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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-02 00:10:22 +02:00

Removed creatureBank flag from battle, battles now receive BattleLayout

struct that defines how units are placed in combat
This commit is contained in:
Ivan Savenko 2024-08-31 21:04:32 +00:00
parent c55e07dabc
commit 39a2c29c97
34 changed files with 341 additions and 258 deletions

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@ -12,6 +12,7 @@
#include <vcmi/events/EventBus.h>
#include "../../lib/battle/BattleLayout.h"
#include "../../lib/CStack.h"
#include "../../lib/ScriptHandler.h"
#include "../../lib/networkPacks/PacksForClientBattle.h"
@ -479,10 +480,9 @@ int3 HypotheticBattle::getLocation() const
return int3(-1, -1, -1);
}
bool HypotheticBattle::isCreatureBank() const
BattleLayout HypotheticBattle::getLayout() const
{
// TODO
return false;
return subject->getBattle()->getLayout();
}
int64_t HypotheticBattle::getTreeVersion() const

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@ -160,7 +160,7 @@ public:
int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
std::vector<SpellID> getUsedSpells(BattleSide side) const override;
int3 getLocation() const override;
bool isCreatureBank() const override;
BattleLayout getLayout() const override;
int64_t getTreeVersion() const;

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@ -193,9 +193,8 @@ public:
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
void startBattlePrimary(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank = false, const CGTownInstance * town = nullptr) override {}; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void startBattle(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, const BattleLayout & layout, const CGTownInstance * town) override {}; //use hero=nullptr for no hero
void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used
bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
void giveHeroBonus(GiveBonus * bonus) override {};
void setMovePoints(SetMovePoints * smp) override {};

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@ -1,87 +0,0 @@
{
"battle_positions":
[
{
"name" : "attackerLoose", // loose formation, attacker
"levels": [
[ 86 ],
[ 35, 137 ],
[ 35, 86, 137 ],
[ 1, 69, 103, 171 ],
[ 1, 35, 86, 137, 171 ],
[ 1, 35, 69, 103, 137, 171 ],
[ 1, 35, 69, 86, 103, 137, 171 ]
]
},
{
"name" : "defenderLoose", // loose formation, defender
"levels": [
[ 100 ],
[ 49, 151 ],
[ 49, 100, 151 ],
[ 15, 83, 117, 185 ],
[ 15, 49, 100, 151, 185 ],
[ 15, 49, 83, 117, 151, 185 ],
[ 15, 49, 83, 100, 117, 151, 185 ]
]
},
{
"name" : "attackerTight", // tight formation, attacker
"levels": [
[ 86 ],
[ 69, 103 ],
[ 69, 86, 103 ],
[ 35, 69, 103, 137 ],
[ 35, 69, 86, 103, 137 ],
[ 1, 35, 69, 103, 137, 171 ],
[ 1, 35, 69, 86, 103, 137, 171 ]
]
},
{
"name" : "defenderTight", // tight formation, defender
"levels": [
[ 100 ],
[ 83, 117 ],
[ 83, 100, 117 ],
[ 49, 83, 117, 151 ],
[ 49, 83, 100, 117, 151 ],
[ 15, 49, 83, 117, 151, 185 ],
[ 15, 49, 83, 100, 117, 151, 185 ]
]
},
{
"name" : "attackerCreBank", // creature bank, attacker
"levels": [
[ 57 ],
[ 57, 61 ],
[ 57, 61, 90 ],
[ 57, 61, 90, 93 ],
[ 57, 61, 90, 93, 96 ],
[ 57, 61, 90, 93, 96, 125 ],
[ 57, 61, 90, 93, 96, 125, 129 ]
]
},
{
"name" : "defenderCreBank", // creature bank, defender
"levels": [
[ 15 ],
[ 15, 185 ],
[ 15, 185, 172 ],
[ 15, 185, 172, 2 ],
[ 15, 185, 172, 2, 100 ],
[ 15, 185, 172, 2, 100, 86 ],
[ 15, 185, 172, 2, 100, 86, 8 ]
]
}
],
"commanderPositions":
{
"field" : [88, 98], //attacker/defender
"creBank" : [95, 8] //not expecting defendig hero at bank, but hell knows
}
}

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@ -342,8 +342,77 @@
// limit of damage reduction that can be achieved by overpowering defense points
"defensePointDamageFactorCap": 0.7,
// If set to true, double-wide creatures will trigger obstacle effect when moving one tile forward or backwards
"oneHexTriggersObstacles": false
},
"oneHexTriggersObstacles": false,
// Positions of units on start of the combat
// If battle does not defines specific configuration, 'default' configuration will be used
// Configuration must define either 'attackerUnits' list of 7 elements or both 'attackerUnitsLoose' and 'attackerUnitsTight' lists of 7 elements, 1..7 elements each
// Similarly, for defender configuration must have either 'defenderUnits' or both 'defenderUnitsLoose' and 'defenderUnitsTight'
"layouts" : {
"default" : {
"tacticsAllowed" : true,
"obstaclesAllowed" : true,
"attackerCommander" : 88,
"defenderCommander" : 98,
"attackerWarMachines" : [ 52, 18, 154, 120 ],
"defenderWarMachines" : [ 66, 32, 168, 134 ],
"attackerUnitsLoose": [
[ 86 ],
[ 35, 137 ],
[ 35, 86, 137 ],
[ 1, 69, 103, 171 ],
[ 1, 35, 86, 137, 171 ],
[ 1, 35, 69, 103, 137, 171 ],
[ 1, 35, 69, 86, 103, 137, 171 ]
],
"defenderUnitsLoose": [
[ 100 ],
[ 49, 151 ],
[ 49, 100, 151 ],
[ 15, 83, 117, 185 ],
[ 15, 49, 100, 151, 185 ],
[ 15, 49, 83, 117, 151, 185 ],
[ 15, 49, 83, 100, 117, 151, 185 ]
],
"attackerUnitsTight": [
[ 86 ],
[ 69, 103 ],
[ 69, 86, 103 ],
[ 35, 69, 103, 137 ],
[ 35, 69, 86, 103, 137 ],
[ 1, 35, 69, 103, 137, 171 ],
[ 1, 35, 69, 86, 103, 137, 171 ]
],
"defenderUnitsTight": [
[ 100 ],
[ 83, 117 ],
[ 83, 100, 117 ],
[ 49, 83, 117, 151 ],
[ 49, 83, 100, 117, 151 ],
[ 15, 49, 83, 117, 151, 185 ],
[ 15, 49, 83, 100, 117, 151, 185 ]
]
},
// Configuration for creature banks with single-tile enemies
"creatureBankNarrow" : {
"tacticsAllowed" : false,
"obstaclesAllowed" : false,
"attackerCommander" : 95,
"defenderCommander" : 8,
"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
"defenderUnits": [ 15, 185, 172, 2, 100, 87, 8 ]
},
// Configuration for creature banks with double-wide enemies
"creatureBankWide" : {
"tacticsAllowed" : false,
"obstaclesAllowed" : false,
"attackerCommander" : 95,
"defenderCommander" : 8,
"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
"defenderUnits": [ 15, 185, 171, 1, 100, 86, 8 ]
}
}
},
"creatures":
{

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@ -25,6 +25,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"message" : 34,
@ -125,6 +126,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"message" : 34,
@ -207,6 +209,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankWide",
"rewards" : [
{
"message" : 34,
@ -273,6 +276,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"message" : 34,
@ -354,6 +358,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankWide",
"rewards" : [
{
"message" : 34,
@ -436,6 +441,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankWide",
"rewards" : [
{
"message" : 34,
@ -518,6 +524,7 @@
"onVisitedMessage" : 33,
"visitMode" : "once",
"selectMode" : "selectFirst",
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"message" : 34,
@ -600,6 +607,7 @@
"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 99 } ]
}
],
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"message" : 124,
@ -695,6 +703,7 @@
"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 101 } ]
}
],
"guardsLayout" : "creatureBankWide",
"rewards" : [
{
"message" : 43,
@ -789,6 +798,7 @@
"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE" } ]
}
],
"guardsLayout" : "creatureBankNarrow",
"rewards" : [
{
"appearChance" : { "min" : 0, "max" : 30 },
@ -878,6 +888,7 @@
"selectMode" : "selectFirst",
"onGuardedMessage" : 47,
"onVisitedMessage" : 33,
"guardsLayout" : "creatureBankWide",
"rewards" : [
{
"message" : 34,
@ -991,6 +1002,7 @@
"bonuses" : [ { "type" : "LUCK", "val" : -2, "duration" : "ONE_BATTLE", "description" : 70 } ]
}
],
"guardsLayout" : "default",
"rewards" : [
{
"message" : 106,

