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invite hero backend

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Laserlicht 2024-01-20 01:09:55 +01:00 committed by GitHub
parent 1fb2a026ec
commit 346beea49c
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7 changed files with 35 additions and 13 deletions

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@ -260,12 +260,12 @@ void CCallback::setFormation(const CGHeroInstance * hero, EArmyFormation mode)
sendRequest(&pack); sendRequest(&pack);
} }
void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero)
{ {
assert(townOrTavern); assert(townOrTavern);
assert(hero); assert(hero);
HireHero pack(hero->getHeroType(), townOrTavern->id); HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero);
pack.player = *player; pack.player = *player;
sendRequest(&pack); sendRequest(&pack);
} }

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@ -73,7 +73,7 @@ public:
virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
//town //town
virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0; virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0; virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0; virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
@ -185,7 +185,7 @@ public:
void trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override; void trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
void trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override; void trade(const IMarket * market, EMarketMode mode, const std::vector<TradeItemSell> & id1, const std::vector<TradeItemBuy> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override; void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override; void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
void save(const std::string &fname) override; void save(const std::string &fname) override;
void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override; void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
void gamePause(bool pause) override; void gamePause(bool pause) override;

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@ -17,6 +17,8 @@
#include "InfoWindows.h" #include "InfoWindows.h"
#include "../CGameInfo.h" #include "../CGameInfo.h"
#include "../CServerHandler.h"
#include "../Client.h"
#include "../CMusicHandler.h" #include "../CMusicHandler.h"
#include "../CPlayerInterface.h" #include "../CPlayerInterface.h"
#include "../CVideoHandler.h" #include "../CVideoHandler.h"
@ -48,6 +50,7 @@
#include "../lib/mapObjects/ObjectTemplate.h" #include "../lib/mapObjects/ObjectTemplate.h"
#include "../lib/gameState/CGameState.h" #include "../lib/gameState/CGameState.h"
#include "../lib/gameState/SThievesGuildInfo.h" #include "../lib/gameState/SThievesGuildInfo.h"
#include "../lib/gameState/TavernHeroesPool.h"
#include "../lib/CGeneralTextHandler.h" #include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h" #include "../lib/CHeroHandler.h"
#include "../lib/GameSettings.h" #include "../lib/GameSettings.h"
@ -514,7 +517,17 @@ void CTavernWindow::recruitb()
const CGHeroInstance *toBuy = (selected ? h2 : h1)->h; const CGHeroInstance *toBuy = (selected ? h2 : h1)->h;
const CGObjectInstance *obj = tavernObj; const CGObjectInstance *obj = tavernObj;
LOCPLINT->cb->recruitHero(obj, toBuy); const auto & heroesPool = CSH->client->gameState()->heroesPool;
HeroTypeID nextHero = HeroTypeID::NONE;
for(auto & elem : heroesPool->unusedHeroesFromPool())
{
bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, tavernObj->getOwner());
if(heroAvailable && elem.second->getNameTranslated() == "Sir Mullich")
nextHero = elem.first;
}
LOCPLINT->cb->recruitHero(obj, toBuy, nextHero);
close(); close();
} }

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@ -516,12 +516,14 @@ struct DLL_LINKAGE SetFormation : public CPackForServer
struct DLL_LINKAGE HireHero : public CPackForServer struct DLL_LINKAGE HireHero : public CPackForServer
{ {
HireHero() = default; HireHero() = default;
HireHero(HeroTypeID HID, const ObjectInstanceID & TID) HireHero(HeroTypeID HID, const ObjectInstanceID & TID, const HeroTypeID & NHID)
: hid(HID) : hid(HID)
, tid(TID) , tid(TID)
, nhid(NHID)
{ {
} }
HeroTypeID hid; //available hero serial HeroTypeID hid; //available hero serial
HeroTypeID nhid; //next hero
ObjectInstanceID tid; //town (tavern) id ObjectInstanceID tid; //town (tavern) id
PlayerColor player; PlayerColor player;
@ -531,6 +533,7 @@ struct DLL_LINKAGE HireHero : public CPackForServer
{ {
h & static_cast<CPackForServer &>(*this); h & static_cast<CPackForServer &>(*this);
h & hid; h & hid;
h & nhid;
h & tid; h & tid;
h & player; h & player;
} }

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@ -282,7 +282,7 @@ void ApplyGhNetPackVisitor::visitHireHero(HireHero & pack)
{ {
gh.throwIfWrongPlayer(&pack); gh.throwIfWrongPlayer(&pack);
result = gh.heroPool->hireHero(pack.tid, pack.hid, pack.player); result = gh.heroPool->hireHero(pack.tid, pack.hid, pack.player, pack.nhid);
} }
void ApplyGhNetPackVisitor::visitBuildBoat(BuildBoat & pack) void ApplyGhNetPackVisitor::visitBuildBoat(BuildBoat & pack)

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@ -104,7 +104,7 @@ void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroS
gameHandler->sendAndApply(&sah); gameHandler->sendAndApply(&sah);
} }
void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy) void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
{ {
SetAvailableHero sah; SetAvailableHero sah;
sah.player = color; sah.player = color;
@ -113,6 +113,10 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
CGHeroInstance *newHero = pickHeroFor(needNativeHero, color); CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
const auto & heroesPool = gameHandler->gameState()->heroesPool;
if(gameHandler->getStartInfo()->extraOptionsInfo.unlimitedReplay && heroesPool->unusedHeroesFromPool().count(nextHero) && heroesPool->isHeroAvailableFor(nextHero, color))
newHero = heroesPool->unusedHeroesFromPool()[nextHero];
if (newHero) if (newHero)
{ {
sah.hid = newHero->getHeroType(); sah.hid = newHero->getHeroType();
@ -145,7 +149,7 @@ void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true); selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
} }
bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player) bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
{ {
const PlayerState * playerState = gameHandler->getPlayerState(player); const PlayerState * playerState = gameHandler->getPlayerState(player);
const CGObjectInstance * mapObject = gameHandler->getObj(objectID); const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
@ -226,9 +230,9 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
gameHandler->sendAndApply(&hr); gameHandler->sendAndApply(&hr);
if(recruitableHeroes[0] == recruitedHero) if(recruitableHeroes[0] == recruitedHero)
selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false); selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
else else
selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false); selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST); gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);

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@ -9,6 +9,8 @@
*/ */
#pragma once #pragma once
#include "../../lib/constants/EntityIdentifiers.h"
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
enum class TavernHeroSlot : int8_t; enum class TavernHeroSlot : int8_t;
@ -33,7 +35,7 @@ class HeroPoolProcessor : boost::noncopyable
std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed; std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot); void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy); void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy, const HeroTypeID & nextHero = HeroTypeID::NONE);
std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const; std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const; std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
@ -60,7 +62,7 @@ public:
CRandomGenerator & getHeroSkillsRandomGenerator(const HeroTypeID & hero); CRandomGenerator & getHeroSkillsRandomGenerator(const HeroTypeID & hero);
/// Incoming net pack handling /// Incoming net pack handling
bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player); bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player, const HeroTypeID & nextHero);
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {