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Merge pull request #1108 from Nordsoft91/battle-dialog
[HDMod features] Quick combat
This commit is contained in:
commit
3951bbb395
@ -82,7 +82,7 @@ public:
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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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//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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//void battleEnd(const BattleResult *br) override;
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//void battleEnd(const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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@ -1090,7 +1090,7 @@ void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * arm
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void AIGateway::battleEnd(const BattleResult * br)
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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{
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ONGOING_BATTLE);
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@ -1098,7 +1098,13 @@ void AIGateway::battleEnd(const BattleResult * br)
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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CAdventureAI::battleEnd(br);
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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CAdventureAI::battleEnd(br, queryID);
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}
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void AIGateway::waitTillFree()
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@ -169,7 +169,7 @@ public:
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boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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void battleEnd(const BattleResult * br) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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@ -184,7 +184,7 @@ void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bs
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print("battleStacksAttacked called");
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}
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void CStupidAI::battleEnd(const BattleResult *br)
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void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
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{
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print("battleEnd called");
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}
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@ -32,7 +32,7 @@ public:
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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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void battleEnd(const BattleResult *br) override;
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void battleEnd(const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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@ -1580,7 +1580,7 @@ void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, i
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void VCAI::battleEnd(const BattleResult * br)
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void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
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{
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ONGOING_BATTLE);
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@ -1588,7 +1588,13 @@ void VCAI::battleEnd(const BattleResult * br)
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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CAdventureAI::battleEnd(br);
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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CAdventureAI::battleEnd(br, queryID);
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}
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void VCAI::waitTillFree()
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@ -201,7 +201,7 @@ public:
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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void battleEnd(const BattleResult * br) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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void mainLoop();
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@ -98,6 +98,8 @@
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"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
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"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
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"vcmi.battleResultsWindow.applyResultsLabel" : "Apply battle result",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
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"vcmi.otherOptions.availableCreaturesAsDwellingLabel.help" : "{Show Available Creatures}\n\nShow the number of creatures available to purchase instead of their growth in town summary (bottom-left corner of town screen).",
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"vcmi.otherOptions.creatureGrowthAsDwellingLabel.hover" : "Show Weekly Growth of Creatures",
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@ -693,7 +693,15 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (settings["adventure"]["quickCombat"].Bool())
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bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
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lastBattleArmies.first = army1;
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lastBattleArmies.second = army2;
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//quick combat with neutral creatures only
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auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
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if((!autoBattleResultRefused && !allowBattleReplay && army2_object
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&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
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&& settings["adventure"]["quickCombat"].Bool())
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|| settings["adventure"]["alwaysSkipCombat"].Bool())
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{
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autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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autofightingAI->initBattleInterface(env, cb);
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@ -702,6 +710,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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cb->registerBattleInterface(autofightingAI);
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// Player shouldn't be able to move on adventure map if quick combat is going
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adventureInt->quickCombatLock();
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allowBattleReplay = true;
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}
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//Don't wait for dialogs when we are non-active hot-seat player
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@ -889,7 +898,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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return ret;
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}
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void CPlayerInterface::battleEnd(const BattleResult *br)
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void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(isAutoFightOn || autofightingAI)
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@ -900,7 +909,14 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
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if(!battleInt)
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{
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GH.pushIntT<BattleResultWindow>(*br, *this);
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bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
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allowBattleReplay = false;
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auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
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wnd->resultCallback = [=](ui32 selection)
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{
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cb->selectionMade(selection, queryID);
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};
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GH.pushInt(wnd);
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// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
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// Otherwise NewTurn causes freeze.