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@ -302,6 +302,10 @@
"type" : "string"
},
"guardsLayout": {
"type" : "string"
},
"visitLimiter": { "$ref" : "#/definitions/limiter" },
"selectMode": {

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@ -48,6 +48,7 @@ set(lib_MAIN_SRCS
battle/BattleAttackInfo.cpp
battle/BattleHex.cpp
battle/BattleInfo.cpp
battle/BattleLayout.cpp
battle/BattleProxy.cpp
battle/BattleStateInfoForRetreat.cpp
battle/CBattleInfoCallback.cpp
@ -404,6 +405,7 @@ set(lib_MAIN_HEADERS
battle/BattleAttackInfo.h
battle/BattleHex.h
battle/BattleInfo.h
battle/BattleLayout.h
battle/BattleSide.h
battle/BattleStateInfoForRetreat.h
battle/BattleProxy.h

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@ -47,6 +47,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat", "defensePointDamageFactorCap" },
{EGameSettings::COMBAT_GOOD_LUCK_DICE, "combat", "goodLuckDice" },
{EGameSettings::COMBAT_GOOD_MORALE_DICE, "combat", "goodMoraleDice" },
{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },
{EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS, "creatures", "allowRandomSpecialWeeks" },

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@ -28,6 +28,7 @@ struct TeleportDialog;
struct StackLocation;
struct ArtifactLocation;
struct BankConfig;
struct BattleLayout;
class CCreatureSet;
class CStackBasicDescriptor;
class CGCreature;
@ -128,9 +129,8 @@ public:
virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
virtual void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr)=0; //use hero=nullptr for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)=0; //use hero=nullptr for no hero
virtual void startBattle(const CArmedInstance *army1, const CArmedInstance *army2)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
virtual void giveHeroBonus(GiveBonus * bonus)=0;

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@ -25,6 +25,7 @@ enum class EGameSettings
COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
COMBAT_GOOD_LUCK_DICE,
COMBAT_GOOD_MORALE_DICE,
COMBAT_LAYOUTS,
CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,
CREATURES_DAILY_STACK_EXPERIENCE,

