpellToCast->aimToHex(BattleHex::INVALID);
|
||||
owner.curInt->cb->battleMakeAction(heroSpellToCast.get());
|
||||
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
|
||||
endCastingSpell();
|
||||
}
|
||||
else
|
||||
@ -673,7 +673,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
|
||||
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
|
||||
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(owner.stacksController->getActiveStack(), targetHex, attackFromHex, returnAfterAttack));
|
||||
BattleAction command = BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), targetHex, attackFromHex, returnAfterAttack);
|
||||
owner.sendCommand(command, owner.stacksController->getActiveStack());
|
||||
}
|
||||
return;
|
||||
@ -763,7 +763,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
|
||||
heroSpellToCast->aimToHex(targetHex);
|
||||
break;
|
||||
}
|
||||
owner.curInt->cb->battleMakeAction(heroSpellToCast.get());
|
||||
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
|
||||
endCastingSpell();
|
||||
}
|
||||
selectedStack = nullptr;
|
||||
|
@ -44,8 +44,6 @@
|
||||
#include "../../lib/UnlockGuard.h"
|
||||
#include "../../lib/TerrainHandler.h"
|
||||
|
||||
CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
|
||||
|
||||
BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
|
||||
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
|
||||
std::shared_ptr<CPlayerInterface> att,
|
||||
@ -68,8 +66,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
curInt = defenderInt;
|
||||
}
|
||||
|
||||
givenCommand.setn(nullptr);
|
||||
|
||||
//hot-seat -> check tactics for both players (defender may be local human)
|
||||
if(attackerInt && attackerInt->cb->battleGetTacticDist())
|
||||
tacticianInterface = attackerInt;
|
||||
@ -158,7 +154,6 @@ void BattleInterface::openingEnd()
|
||||
BattleInterface::~BattleInterface()
|
||||
{
|
||||
CPlayerInterface::battleInt = nullptr;
|
||||
givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
|
||||
|
||||
if (adventureInt)
|
||||
adventureInt->onAudioResumed();
|
||||
@ -254,29 +249,28 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 addit
|
||||
return;
|
||||
}
|
||||
|
||||
auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
|
||||
ba->side = side.value();
|
||||
ba->actionType = action;
|
||||
ba->aimToHex(tile);
|
||||
ba->actionSubtype = additional;
|
||||
BattleAction ba;
|
||||
ba.side = side.value();
|
||||
ba.actionType = action;
|
||||
ba.aimToHex(tile);
|
||||
ba.actionSubtype = additional;
|
||||
|
||||
sendCommand(ba, actor);
|
||||
}
|
||||
|
||||
void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
|
||||
void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
|
||||
{
|
||||
command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
|
||||
command.stackNumber = actor ? actor->unitId() : ((command.side == BattleSide::ATTACKER) ? -1 : -2);
|
||||
|
||||
if(!tacticsMode)
|
||||
{
|
||||
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
|
||||
stacksController->setActiveStack(nullptr);
|
||||
givenCommand.setn(command);
|
||||
LOCPLINT->cb->battleMakeUnitAction(command);
|
||||
}
|
||||
else
|
||||
{
|
||||
curInt->cb->battleMakeTacticAction(command);
|
||||
vstd::clear_pointer(command);
|
||||
stacksController->setActiveStack(nullptr);
|
||||
//next stack will be activated when action ends
|
||||
}
|
||||
@ -724,10 +718,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
|
||||
// If enemy is moving, activeStack can be null
|
||||
if (activeStack)
|
||||
{
|
||||
auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
|
||||
givenCommand.setn(ba.release());
|
||||
}
|
||||
curInt->autofightingAI->activeStack(activeStack);
|
||||
|
||||
stacksController->setActiveStack(nullptr);
|
||||
}
|
||||
|
@ -144,8 +144,6 @@ public:
|
||||
std::shared_ptr<BattleHero> attackingHero;
|
||||
std::shared_ptr<BattleHero> defendingHero;