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waitWhileDialog();
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@ -911,7 +927,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->battleFinished(*br);
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battleInt->battleFinished(*br, queryID);
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adventureInt->quickCombatUnlock();
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}
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@ -123,6 +123,8 @@ public:
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//During battle is quick combat mode is used
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std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
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bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
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bool allowBattleReplay = false;
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std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
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struct SpellbookLastSetting
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{
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@ -210,7 +212,7 @@ public:
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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 battleAttack(const BattleAttack *ba) override; //stack performs attack
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void battleEnd(const BattleResult *br) override; //end of battle
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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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void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleLogMessage(const std::vector<MetaString> & lines) override;
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@ -558,13 +558,29 @@ void CClient::battleStarted(const BattleInfo * info)
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auto & leftSide = info->sides[0], & rightSide = info->sides[1];
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//If quick combat is not, do not prepare interfaces for battleint
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if(!settings["adventure"]["quickCombat"].Bool())
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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//Remove player interfaces for auto battle (quickCombat option)
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if(att && att->isAutoFightOn)
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{
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att.reset();
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def.reset();
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}
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if(!settings["session"]["headless"].Bool())
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@ -584,18 +600,6 @@ void CClient::battleStarted(const BattleInfo * info)
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}
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}
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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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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@ -632,6 +636,7 @@ void CClient::battleFinished()
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battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
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setBattle(nullptr);
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gs->curB.dellNull();
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}
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void CClient::startPlayerBattleAction(PlayerColor color)
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@ -737,7 +737,7 @@ void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGate
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void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
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{
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callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack);
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callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
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cl.battleFinished();
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}
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@ -308,7 +308,7 @@ void BattleInterface::gateStateChanged(const EGateState state)
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siegeController->gateStateChanged(state);
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}
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void BattleInterface::battleFinished(const BattleResult& br)
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void BattleInterface::battleFinished(const BattleResult& br, QueryID queryID)
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{
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checkForAnimations();
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stacksController->setActiveStack(nullptr);
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@ -318,11 +318,18 @@ void BattleInterface::battleFinished(const BattleResult& br)