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@ -9,6 +9,8 @@
*/
#include "StdInc.h"
#include "BattleInfo.h"
#include "BattleLayout.h"
#include "CObstacleInstance.h"
#include "bonuses/Limiters.h"
#include "bonuses/Updaters.h"
@ -74,22 +76,6 @@ void BattleInfo::localInit()
exportBonuses();
}
namespace CGH
{
static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
{
for(const JsonNode &level : node.Vector())
{
std::vector<int> pom;
for(const JsonNode &value : level.Vector())
{
pom.push_back(static_cast<int>(value.Float()));
}
dest.push_back(pom);
}
}
}
//RNG that works like H3 one
struct RandGen
@ -173,22 +159,20 @@ struct RangeGenerator
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town)
BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town)
{
CMP_stack cmpst;
auto * curB = new BattleInfo();
auto * curB = new BattleInfo(layout);
for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
curB->sides[i].init(heroes[i], armies[i]);
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = battlefieldType;
curB->round = -2;
curB->activeStack = -1;
curB->creatureBank = creatureBank;
curB->replayAllowed = false;
if(town)
@ -225,7 +209,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
}
//randomize obstacles
if (town == nullptr && !creatureBank) //do it only when it's not siege and not creature bank
if (layout.obstaclesAllowed)
{
RandGen r{};
auto ourRand = [&](){ return r.rand(); };
@ -321,63 +305,40 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
}
}
//reading battleStartpos - add creatures AFTER random obstacles are generated
//TODO: parse once to some structure
BattleSideArray<std::vector<std::vector<int>>> looseFormations;
BattleSideArray<std::vector<std::vector<int>>> tightFormations;
BattleSideArray<std::vector<std::vector<int>>> creBankFormations;
BattleSideArray<int> commanderField;
BattleSideArray<int> commanderBank;
const JsonNode config(JsonPath::builtin("config/battleStartpos.json"));
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], looseFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[1]["levels"], looseFormations[BattleSide::DEFENDER]);
CGH::readBattlePositions(positions[2]["levels"], tightFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[3]["levels"], tightFormations[BattleSide::DEFENDER]);
CGH::readBattlePositions(positions[4]["levels"], creBankFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[5]["levels"], creBankFormations[BattleSide::DEFENDER]);
commanderField[BattleSide::ATTACKER] = config["commanderPositions"]["field"][0].Integer();
commanderField[BattleSide::DEFENDER] = config["commanderPositions"]["field"][1].Integer();
commanderBank[BattleSide::ATTACKER] = config["commanderPositions"]["creBank"][0].Integer();
commanderBank[BattleSide::DEFENDER] = config["commanderPositions"]["creBank"][1].Integer();
//adding war machines
if(!creatureBank)
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
{
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
if(nullptr != warMachineArt && hex.isValid())
{
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
CreatureID cre = warMachineArt->artType->getWarMachine();
if(nullptr != warMachineArt)
{
CreatureID cre = warMachineArt->artType->getWarMachine();
if(cre != CreatureID::NONE)
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
}
};
if(heroes[BattleSide::ATTACKER])
{
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, 52);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, 18);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, 154);
if(town && town->fortificationsLevel().wallsHealth > 0)
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, 120);
if(cre != CreatureID::NONE)
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(cre, 1), side, SlotID::WAR_MACHINES_SLOT, hex);
}
};
if(heroes[BattleSide::DEFENDER])
{
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, 66);
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, 32);
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, 168);
}
if(heroes[BattleSide::ATTACKER])
{
auto warMachineHexes = layout.warMachines.at(BattleSide::ATTACKER);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, warMachineHexes.at(0));
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, warMachineHexes.at(1));
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, warMachineHexes.at(2));
if(town && town->fortificationsLevel().wallsHealth > 0)
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, warMachineHexes.at(3));
}
if(heroes[BattleSide::DEFENDER])
{
auto warMachineHexes = layout.warMachines.at(BattleSide::DEFENDER);
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, warMachineHexes.at(0));
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, warMachineHexes.at(1));
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, warMachineHexes.at(2));
}
//war machines added
@ -390,20 +351,13 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
int k = 0; //stack serial
for(auto i = armies[side]->Slots().begin(); i != armies[side]->Slots().end(); i++, k++)
{
std::vector<int> *formationVector = nullptr;
if(armies[side]->formation == EArmyFormation::TIGHT )
formationVector = &tightFormations[side][formationNo];
else
formationVector = &looseFormations[side][formationNo];
const BattleHex & pos = layout.units.at(side).at(k);
if(creatureBank)
formationVector = &creBankFormations[side][formationNo];
//if(creatureBank && i->second->type->isDoubleWide())
// pos += side == BattleSide::RIGHT_SIDE ? BattleHex::LEFT : BattleHex::RIGHT;
BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
if(creatureBank && i->second->type->isDoubleWide())
pos += side == BattleSide::RIGHT_SIDE ? BattleHex::LEFT : BattleHex::RIGHT;
curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
if (pos.isValid())
curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
}
}
@ -412,9 +366,8 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
{
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
{
curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, creatureBank ? commanderBank[i] : commanderField[i]);
curB->generateNewStack(curB->nextUnitId(), *heroes[i]->commander, i, SlotID::COMMANDER_SLOT_PLACEHOLDER, layout.commanders.at(i));
}
}
if (curB->town)
@ -453,8 +406,6 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
//////////////////////////////////////////////////////////////////////////
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
BattleSideArray<int> battleRepositionHex = {};
BattleSideArray<int> battleRepositionHexBlock = {};
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
@ -475,7 +426,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
double tactics will be implemented.
*/
if(isTacticsAllowed)
if(layout.tacticsAllowed)
{
if(tacticsSkillDiffAttacker > 0 && tacticsSkillDiffDefender > 0)
logGlobal->warn("Double tactics is not implemented, only attacker will have tactics!");
@ -523,11 +474,18 @@ CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
return const_cast<CStack *>(battleGetStackByID(stackID, onlyAlive));
}
BattleInfo::BattleInfo(const BattleLayout & layout):
BattleInfo()
{
*this->layout = layout;
}
BattleInfo::BattleInfo():
round(-1),
activeStack(-1),
town(nullptr),
tile(-1,-1,-1),
layout(std::make_unique<BattleLayout>()),
battlefieldType(BattleField::NONE),
tacticsSide(BattleSide::NONE),
tacticDistance(0)
@ -535,6 +493,11 @@ BattleInfo::BattleInfo():
setNodeType(BATTLE);
}
BattleLayout BattleInfo::getLayout() const
{
return *layout;
}
BattleID BattleInfo::getBattleID() const
{
return battleID;
@ -679,12 +642,6 @@ int3 BattleInfo::getLocation() const
return tile;
}
bool BattleInfo::isCreatureBank() const
{
return creatureBank;
}
std::vector<SpellID> BattleInfo::getUsedSpells(BattleSide side) const
{
return getSide(side).usedSpellsHistory;

