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Merge pull request #1108 from Nordsoft91/battle-dialog

[HDMod features] Quick combat
This commit is contained in:
Nordsoft91 2023-04-11 21:18:04 +04:00 committed by GitHub
commit 3951bbb395
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GPG Key ID: 4AEE18F83AFDEB23
30 changed files with 304 additions and 111 deletions

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@ -82,7 +82,7 @@ public:
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//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())
//void battleEnd(const BattleResult *br) override;
//void battleEnd(const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//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
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
}
void AIGateway::battleEnd(const BattleResult * br)
void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
@ -1098,7 +1098,13 @@ void AIGateway::battleEnd(const BattleResult * br)
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
CAdventureAI::battleEnd(br);
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;
requestActionASAP([=]()
{
answerQuery(queryID, confirmAction);
});
CAdventureAI::battleEnd(br, queryID);
}
void AIGateway::waitTillFree()

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@ -169,7 +169,7 @@ public:
boost::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
void battleEnd(const BattleResult * br) override;
void battleEnd(const BattleResult * br, QueryID queryID) override;
void makeTurn();

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@ -184,7 +184,7 @@ void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bs
print("battleStacksAttacked called");
}
void CStupidAI::battleEnd(const BattleResult *br)
void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
{
print("battleEnd called");
}

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@ -32,7 +32,7 @@ public:
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())
void battleEnd(const BattleResult *br) override;
void battleEnd(const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
}
void VCAI::battleEnd(const BattleResult * br)
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
@ -1588,7 +1588,13 @@ void VCAI::battleEnd(const BattleResult * br)
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
CAdventureAI::battleEnd(br);
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;
requestActionASAP([=]()
{
answerQuery(queryID, confirmAction);
});
CAdventureAI::battleEnd(br, queryID);
}
void VCAI::waitTillFree()

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@ -201,7 +201,7 @@ public:
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
void battleEnd(const BattleResult * br) override;
void battleEnd(const BattleResult * br, QueryID queryID) override;
void makeTurn();
void mainLoop();

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@ -98,6 +98,8 @@
"vcmi.battleWindow.damageEstimation.kills" : "%d will perish",
"vcmi.battleWindow.damageEstimation.kills.1" : "%d will perish",
"vcmi.battleResultsWindow.applyResultsLabel" : "Apply battle result",
"vcmi.otherOptions.availableCreaturesAsDwellingLabel.hover" : "Show Available Creatures",
"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).",
"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
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (settings["adventure"]["quickCombat"].Bool())
bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
lastBattleArmies.first = army1;
lastBattleArmies.second = army2;
//quick combat with neutral creatures only
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
if((!autoBattleResultRefused && !allowBattleReplay && army2_object
&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
&& settings["adventure"]["quickCombat"].Bool())
|| settings["adventure"]["alwaysSkipCombat"].Bool())
{
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
autofightingAI->initBattleInterface(env, cb);
@ -702,6 +710,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
cb->registerBattleInterface(autofightingAI);
// Player shouldn't be able to move on adventure map if quick combat is going
adventureInt->quickCombatLock();
allowBattleReplay = true;
}
//Don't wait for dialogs when we are non-active hot-seat player
@ -889,7 +898,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
return ret;
}
void CPlayerInterface::battleEnd(const BattleResult *br)
void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(isAutoFightOn || autofightingAI)
@ -900,7 +909,14 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
if(!battleInt)
{
GH.pushIntT<BattleResultWindow>(*br, *this);
bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
allowBattleReplay = false;
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
wnd->resultCallback = [=](ui32 selection)
{
cb->selectionMade(selection, queryID);
};
GH.pushInt(wnd);
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
@ -911,7 +927,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleFinished(*br);
battleInt->battleFinished(*br, queryID);
adventureInt->quickCombatUnlock();
}

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@ -123,6 +123,8 @@ public:
//During battle is quick combat mode is used
std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
bool allowBattleReplay = false;
std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
struct SpellbookLastSetting
{
@ -210,7 +212,7 @@ public:
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 battleAttack(const BattleAttack *ba) override; //stack performs attack
void battleEnd(const BattleResult *br) override; //end of battle
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
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
void battleLogMessage(const std::vector<MetaString> & lines) override;

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@ -558,13 +558,29 @@ void CClient::battleStarted(const BattleInfo * info)
auto & leftSide = info->sides[0], & rightSide = info->sides[1];
//If quick combat is not, do not prepare interfaces for battleint
if(!settings["adventure"]["quickCombat"].Bool())
auto callBattleStart = [&](PlayerColor color, ui8 side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
};
callBattleStart(leftSide.color, 0);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
//Remove player interfaces for auto battle (quickCombat option)
if(att && att->isAutoFightOn)
{
att.reset();
def.reset();
}
if(!settings["session"]["headless"].Bool())
@ -584,18 +600,6 @@ void CClient::battleStarted(const BattleInfo * info)
}
}
auto callBattleStart = [&](PlayerColor color, ui8 side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
};
callBattleStart(leftSide.color, 0);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
{
PlayerColor color = info->sides[info->tacticsSide].color;
@ -632,6 +636,7 @@ void CClient::battleFinished()
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
setBattle(nullptr);
gs->curB.dellNull();
}
void CClient::startPlayerBattleAction(PlayerColor color)