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
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{
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curInt->cb->selectionMade(0, queryID);
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windowObject->close();
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return;
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}
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GH.pushInt(std::make_shared<BattleResultWindow>(br, *(this->curInt)));
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auto wnd = std::make_shared<BattleResultWindow>(br, *(this->curInt));
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wnd->resultCallback = [=](ui32 selection)
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{
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curInt->cb->selectionMade(selection, queryID);
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};
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GH.pushInt(wnd);
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curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
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CPlayerInterface::battleInt = nullptr;
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}
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@ -200,7 +200,7 @@ public:
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void newRoundFirst( int round );
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void newRound(int number); //caled when round is ended; number is the number of round
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void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
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void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
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@ -397,7 +397,7 @@ HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
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labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
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}
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BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
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BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay)
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: owner(_owner)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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@ -408,6 +408,13 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
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exit = std::make_shared<CButton>(Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, SDLK_RETURN);
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exit->setBorderColor(Colors::METALLIC_GOLD);
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if(allowReplay)
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{
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repeat = std::make_shared<CButton>(Point(24, 505), "icn6432.def", std::make_pair("", ""), [&](){ bRepeatf();}, SDLK_ESCAPE);
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repeat->setBorderColor(Colors::METALLIC_GOLD);
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labels.push_back(std::make_shared<CLabel>(232, 520, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->translate("vcmi.battleResultsWindow.applyResultsLabel")));
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}
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if(br.winner == 0) //attacker won
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{
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@ -569,8 +576,9 @@ void BattleResultWindow::show(SDL_Surface * to)
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CCS->videoh->update(pos.x + 107, pos.y + 70, to, true, false);
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}
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void BattleResultWindow::bExitf()
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void BattleResultWindow::buttonPressed(int button)
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{
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resultCallback(button);
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CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
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close();
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@ -584,6 +592,16 @@ void BattleResultWindow::bExitf()
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CCS->videoh->close();
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}
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void BattleResultWindow::bExitf()
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{
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buttonPressed(0);
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}
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void BattleResultWindow::bRepeatf()
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{
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buttonPressed(1);
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}
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StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
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: embedded(Embedded),