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@ -22,10 +22,12 @@ class CStack;
class CStackInstance;
class CStackBasicDescriptor;
class BattleField;
struct BattleLayout;
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
{
BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
std::unique_ptr<BattleLayout> layout;
public:
BattleID battleID = BattleID(0);
@ -33,7 +35,6 @@ public:
si32 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; //auxiliary field, do not serialize
bool replayAllowed;
std::vector<CStack*> stacks;
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
@ -65,6 +66,7 @@ public:
}
//////////////////////////////////////////////////////////////////////////
BattleInfo(const BattleLayout & layout);
BattleInfo();
virtual ~BattleInfo();
@ -108,7 +110,7 @@ public:
int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
int3 getLocation() const override;
bool isCreatureBank() const override;
BattleLayout getLayout() const override;
std::vector<SpellID> getUsedSpells(BattleSide side) const override;
@ -152,7 +154,7 @@ public:
const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
void localInit();
static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town);
static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance * town);
BattleSide whatSide(const PlayerColor & player) const;

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@ -0,0 +1,81 @@
/*
* BattleLayout.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleLayout.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../VCMI_Lib.h"
#include "../json/JsonNode.h"
#include "../mapObjects/CArmedInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleLayout BattleLayout::createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender)
{
return createLayout(cb, "default", attacker, defender);
}
BattleLayout BattleLayout::createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender)
{
const auto & loadHex = [](const JsonNode & node)
{
if (node.isNull())
return BattleHex();
else
return BattleHex(node.Integer());
};
const auto & loadUnits = [](const JsonNode & node)
{
UnitsArrayType::value_type result;
for (size_t i = 0; i < GameConstants::ARMY_SIZE; ++i)
{
if (!node[i].isNull())
result[i] = BattleHex(node[i].Integer());
}
return result;
};
const JsonNode & configRoot = cb->getSettings().getValue(EGameSettings::COMBAT_LAYOUTS);
const JsonNode & config = configRoot[layoutName];
BattleLayout result;
result.commanders[BattleSide::ATTACKER] = loadHex(config["attackerCommander"]);
result.commanders[BattleSide::DEFENDER] = loadHex(config["defenderCommander"]);
for (size_t i = 0; i < 4; ++i)
result.warMachines[BattleSide::ATTACKER][i] = loadHex(config["attackerWarMachines"][i]);
for (size_t i = 0; i < 4; ++i)
result.warMachines[BattleSide::DEFENDER][i] = loadHex(config["attackerWarMachines"][i]);
if (attacker->formation == EArmyFormation::LOOSE && !config["attackerUnitsLoose"].isNull())
result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsLoose"][attacker->stacksCount()]);
else if (attacker->formation == EArmyFormation::TIGHT && !config["attackerUnitsTight"].isNull())
result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnitsTight"][attacker->stacksCount()]);
else
result.units[BattleSide::ATTACKER] = loadUnits(config["attackerUnits"]);
if (attacker->formation == EArmyFormation::LOOSE && !config["defenderUnitsLoose"].isNull())
result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsLoose"][attacker->stacksCount()]);
else if (attacker->formation == EArmyFormation::TIGHT && !config["defenderUnitsTight"].isNull())
result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnitsTight"][attacker->stacksCount()]);
else
result.units[BattleSide::DEFENDER] = loadUnits(config["defenderUnits"]);
result.obstaclesAllowed = config["obstaclesAllowed"].Bool();
result.tacticsAllowed = config["tacticsAllowed"].Bool();
return result;
}
VCMI_LIB_NAMESPACE_END

