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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

Significantly simplified threading model in battles

This commit is contained in:
Ivan Savenko 2023-07-18 19:55:59 +03:00
parent f27f5ebc7c
commit 1bf6bbd9b6
17 changed files with 93 additions and 226 deletions

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@ -88,7 +88,7 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
playerID = *CB->getPlayerID(); //TODO should be sth in callback
wasWaitingForRealize = CB->waitTillRealize;
wasUnlockingGs = CB->unlockGsWhenWaiting;
CB->waitTillRealize = true;
CB->waitTillRealize = false;
CB->unlockGsWhenWaiting = false;
movesSkippedByDefense = 0;
}
@ -249,7 +249,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
return BattleAction::makeDefend(stack);
}
BattleAction CBattleAI::activeStack( const CStack * stack )
void CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
@ -259,9 +259,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
try
{
if(stack->creatureId() == CreatureID::CATAPULT)
return useCatapult(stack);
{
cb->battleMakeUnitAction(useCatapult(stack));
return;
}
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
return useHealingTent(stack);
{
cb->battleMakeUnitAction(useHealingTent(stack));
return;
}
attemptCastingSpell();
@ -271,11 +277,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
//send special preudo-action
BattleAction cancel;
cancel.actionType = EActionType::CANCEL;
return cancel;
cb->battleMakeUnitAction(cancel);
return;
}
if(auto action = considerFleeingOrSurrendering())
return *action;
{
cb->battleMakeUnitAction(*action);
return;
}
result = selectStackAction(stack);
}
@ -297,7 +307,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
movesSkippedByDefense = 0;
}
return result;
cb->battleMakeUnitAction(result);
}
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
@ -751,7 +761,7 @@ void CBattleAI::attemptCastingSpell()
spellcast.setTarget(castToPerform.dest);
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
cb->battleMakeAction(&spellcast);
cb->battleMakeUnitAction(spellcast);
movesSkippedByDefense = 0;
}
else

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@ -71,7 +71,7 @@ public:
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
void activeStack(const CStack * stack) override; //called when it's turn of that stack
std::optional<BattleAction> considerFleeingOrSurrendering();

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@ -88,7 +88,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
return shooters[0] < shooters[1];
}
BattleAction CStupidAI::activeStack( const CStack * stack )
void CStupidAI::activeStack( const CStack * stack )
{
//boost::this_thread::sleep(boost::posix_time::seconds(2));
print("activeStack called for " + stack->nodeName());
@ -105,11 +105,13 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
attack.side = side;
attack.stackNumber = stack->unitId();
return attack;
cb->battleMakeUnitAction(attack);
return;
}
else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
{
return BattleAction::makeDefend(stack);
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
return;
}
for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
@ -151,12 +153,14 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
if(enemiesShootable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
return BattleAction::makeShotAttack(stack, ei.s);
cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
return;
}
else if(enemiesReachable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
return;
}
else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
{
@ -167,11 +171,13 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
{
return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
return;
}
}
return BattleAction::makeDefend(stack);
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
return;
}
void CStupidAI::battleAttack(const BattleAttack *ba)

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@ -28,7 +28,7 @@ public:
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
void activeStack(const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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)
return true;
}
int CBattleCallback::battleMakeAction(const BattleAction * action)
void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
{
assert(action->actionType == EActionType::HERO_SPELL);
MakeCustomAction mca(*action);
assert(action.actionType == EActionType::HERO_SPELL);
MakeCustomAction mca(action);
sendRequest(&mca);
return 0;
}
int CBattleCallback::sendRequest(const CPackForServer * request)
@ -378,13 +377,20 @@ CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
cl = C;
}
bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
{
assert(!cl->gs->curB->tacticDistance);
MakeAction ma;
ma.ba = action;
sendRequest(&ma);
}
void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
{
assert(cl->gs->curB->tacticDistance);
MakeAction ma;
ma.ba = *action;
ma.ba = action;
sendRequest(&ma);
return true;
}
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)

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@ -50,11 +50,12 @@ class IBattleCallback
public:
virtual ~IBattleCallback() = default;
bool waitTillRealize; //if true, request functions will return after they are realized by server
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!
bool waitTillRealize = false; //if true, request functions will return after they are realized by server
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!
//battle
virtual int battleMakeAction(const BattleAction * action) = 0;//for casting spells by hero - DO NOT use it for moving active stack
virtual bool battleMakeTacticAction(BattleAction * action) = 0; // performs tactic phase actions
virtual void battleMakeSpellAction(const BattleAction & action) = 0;
virtual void battleMakeUnitAction(const BattleAction & action) = 0;
virtual void battleMakeTacticAction(const BattleAction & action) = 0;
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
};
@ -115,8 +116,9 @@ protected:
public:
CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
int battleMakeAction(const BattleAction * action) override;//for casting spells by hero - DO NOT use it for moving active stack
bool battleMakeTacticAction(BattleAction * action) override; // performs tactic phase actions
void battleMakeSpellAction(const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleAction & action) override;
void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
#if SCRIPTING_ENABLED