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owner(owner)
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|
@ -143,13 +143,18 @@ private:
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::shared_ptr<CButton> exit;
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std::shared_ptr<CButton> repeat;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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std::shared_ptr<CTextBox> description;
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CPlayerInterface & owner;
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void buttonPressed(int button); //internal function for button callbacks
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public:
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BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
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BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay = false);
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void bExitf(); //exit button callback
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void bRepeatf(); //repeat button callback
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std::function<void(int result)> resultCallback; //callback receiving which button was pressed
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void activate() override;
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void show(SDL_Surface * to = 0) override;
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|
@ -357,14 +357,14 @@ void CGStatusBar::setEnteringMode(bool on)
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if (on)
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{
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assert(enteringText == false);
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//assert(enteringText == false);
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alignment = ETextAlignment::TOPLEFT;
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GH.startTextInput(pos);
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||||
setText(consoleText);
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(enteringText == true);
|
||||
//assert(enteringText == true);
|
||||
alignment = ETextAlignment::CENTER;
|
||||
GH.stopTextInput();
|
||||
setText(hoverText);
|
||||
|
@ -182,7 +182,7 @@
|
||||
"type" : "object",
|
||||
"additionalProperties" : false,
|
||||
"default": {},
|
||||
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation" ],
|
||||
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat" ],
|
||||
"properties" : {
|
||||
"heroMoveTime" : {
|
||||
"type" : "number",
|
||||
@ -211,6 +211,10 @@
|
||||
"terrainAnimation" : {
|
||||
"type" : "boolean",
|
||||
"default" : true
|
||||
},
|
||||
"alwaysSkipCombat" : {
|
||||
"type" : "boolean",
|
||||
"default" : false
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -230,9 +230,9 @@ void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
|
||||
battleAI->battleSpellCast(sc);
|
||||
}
|
||||
|
||||
void CAdventureAI::battleEnd(const BattleResult * br)
|
||||
void CAdventureAI::battleEnd(const BattleResult * br, QueryID queryID)
|
||||
{
|
||||
battleAI->battleEnd(br);
|
||||
battleAI->battleEnd(br, queryID);
|
||||
battleAI.reset();
|
||||
}
|
||||
|
||||
|
@ -163,7 +163,7 @@ public:
|
||||
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
virtual void battleAttack(const BattleAttack *ba) override;
|
||||
virtual void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
virtual void battleEnd(const BattleResult *br) override;
|
||||
virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
|
||||
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||
|
||||
virtual void saveGame(BinarySerializer & h, const int version) override;
|
||||
|
@ -60,7 +60,7 @@ public:
|
||||
virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
|
||||
virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
|
||||
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
|
||||
virtual void battleEnd(const BattleResult *br){};
|
||||
virtual void battleEnd(const BattleResult *br, QueryID queryID){};
|
||||
virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
|
||||
virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleLogMessage(const std::vector<MetaString> & lines){};
|
||||
|
@ -1474,12 +1474,31 @@ struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleResult : public CPackForClient
|
||||
struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
|
||||
{
|
||||
void applyGs(CGameState * gs) const;
|
||||
|
||||
CGHeroInstance * hero1 = nullptr;
|
||||
CGHeroInstance * hero2 = nullptr;
|
||||
CArmedInstance * army1 = nullptr;
|
||||
CArmedInstance * army2 = nullptr;
|
||||
TExpType exp[2];
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hero1;
|
||||
h & hero2;
|
||||
h & army1;
|
||||
h & army2;
|
||||
h & exp;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleResult : public Query
|
||||
{
|
||||
enum EResult { NORMAL = 0, ESCAPE = 1, SURRENDER = 2 };
|
||||
|
||||
void applyFirstCl(CClient * cl);
|
||||
void applyGs(CGameState * gs);
|
||||
|
||||
EResult result = NORMAL;
|
||||
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
||||
@ -1491,6 +1510,7 @@ struct DLL_LINKAGE BattleResult : public CPackForClient
|
||||
|
||||