39
lib/battle/BattleLayout.h Normal file
View File

@ -0,0 +1,39 @@
/*
* BattleLayout.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "BattleHex.h"
#include "BattleSide.h"
#include "../constants/NumericConstants.h"
#include "../constants/Enumerations.h"
VCMI_LIB_NAMESPACE_BEGIN
class CArmedInstance;
class IGameCallback;
struct DLL_EXPORT BattleLayout
{
using UnitsArrayType = BattleSideArray<std::array<BattleHex, GameConstants::ARMY_SIZE>>;
using MachinesArrayType = BattleSideArray<std::array<BattleHex, 4>>;
using CommanderArrayType = BattleSideArray<BattleHex>;
UnitsArrayType units;
MachinesArrayType warMachines;
CommanderArrayType commanders;
bool tacticsAllowed = false;
bool obstaclesAllowed = false;
static BattleLayout createDefaultLayout(IGameCallback * cb, const CArmedInstance * attacker, const CArmedInstance * defender);
static BattleLayout createLayout(IGameCallback * cb, const std::string & layoutName, const CArmedInstance * attacker, const CArmedInstance * defender);
};
VCMI_LIB_NAMESPACE_END

View File

@ -16,6 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class ObstacleChanges;
class UnitChanges;
struct Bonus;
struct BattleLayout;
class JsonNode;
class JsonSerializeFormat;
class BattleField;
@ -72,7 +73,7 @@ public:
virtual int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const = 0;
virtual int3 getLocation() const = 0;
virtual bool isCreatureBank() const = 0;
virtual BattleLayout getLayout() const = 0;
};
class DLL_LINKAGE IBattleState : public IBattleInfo

View File

@ -283,7 +283,7 @@ void CBank::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) c
if (answer)
{
if (bankConfig) // not looted bank
cb->startBattleI(hero, this, !regularUnitPlacement);
cb->startBattle(hero, this);
else
doVisit(hero);
}

View File

@ -465,7 +465,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
}
}
cb->startBattleI(h, this);
cb->startBattle(h, this);
}

View File

@ -505,7 +505,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answ
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
cb->startBattle(hero, this);
}
else if(answer)
{

View File

@ -512,7 +512,7 @@ void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
if(visitedTown) //we're in town
visitedTown->onHeroVisit(h); //town will handle attacking
else
cb->startBattleI(h, this);
cb->startBattle(h, this);
}
}
else if(ID == Obj::PRISON)

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@ -193,7 +193,7 @@ void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, int32_t an
if(stacksCount() > 0) //if pandora's box is protected by army
{
hero->showInfoDialog(16, 0, EInfoWindowMode::MODAL);
cb->startBattleI(hero, this); //grants things after battle
cb->startBattle(hero, this); //grants things after battle
}
else if(getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
@ -332,7 +332,7 @@ void CGEvent::activated( const CGHeroInstance * h ) const
else
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h, this);
cb->startBattle(h, this);
}
else
{