|
||||
|
||||
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
|
||||
|
||||
bool openingPlaying();
|
||||
void openingEnd();
|
||||
|
||||
@ -159,7 +157,7 @@ public:
|
||||
void requestAutofightingAIToTakeAction();
|
||||
|
||||
void giveCommand(EActionType action, BattleHex tile = BattleHex(), si32 additional = -1);
|
||||
void sendCommand(BattleAction *& command, const CStack * actor = nullptr);
|
||||
void sendCommand(BattleAction command, const CStack * actor = nullptr);
|
||||
|
||||
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
|
||||
|
||||
|
@ -401,11 +401,12 @@ void BattleStacksController::stackRemoved(uint32_t stackID)
|
||||
{
|
||||
if (getActiveStack() && getActiveStack()->unitId() == stackID)
|
||||
{
|
||||
BattleAction *action = new BattleAction();
|
||||
action->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
|
||||
action->actionType = EActionType::CANCEL;
|
||||
action->stackNumber = getActiveStack()->unitId();
|
||||
owner.givenCommand.setn(action);
|
||||
BattleAction action;
|
||||
action.side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
|
||||
action.actionType = EActionType::CANCEL;
|
||||
action.stackNumber = getActiveStack()->unitId();
|
||||
|
||||
LOCPLINT->cb->battleMakeUnitAction(action);
|
||||
setActiveStack(nullptr);
|
||||
}
|
||||
}
|
||||
|
@ -16,6 +16,7 @@ class PlayerColor;
|
||||
class MetaString;
|
||||
class ServerCallback;
|
||||
class CGHeroInstance;
|
||||
class Spell;
|
||||
|
||||
namespace battle
|
||||
{
|
||||
|
@ -152,12 +152,12 @@ std::shared_ptr<scripting::Module> CDynLibHandler::getNewScriptingModule(const b
|
||||
}
|
||||
#endif
|
||||
|
||||
BattleAction CGlobalAI::activeStack(const CStack * stack)
|
||||
void CGlobalAI::activeStack(const CStack * stack)
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.actionType = EActionType::DEFEND;
|
||||
ba.stackNumber = stack->unitId();
|
||||
return ba;
|
||||
assert(0);
|
||||
}
|
||||
|
||||
CGlobalAI::CGlobalAI()
|
||||
@ -241,9 +241,9 @@ void CAdventureAI::battleUnitsChanged(const std::vector<UnitChanges> & units)
|
||||
battleAI->battleUnitsChanged(units);
|
||||
}
|
||||
|
||||
BattleAction CAdventureAI::activeStack(const CStack * stack)
|
||||
void CAdventureAI::activeStack(const CStack * stack)
|
||||
{
|
||||
return battleAI->activeStack(stack);
|
||||
battleAI->activeStack(stack);
|
||||
}
|
||||
|
||||
void CAdventureAI::yourTacticPhase(int distance)
|
||||
|
@ -78,7 +78,7 @@ public:
|
||||
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
|
||||
|
||||
//battle call-ins
|
||||
virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
|
||||
virtual void activeStack(const CStack * stack)=0; //called when it's turn of that stack
|
||||
virtual void yourTacticPhase(int distance){}; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
|
||||
virtual void forceEndTacticPhase(){}; //force the tatic phase to end to clean up the tactic phase thread
|
||||
};
|
||||
@ -132,7 +132,7 @@ class DLL_LINKAGE CGlobalAI : public CGameInterface // AI class (to derivate)
|
||||
public:
|
||||
std::shared_ptr<Environment> env;
|
||||
CGlobalAI();
|
||||
virtual BattleAction activeStack(const CStack * stack) override;
|
||||
virtual void activeStack(const CStack * stack) override;
|
||||
};
|
||||
|
||||
//class to be inherited by adventure-only AIs, it cedes battle actions to given battle-AI
|
||||
@ -147,7 +147,7 @@ public:
|
||||
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
|
||||
|
||||
//battle interface
|
||||
virtual BattleAction activeStack(const CStack * stack) override;
|
||||
virtual void activeStack(const CStack * stack) override;
|
||||
virtual void yourTacticPhase(int distance) override;
|
||||
virtual void battleNewRound(int round) override;
|
||||
virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
|
||||
|
Loading…
Reference in New Issue
Block a user