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@ -737,7 +737,7 @@ void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGate
void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
cl.battleFinished();
}

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@ -308,7 +308,7 @@ void BattleInterface::gateStateChanged(const EGateState state)
siegeController->gateStateChanged(state);
}
void BattleInterface::battleFinished(const BattleResult& br)
void BattleInterface::battleFinished(const BattleResult& br, QueryID queryID)
{
checkForAnimations();
stacksController->setActiveStack(nullptr);
@ -318,11 +318,18 @@ void BattleInterface::battleFinished(const BattleResult& br)
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
{
curInt->cb->selectionMade(0, queryID);
windowObject->close();
return;
}
GH.pushInt(std::make_shared<BattleResultWindow>(br, *(this->curInt)));
auto wnd = std::make_shared<BattleResultWindow>(br, *(this->curInt));
wnd->resultCallback = [=](ui32 selection)
{
curInt->cb->selectionMade(selection, queryID);
};
GH.pushInt(wnd);
curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
CPlayerInterface::battleInt = nullptr;
}

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@ -200,7 +200,7 @@ public:
void newRoundFirst( int round );
void newRound(int number); //caled when round is ended; number is the number of round
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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)
labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
}
BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay)
: owner(_owner)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -409,6 +409,13 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
exit = std::make_shared<CButton>(Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, SDLK_RETURN);
exit->setBorderColor(Colors::METALLIC_GOLD);
if(allowReplay)
{
repeat = std::make_shared<CButton>(Point(24, 505), "icn6432.def", std::make_pair("", ""), [&](){ bRepeatf();}, SDLK_ESCAPE);
repeat->setBorderColor(Colors::METALLIC_GOLD);
labels.push_back(std::make_shared<CLabel>(232, 520, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->translate("vcmi.battleResultsWindow.applyResultsLabel")));
}
if(br.winner == 0) //attacker won
{
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
@ -569,8 +576,9 @@ void BattleResultWindow::show(SDL_Surface * to)
CCS->videoh->update(pos.x + 107, pos.y + 70, to, true, false);
}
void BattleResultWindow::bExitf()
void BattleResultWindow::buttonPressed(int button)
{
resultCallback(button);
CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
close();
@ -584,6 +592,16 @@ void BattleResultWindow::bExitf()
CCS->videoh->close();
}
void BattleResultWindow::bExitf()
{
buttonPressed(0);
}
void BattleResultWindow::bRepeatf()
{
buttonPressed(1);
}
StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
: embedded(Embedded),
owner(owner)

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@ -143,13 +143,18 @@ private:
std::shared_ptr<CPicture> background;
std::vector<std::shared_ptr<CLabel>> labels;
std::shared_ptr<CButton> exit;
std::shared_ptr<CButton> repeat;
std::vector<std::shared_ptr<CAnimImage>> icons;
std::shared_ptr<CTextBox> description;
CPlayerInterface & owner;
void buttonPressed(int button); //internal function for button callbacks
public:
BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay = false);
void bExitf(); //exit button callback
void bRepeatf(); //repeat button callback
std::function<void(int result)> resultCallback; //callback receiving which button was pressed
void activate() override;
void show(SDL_Surface * to = 0) override;

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@ -357,14 +357,14 @@ void CGStatusBar::setEnteringMode(bool on)
if (on)
{
assert(enteringText == false);
//assert(enteringText == false);
alignment = ETextAlignment::TOPLEFT;
GH.startTextInput(pos);
setText(consoleText);
}
else
{
assert(enteringText == true);
//assert(enteringText == true);
alignment = ETextAlignment::CENTER;
GH.stopTextInput();
setText(hoverText);

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@ -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
}
}
},

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@ -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();
}

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@ -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;

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@ -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){};

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@ -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];

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@ -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();
}

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@ -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
{

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@ -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;

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@ -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>();

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@ -585,28 +585,13 @@ 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);
@ -614,15 +599,43 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
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
}
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)
{
@ -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)
@ -705,7 +718,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
}
}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
{
@ -768,41 +780,48 @@ 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)
&& 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;
}

View File

@ -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);
};
@ -131,6 +131,7 @@ public:
bool visitObjectAfterVictory;
//
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);
@ -316,8 +317,11 @@ 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;
}
};

View File

@ -288,7 +288,7 @@ QueryPtr Queries::getQuery(QueryID queryID)
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
assert(result);
if(result)
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
}
@ -318,6 +318,7 @@ bool CBattleQuery::blocksPack(const CPack * pack) const
void CBattleQuery::onRemoval(PlayerColor color)
{
if(result)
gh->battleAfterLevelUp(*result);
}
@ -392,6 +393,28 @@ 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
{
assert(answer);

View File

@ -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
{