View File

@ -15,6 +15,7 @@
#include "../spells/CSpellHandler.h"
#include "../bonuses/Bonus.h"
#include "../battle/IBattleInfoCallback.h"
#include "../battle/BattleLayout.h"
#include "../CConfigHandler.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
@ -321,7 +322,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
const_cast<CGHeroInstance *>(defendingHero)->inTownGarrison = false; //hack to return visitor from garrison after battle
}
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (isBattleOutside ? nullptr : this));
cb->startBattle(h, defendingArmy, getSightCenter(), h, defendingHero, BattleLayout::createDefaultLayout(cb, h, defendingArmy), (isBattleOutside ? nullptr : this));
}
else
{

View File

@ -14,6 +14,7 @@
#include "../CPlayerState.h"
#include "../GameSettings.h"
#include "../IGameCallback.h"
#include "../battle/BattleLayout.h"
#include "../gameState/CGameState.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
@ -127,7 +128,7 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const
bd.text = guardedReward.message;
bd.components = getPopupComponents(hero->getOwner());
cb->showBlockingDialog(&bd);
cb->showBlockingDialog(this, &bd);
}
else
{
@ -238,7 +239,10 @@ void CRewardableObject::blockingDialogAnswered(const CGHeroInstance * hero, int3
if(guardedPresently())
{
if (answer)
cb->startBattleI(hero, this, true);
{
auto layout = BattleLayout::createLayout(cb, configuration.guardsLayout, hero, this);
cb->startBattle(hero, this, visitablePos(), hero, nullptr, layout, nullptr);
}
}
else
{
@ -405,7 +409,7 @@ std::vector<Component> CRewardableObject::getPopupComponentsImpl(PlayerColor pla
if (guardedPresently())
{
if (!VLC->settings()->getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
if (!cb->getSettings().getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
return {};
std::map<CreatureID, int> guardsAmounts;

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@ -219,7 +219,7 @@ void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &resu
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattleI(hero, this);
cb->startBattle(hero, this);
}
void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
@ -352,7 +352,7 @@ void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &
void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattleI(hero, this);
cb->startBattle(hero, this);
}
void CGResource::serializeJsonOptions(JsonSerializeFormat & handler)
@ -919,7 +919,7 @@ void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &
void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
{
if(answer)
cb->startBattleI(hero, this);
cb->startBattle(hero, this);
}
void CGArtifact::afterAddToMap(CMap * map)
@ -999,7 +999,7 @@ void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this);
cb->startBattle(h, this);
return;
}

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@ -156,6 +156,8 @@ struct DLL_LINKAGE Configuration
/// Limiter that will be used to determine that object is visited. Only if visit mode is set to "limiter"
Rewardable::Limiter visitLimiter;
std::string guardsLayout;
/// if true - player can refuse visiting an object (e.g. Tomb)
bool canRefuse = false;
@ -192,8 +194,11 @@ struct DLL_LINKAGE Configuration
h & canRefuse;
h & showScoutedPreview;
h & infoWindowType;
if (h.version >= Handler::Version::BANK_UNIT_PLACEMENT)
if (h.version >= Handler::Version::REWARDABLE_BANKS)
{
h & coastVisitable;
h & guardsLayout;
}
else
coastVisitable = false;
}

View File

@ -394,6 +394,7 @@ void Rewardable::Info::configureObject(Rewardable::Configuration & object, vstd:
object.canRefuse = parameters["canRefuse"].Bool();
object.showScoutedPreview = parameters["showScoutedPreview"].Bool();
object.guardsLayout = parameters["guardsLayout"].String();
object.coastVisitable = parameters["coastVisitable"].Bool();
if(parameters["showInInfobox"].isNull())

View File

@ -4114,17 +4114,12 @@ void CGameHandler::newObject(CGObjectInstance * object, PlayerColor initiator)
sendAndApply(&no);
}
void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, const CGTownInstance *town)
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
{
battles->startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
battles->startBattle(army1, army2, tile, hero1, hero2, layout, town);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank )
void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance *army2 )
{
battles->startBattleI(army1, army2, tile, creatureBank);
}
void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank )
{
battles->startBattleI(army1, army2, creatureBank);
battles->startBattle(army1, army2);
}