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@ -768,52 +768,34 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
curAction = nullptr;
}
BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
{
THREAD_CREATED_BY_CLIENT;
EVENT_HANDLER_CALLED_BY_CLIENT;
logGlobal->trace("Awaiting command for %s", stack->nodeName());
auto stackId = stack->unitId();
auto stackName = stack->nodeName();
assert(!cb->battleIsFinished());
if (cb->battleIsFinished())
{
logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
return BattleAction::makeDefend(stack);
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
return ;
}
if (autofightingAI)
{
if (isAutoFightOn)
{
auto ret = autofightingAI->activeStack(stack);
if(cb->battleIsFinished())
{
return BattleAction::makeDefend(stack); // battle finished with spellcast
}
if (isAutoFightOn)
{
return ret;
}
}
autofightingAI->activeStack(stack);
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
}
assert(battleInt);
if(!battleInt)
{
return BattleAction::makeDefend(stack); // probably battle is finished already
}
if(BattleInterface::givenCommand.get())
{
logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
vstd::clear_pointer(BattleInterface::givenCommand.data);
// probably battle is finished already
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
}
{
@ -821,29 +803,6 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
battleInt->stackActivated(stack);
//Regeneration & mana drain go there
}
//wait till BattleInterface sets its command
boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
while(!BattleInterface::givenCommand.data)
{
BattleInterface::givenCommand.cond.wait(lock);
if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
throw boost::thread_interrupted(); //will shut the thread peacefully
}
//tidy up
BattleAction ret = *(BattleInterface::givenCommand.data);
vstd::clear_pointer(BattleInterface::givenCommand.data);
if(ret.actionType == EActionType::CANCEL)
{
if(stackId != ret.stackNumber)
logGlobal->error("Not current active stack action canceled");
logGlobal->trace("Canceled command for %s", stackName);
}
else
logGlobal->trace("Giving command for %s", stackName);
return ret;
}
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
//for battles
void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
void activeStack(const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) override; //stack performs attack
void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
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()
logNetwork->info("Deleted mapHandler and gameState.");
}
//threads cleanup has to be after gs cleanup and before battleints cleanup to stop tacticThread
cleanThreads();
CPlayerInterface::battleInt.reset();
playerint.clear();
battleints.clear();
@ -606,7 +603,7 @@ void CClient::battleStarted(const BattleInfo * info)
if(!settings["session"]["headless"].Bool())
{
if(!!att || !!def)
if(att || def)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def);
@ -620,35 +617,10 @@ void CClient::battleStarted(const BattleInfo * info)
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
}
}
if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
{
PlayerColor color = info->sides[info->tacticsSide].color;
playerTacticThreads[color] = std::make_unique<boost::thread>(&CClient::commenceTacticPhaseForInt, this, battleints[color]);
}
}
void CClient::commenceTacticPhaseForInt(std::shared_ptr<CBattleGameInterface> battleInt)
{
setThreadName("CClient::commenceTacticPhaseForInt");
try
{
battleInt->yourTacticPhase(gs->curB->tacticDistance);
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
{
MakeAction ma(BattleAction::makeEndOFTacticPhase(gs->curB->playerToSide(battleInt->playerID).value()));
sendRequest(&ma, battleInt->playerID);
}
}
catch(...)
{
handleException();
}
}
void CClient::battleFinished()
{
stopAllBattleActions();
for(auto & side : gs->curB->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->setBattle(nullptr);
@ -662,56 +634,12 @@ void CClient::battleFinished()
void CClient::startPlayerBattleAction(PlayerColor color)
{
stopPlayerBattleAction(color);
assert(vstd::contains(battleints, color));
if(vstd::contains(battleints, color))
{
auto thread = std::make_shared<boost::thread>(std::bind(&CClient::waitForMoveAndSend, this, color));
playerActionThreads[color] = thread;
}
}
void CClient::stopPlayerBattleAction(PlayerColor color)
{
if(vstd::contains(playerActionThreads, color))
{
auto thread = playerActionThreads.at(color);
if(thread->joinable())
{
thread->interrupt();
thread->join();
}
playerActionThreads.erase(color);
}
}
void CClient::stopAllBattleActions()
{
while(!playerActionThreads.empty())
stopPlayerBattleAction(playerActionThreads.begin()->first);
}
void CClient::waitForMoveAndSend(PlayerColor color)
{
try
{
setThreadName("CClient::waitForMoveAndSend");
assert(vstd::contains(battleints, color));
BattleAction ba = battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
if(ba.actionType != EActionType::CANCEL)
{
logNetwork->trace("Send battle action to server: %s", ba.toString());
MakeAction temp_action(ba);
sendRequest(&temp_action, color);
}
}
catch(boost::thread_interrupted &)
{
logNetwork->debug("Wait for move thread was interrupted and no action will be send. Was a battle ended by spell?");
}
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)

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@ -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();
};

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@ -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;

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@ -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);
}

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@ -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

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@ -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);
}
}

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@ -16,6 +16,7 @@ class PlayerColor;
class MetaString;
class ServerCallback;
class CGHeroInstance;
class Spell;
namespace battle
{

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@ -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)

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@ -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;