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invite hero backend
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1fb2a026ec
commit
346beea49c
@ -260,12 +260,12 @@ void CCallback::setFormation(const CGHeroInstance * hero, EArmyFormation mode)
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sendRequest(&pack);
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}
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void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
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void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero)
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{
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assert(townOrTavern);
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assert(hero);
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HireHero pack(hero->getHeroType(), townOrTavern->id);
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HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero);
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pack.player = *player;
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sendRequest(&pack);
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}
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@ -73,7 +73,7 @@ public:
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virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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//town
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virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
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virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE)=0;
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virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
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virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
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@ -185,7 +185,7 @@ public:
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void trade(const IMarket * market, EMarketMode mode, TradeItemSell id1, TradeItemBuy id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
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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;
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void setFormation(const CGHeroInstance * hero, EArmyFormation mode) override;
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero, const HeroTypeID & nextHero=HeroTypeID::NONE) override;
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void save(const std::string &fname) override;
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void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) override;
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void gamePause(bool pause) override;
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@ -17,6 +17,8 @@
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#include "InfoWindows.h"
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#include "../CGameInfo.h"
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#include "../CServerHandler.h"
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#include "../Client.h"
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#include "../CMusicHandler.h"
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#include "../CPlayerInterface.h"
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#include "../CVideoHandler.h"
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@ -48,6 +50,7 @@
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/gameState/SThievesGuildInfo.h"
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#include "../lib/gameState/TavernHeroesPool.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/GameSettings.h"
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@ -514,7 +517,17 @@ void CTavernWindow::recruitb()
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const CGHeroInstance *toBuy = (selected ? h2 : h1)->h;
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const CGObjectInstance *obj = tavernObj;
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LOCPLINT->cb->recruitHero(obj, toBuy);
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const auto & heroesPool = CSH->client->gameState()->heroesPool;
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HeroTypeID nextHero = HeroTypeID::NONE;
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for(auto & elem : heroesPool->unusedHeroesFromPool())
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{
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bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, tavernObj->getOwner());
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if(heroAvailable && elem.second->getNameTranslated() == "Sir Mullich")
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nextHero = elem.first;
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}
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LOCPLINT->cb->recruitHero(obj, toBuy, nextHero);
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close();
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}
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@ -516,12 +516,14 @@ struct DLL_LINKAGE SetFormation : public CPackForServer
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struct DLL_LINKAGE HireHero : public CPackForServer
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{
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HireHero() = default;
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HireHero(HeroTypeID HID, const ObjectInstanceID & TID)
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HireHero(HeroTypeID HID, const ObjectInstanceID & TID, const HeroTypeID & NHID)
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: hid(HID)
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, tid(TID)
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, nhid(NHID)
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{
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}
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HeroTypeID hid; //available hero serial
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HeroTypeID nhid; //next hero
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ObjectInstanceID tid; //town (tavern) id
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PlayerColor player;
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@ -531,6 +533,7 @@ struct DLL_LINKAGE HireHero : public CPackForServer
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{
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h & static_cast<CPackForServer &>(*this);
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h & hid;
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h & nhid;
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h & tid;
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h & player;
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}
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@ -282,7 +282,7 @@ void ApplyGhNetPackVisitor::visitHireHero(HireHero & pack)
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{
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gh.throwIfWrongPlayer(&pack);
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result = gh.heroPool->hireHero(pack.tid, pack.hid, pack.player);
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result = gh.heroPool->hireHero(pack.tid, pack.hid, pack.player, pack.nhid);
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}
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void ApplyGhNetPackVisitor::visitBuildBoat(BuildBoat & pack)
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@ -104,7 +104,7 @@ void HeroPoolProcessor::clearHeroFromSlot(const PlayerColor & color, TavernHeroS
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gameHandler->sendAndApply(&sah);
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}
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void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy)
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void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveArmy, const HeroTypeID & nextHero)
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{
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SetAvailableHero sah;
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sah.player = color;
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@ -113,6 +113,10 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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CGHeroInstance *newHero = pickHeroFor(needNativeHero, color);
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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if(gameHandler->getStartInfo()->extraOptionsInfo.unlimitedReplay && heroesPool->unusedHeroesFromPool().count(nextHero) && heroesPool->isHeroAvailableFor(nextHero, color))
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newHero = heroesPool->unusedHeroesFromPool()[nextHero];
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if (newHero)
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{
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sah.hid = newHero->getHeroType();
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@ -145,7 +149,7 @@ void HeroPoolProcessor::onNewWeek(const PlayerColor & color)
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selectNewHeroForSlot(color, TavernHeroSlot::RANDOM, false, true);
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}
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bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player)
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bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTypeID & heroToRecruit, const PlayerColor & player, const HeroTypeID & nextHero)
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{
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const PlayerState * playerState = gameHandler->getPlayerState(player);
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const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
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@ -226,9 +230,9 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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gameHandler->sendAndApply(&hr);
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if(recruitableHeroes[0] == recruitedHero)
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selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false);
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selectNewHeroForSlot(player, TavernHeroSlot::NATIVE, false, false, nextHero);
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else
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selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false);
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selectNewHeroForSlot(player, TavernHeroSlot::RANDOM, false, false, nextHero);
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gameHandler->giveResource(player, EGameResID::GOLD, -GameConstants::HERO_GOLD_COST);
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@ -9,6 +9,8 @@
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*/
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#pragma once
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#include "../../lib/constants/EntityIdentifiers.h"
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VCMI_LIB_NAMESPACE_BEGIN
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enum class TavernHeroSlot : int8_t;
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@ -33,7 +35,7 @@ class HeroPoolProcessor : boost::noncopyable
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std::map<HeroTypeID, std::unique_ptr<CRandomGenerator>> heroSeed;
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void clearHeroFromSlot(const PlayerColor & color, TavernHeroSlot slot);
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void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy);
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void selectNewHeroForSlot(const PlayerColor & color, TavernHeroSlot slot, bool needNativeHero, bool giveStartingArmy, const HeroTypeID & nextHero = HeroTypeID::NONE);
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std::vector<const CHeroClass *> findAvailableClassesFor(const PlayerColor & player) const;
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std::vector<CGHeroInstance *> findAvailableHeroesFor(const PlayerColor & player, const CHeroClass * heroClass) const;
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@ -60,7 +62,7 @@ public:
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CRandomGenerator & getHeroSkillsRandomGenerator(const HeroTypeID & hero);
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/// Incoming net pack handling
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bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player);
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bool hireHero(const ObjectInstanceID & objectID, const HeroTypeID & hid, const PlayerColor & player, const HeroTypeID & nextHero);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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