template <typename Handler> void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & queryID;
|
||||
h & result;
|
||||
h & winner;
|
||||
h & casualties[0];
|
||||
|
@ -2195,15 +2195,11 @@ void BattleUpdateGateState::applyGs(CGameState * gs) const
|
||||
gs->curB->si.gateState = state;
|
||||
}
|
||||
|
||||
void BattleResult::applyGs(CGameState *gs)
|
||||
void BattleResultAccepted::applyGs(CGameState * gs) const
|
||||
{
|
||||
for (auto & elem : gs->curB->stacks)
|
||||
delete elem;
|
||||
|
||||
|
||||
for(int i = 0; i < 2; ++i)
|
||||
for(auto * h : {hero1, hero2})
|
||||
{
|
||||
if(auto * h = gs->curB->battleGetFightingHero(i))
|
||||
if(h)
|
||||
{
|
||||
h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
|
||||
if (h->commander && h->commander->alive)
|
||||
@ -2219,15 +2215,17 @@ void BattleResult::applyGs(CGameState *gs)
|
||||
if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
||||
{
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
if(exp[i])
|
||||
gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
|
||||
{
|
||||
if(auto * army = (i == 0 ? army1 : army2))
|
||||
army->giveStackExp(exp[i]);
|
||||
}
|
||||
}
|
||||
|
||||
CBonusSystemNode::treeHasChanged();
|
||||
}
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
gs->curB->battleGetArmyObject(i)->battle = nullptr;
|
||||
|
||||
gs->curB.dellNull();
|
||||
}
|
||||
|
||||
|
@ -205,6 +205,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
|
||||
curB->battlefieldType = battlefieldType;
|
||||
curB->round = -2;
|
||||
curB->activeStack = -1;
|
||||
curB->creatureBank = creatureBank;
|
||||
|
||||
if(town)
|
||||
{
|
||||
@ -561,7 +562,15 @@ BattleInfo::BattleInfo():
|
||||
setNodeType(BATTLE);
|
||||
}
|
||||
|
||||
BattleInfo::~BattleInfo() = default;
|
||||
BattleInfo::~BattleInfo()
|
||||
{
|
||||
for (auto & elem : stacks)
|
||||
delete elem;
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
if(auto * _armyObj = battleGetArmyObject(i))
|
||||
_armyObj->battle = nullptr;
|
||||
}
|
||||
|
||||
int32_t BattleInfo::getActiveStackID() const
|
||||
{
|
||||
|
@ -34,6 +34,7 @@ public:
|
||||
si32 round, activeStack;
|
||||
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
||||
int3 tile; //for background and bonuses
|
||||
bool creatureBank; //auxilary field, do not serialize
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||
SiegeInfo si;
|
||||
|
@ -265,6 +265,7 @@ void registerTypesClientPacks2(Serializer &s)
|
||||
s.template registerType<CPackForClient, BattleNextRound>();
|
||||
s.template registerType<CPackForClient, BattleSetActiveStack>();
|
||||
s.template registerType<CPackForClient, BattleResult>();
|
||||
s.template registerType<CPackForClient, BattleResultAccepted>();
|
||||
s.template registerType<CPackForClient, BattleLogMessage>();
|
||||
s.template registerType<CPackForClient, BattleStackMoved>();
|
||||
s.template registerType<CPackForClient, BattleAttack>();
|
||||
|
@ -585,44 +585,57 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
if(heroDefender)
|
||||
battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
|
||||
|
||||
const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
|
||||
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
|
||||
const BattleResult::EResult result = battleResult.get()->result;
|
||||
|
||||
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
|
||||
{
|
||||
for (auto &q : queries.allQueries())
|
||||
{
|
||||
if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
|
||||
if (bq->bi == gs->curB)
|
||||
return bq;
|
||||
}
|
||||
return std::shared_ptr<CBattleQuery>();
|
||||
};
|
||||
|
||||
auto battleQuery = findBattleQuery();
|
||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||
if (!battleQuery)
|
||||
{
|
||||
logGlobal->error("Cannot find battle query!");
|
||||
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
|
||||
return;
|
||||
}
|
||||
if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
|
||||
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
|
||||
|
||||
battleQuery->result = boost::make_optional(*battleResult.data);
|
||||
|
||||
//Check how many battle queries were created (number of players blocked by battle)
|
||||
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
|
||||
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
||||
|
||||
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
||||
battleResult.data->queryID = battleDialogQuery->queryID;
|
||||
queries.addQuery(battleDialogQuery);
|
||||
|
||||
//set same battle result for all queries
|
||||
for(auto q : queries.allQueries())
|
||||
{
|
||||
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
|
||||
if(otherBattleQuery)
|
||||
otherBattleQuery->result = battleQuery->result;
|
||||
}
|
||||
|
||||
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
||||
}
|
||||
|
||||
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
|
||||
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
|
||||
{
|
||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
|
||||
if(!battleQuery)
|
||||
{
|
||||
logGlobal->trace("No battle query, battle end was confirmed by another player");
|
||||
return;
|
||||
}
|
||||
|
||||
const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
|
||||
const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
|
||||
const BattleResult::EResult result = battleResult.get()->result;
|
||||
|
||||
CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
|
||||
ChangeSpells cs; //for Eagle Eye
|
||||
|
||||
if (finishingBattle->winnerHero)
|
||||
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
|
||||
{
|
||||
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
|
||||
{
|
||||
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
|
||||
for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
|
||||
for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
|
||||
{
|
||||
auto spell = spellId.toSpell(VLC->spells());
|
||||
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
|
||||
@ -632,7 +645,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
}
|
||||
std::vector<const CArtifactInstance *> arts; //display them in window
|
||||
|
||||
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
|
||||
if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
|
||||
{
|
||||
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
|
||||
{
|
||||
@ -668,7 +681,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
//we assume that no big artifacts can be found
|
||||
MoveArtifact ma;
|
||||
ma.src = ArtifactLocation(finishingBattle->loserHero,
|
||||
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
|
||||
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
|
||||
const CArtifactInstance * art = ma.src.getArt();
|
||||
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
|
||||
{
|
||||
@ -690,7 +703,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
|
||||
for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
|
||||
{
|
||||
auto artifactsWorn = armySlot.second->artifactsWorn;
|
||||
for (auto artSlot : artifactsWorn)
|
||||
@ -705,8 +718,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
}
|
||||
}
|
||||
}
|
||||
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
||||
|
||||
|
||||
if (arts.size()) //display loot
|
||||
{
|
||||
InfoWindow iw;
|
||||
@ -767,42 +779,49 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
}
|
||||
cab1.updateArmy(this);
|
||||
cab2.updateArmy(this); //take casualties after battle is deleted
|
||||
|
||||
if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
|
||||
|
||||
if(finishingBattle->loserHero) //remove beaten hero
|
||||
{
|
||||
RemoveObject ro(heroAttacker->id);
|
||||
RemoveObject ro(finishingBattle->loserHero->id);
|
||||
sendAndApply(&ro);
|
||||
}
|
||||
|
||||
if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
|
||||
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
|
||||
{
|
||||
RemoveObject ro(heroDefender->id);
|
||||
RemoveObject ro(finishingBattle->winnerHero->id);
|
||||
sendAndApply(&ro);
|
||||
}
|
||||
|
||||
if(battleResult.data->winner == BattleSide::DEFENDER
|
||||
&& heroDefender
|
||||
&& heroDefender->visitedTown
|
||||
&& !heroDefender->inTownGarrison
|
||||
&& heroDefender->visitedTown->garrisonHero == heroDefender)
|
||||
|
||||
if(battleResult.data->winner == BattleSide::DEFENDER
|
||||
&& finishingBattle->winnerHero
|
||||
&& finishingBattle->winnerHero->visitedTown
|
||||
&& !finishingBattle->winnerHero->inTownGarrison
|
||||
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
|
||||
{
|
||||
swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
|
||||
swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
|
||||
}
|
||||
//give exp
|
||||
if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
|
||||
changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
|
||||
else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
|
||||
changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
|
||||
if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
|
||||
changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
|
||||
|
||||
BattleResultAccepted raccepted;
|
||||
raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
|
||||
raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
|
||||
raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
|
||||
raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
|
||||
raccepted.exp[0] = battleResult.data->exp[0];
|
||||
raccepted.exp[1] = battleResult.data->exp[1];
|
||||
sendAndApply(&raccepted);
|
||||
|
||||
queries.popIfTop(battleQuery);
|
||||
|
||||
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
|
||||
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
|
||||
}
|
||||
|
||||
void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
||||
{
|
||||
LOG_TRACE(logGlobal);
|
||||
|
||||
if(!finishingBattle)
|
||||
return;
|
||||
|
||||
finishingBattle->remainingBattleQueriesCount--;
|
||||
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
|
||||
@ -885,6 +904,8 @@ void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
||||
sendAndApply(&sah);
|
||||
}
|
||||
}
|
||||
|
||||
finishingBattle.reset();
|
||||
}
|
||||
|
||||
void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
||||
@ -2598,6 +2619,9 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
||||
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
|
||||
const CGTownInstance *town) //use hero=nullptr for no hero
|
||||
{
|
||||
if(gs->curB)
|
||||
gs->curB.dellNull();
|
||||
|
||||
engageIntoBattle(army1->tempOwner);
|
||||
engageIntoBattle(army2->tempOwner);
|
||||
|
||||
@ -2611,7 +2635,35 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
||||
|
||||
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
|
||||
auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||
//existing battle query for retying auto-combat
|
||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||
if(battleQuery)
|
||||
{
|
||||
for(int i : {0, 1})
|
||||
{
|
||||
if(heroes[i])
|
||||
{
|
||||
SetMana restoreInitialMana;
|
||||
restoreInitialMana.val = battleQuery->initialHeroMana[i];
|
||||
restoreInitialMana.hid = heroes[i]->id;
|
||||
sendAndApply(&restoreInitialMana);
|
||||
}
|
||||
}
|
||||
|
||||
battleQuery->bi = gs->curB;
|
||||
battleQuery->result = boost::none;
|
||||
battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
||||
battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
||||
}
|
||||
|
||||
battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||
for(int i : {0, 1})
|
||||
{
|
||||
if(heroes[i])
|
||||
{
|
||||
battleQuery->initialHeroMana[i] = heroes[i]->mana;
|
||||
}
|
||||
}
|
||||
queries.addQuery(battleQuery);
|
||||
|
||||
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
||||
@ -7188,7 +7240,7 @@ void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
|
||||
showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
|
||||
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
|
||||
army(_army)
|
||||
{
|
||||
heroWithDeadCommander = ObjectInstanceID();
|
||||
@ -7340,12 +7392,14 @@ CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const
|
||||
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
|
||||
victor = info.sides[result.winner].color;
|
||||
loser = info.sides[!result.winner].color;
|
||||
winnerSide = result.winner;
|
||||
remainingBattleQueriesCount = RemainingBattleQueriesCount;
|
||||
}
|
||||
|
||||
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
|
||||
{
|
||||
winnerHero = loserHero = nullptr;
|
||||
winnerSide = 0;
|
||||
remainingBattleQueriesCount = 0;
|
||||
}
|
||||
|
||||
|
@ -88,7 +88,7 @@ struct CasualtiesAfterBattle
|
||||
TSummoned summoned;
|
||||
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
|
||||
|
||||
CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
|
||||
CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
|
||||
void updateArmy(CGameHandler *gh);
|
||||
};
|
||||
|
||||
@ -130,7 +130,8 @@ public:
|
||||
////used only in endBattle - don't touch elsewhere
|
||||
bool visitObjectAfterVictory;
|
||||
//
|
||||
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
|
||||
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
|
||||
void endBattleConfirm(const BattleInfo * battleInfo);
|
||||
|
||||
void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
|
||||
|
||||
@ -315,9 +316,12 @@ public:
|
||||
{
|
||||
FinishingBattleHelper();
|
||||
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
|
||||
|
||||
inline bool isDraw() const {return winnerSide == 2;}
|
||||
|
||||
const CGHeroInstance *winnerHero, *loserHero;
|
||||
PlayerColor victor, loser;
|
||||
ui8 winnerSide;
|
||||
|
||||
int remainingBattleQueriesCount;
|
||||
|
||||
@ -327,6 +331,7 @@ public:
|
||||
h & loserHero;
|
||||
h & victor;
|
||||
h & loser;
|
||||
h & winnerSide;
|
||||
h & remainingBattleQueriesCount;
|
||||
}
|
||||
};
|
||||
|
@ -288,8 +288,8 @@ QueryPtr Queries::getQuery(QueryID queryID)
|
||||
|
||||
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
|
||||
{
|
||||
assert(result);
|
||||
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
|
||||
if(result)
|
||||
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
|
||||
}
|
||||
|
||||
CBattleQuery::CBattleQuery(CGameHandler * owner, const BattleInfo * Bi):
|
||||
@ -318,7 +318,8 @@ bool CBattleQuery::blocksPack(const CPack * pack) const
|
||||
|
||||
void CBattleQuery::onRemoval(PlayerColor color)
|
||||
{
|
||||
gh->battleAfterLevelUp(*result);
|
||||
if(result)
|
||||
gh->battleAfterLevelUp(*result);
|
||||
}
|
||||
|
||||
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
|
||||
@ -391,6 +392,28 @@ bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
|
||||
|
||||
return CDialogQuery::blocksPack(pack);
|
||||
}
|
||||
|
||||
CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi):
|
||||
CDialogQuery(owner)
|
||||
{
|
||||
bi = Bi;
|
||||
|
||||
for(auto & side : bi->sides)
|
||||
addPlayer(side.color);
|
||||
}
|
||||
|
||||
void CBattleDialogQuery::onRemoval(PlayerColor color)
|
||||
{
|
||||
assert(answer);
|
||||
if(*answer == 1)
|
||||
{
|
||||
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
|
||||
}
|
||||
else
|
||||
{
|
||||
gh->endBattleConfirm(bi);
|
||||
}
|
||||
}
|
||||
|
||||
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
|
||||
{
|
||||
|
@ -97,6 +97,7 @@ class CBattleQuery : public CGhQuery
|
||||
{
|
||||
public:
|
||||
std::array<const CArmedInstance *,2> belligerents;
|
||||
std::array<int, 2> initialHeroMana;
|
||||
|
||||
const BattleInfo *bi;
|
||||
boost::optional<BattleResult> result;
|
||||
@ -145,6 +146,16 @@ public:
|
||||
virtual bool blocksPack(const CPack *pack) const override;
|
||||
};
|
||||
|
||||
class CBattleDialogQuery : public CDialogQuery
|
||||
{
|
||||
public:
|
||||
CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi);
|
||||
|
||||
const BattleInfo * bi;
|
||||
|
||||
virtual void onRemoval(PlayerColor color) override;
|
||||
};
|
||||
|
||||
//yes/no and component selection dialogs
|
||||
class CBlockingDialogQuery : public CDialogQuery
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user