View File

@ -149,9 +149,8 @@ public:
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override; //use hero=nullptr for no hero
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
void giveHeroBonus(GiveBonus * bonus) override;
void setMovePoints(SetMovePoints * smp) override;

View File

@ -23,6 +23,7 @@
#include "../../lib/battle/CBattleInfoCallback.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/battle/BattleLayout.h"
#include "../../lib/entities/building/TownFortifications.h"
#include "../../lib/gameState/CGameState.h"
#include "../../lib/mapping/CMap.h"
@ -52,9 +53,8 @@ void BattleProcessor::engageIntoBattle(PlayerColor player)
gameHandler->sendAndApply(&pb);
}
void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town)
void BattleProcessor::restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
{
auto battle = gameHandler->gameState()->getBattle(battleID);
@ -90,12 +90,11 @@ void BattleProcessor::restartBattlePrimary(const BattleID & battleID, const CArm
bc.battleID = battleID;
gameHandler->sendAndApply(&bc);
startBattlePrimary(army1, army2, tile, hero1, hero2, creatureBank, town);
startBattle(army1, army2, tile, hero1, hero2, layout, town);
}
void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
const CGTownInstance *town)
void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile,
const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town)
{
assert(gameHandler->gameState()->getBattle(army1->getOwner()) == nullptr);
assert(gameHandler->gameState()->getBattle(army2->getOwner()) == nullptr);
@ -103,7 +102,7 @@ void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArm
BattleSideArray<const CArmedInstance *> armies{army1, army2};
BattleSideArray<const CGHeroInstance*>heroes{hero1, hero2};
auto battleID = setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
auto battleID = setupBattle(tile, armies, heroes, layout, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
const auto * battle = gameHandler->gameState()->getBattle(battleID);
assert(battle);
@ -144,20 +143,16 @@ void BattleProcessor::startBattlePrimary(const CArmedInstance *army1, const CArm
flowProcessor->onBattleStarted(*battle);
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank)
void BattleProcessor::startBattle(const CArmedInstance *army1, const CArmedInstance *army2)
{
startBattlePrimary(army1, army2, tile,
army1->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? static_cast<const CGHeroInstance*>(army2) : nullptr,
creatureBank);
startBattle(army1, army2, army2->visitablePos(),
army1->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army1) : nullptr,
army2->ID == Obj::HERO ? dynamic_cast<const CGHeroInstance*>(army2) : nullptr,
BattleLayout::createDefaultLayout(gameHandler, army1, army2),
nullptr);
}
void BattleProcessor::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank)
{
startBattleI(army1, army2, army2->visitablePos(), creatureBank);
}
BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town)
BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town)
{
const auto & t = *gameHandler->getTile(tile);
TerrainId terrain = t.terType->getId();
@ -170,7 +165,7 @@ BattleID BattleProcessor::setupBattle(int3 tile, BattleSideArray<const CArmedIns
//send info about battles
BattleStart bs;
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, layout, town);
bs.battleID = gameHandler->gameState()->nextBattleID;
engageIntoBattle(bs.info->getSide(BattleSide::ATTACKER).color);

View File

@ -20,6 +20,7 @@ class BattleAction;
class int3;
class CBattleInfoCallback;
struct BattleResult;
struct BattleLayout;
class BattleID;
VCMI_LIB_NAMESPACE_END
@ -45,7 +46,7 @@ class BattleProcessor : boost::noncopyable
void engageIntoBattle(PlayerColor player);
bool checkBattleStateChanges(const CBattleInfoCallback & battle);
BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance *town);
BattleID setupBattle(int3 tile, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, const BattleLayout & layout, const CGTownInstance *town);
bool makeAutomaticBattleAction(const CBattleInfoCallback & battle, const BattleAction & ba);
@ -56,13 +57,11 @@ public:
~BattleProcessor();
/// Starts battle with specified parameters
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
/// Starts battle between two armies (which can also be heroes) at specified tile
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false);
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
/// Starts battle between two armies (which can also be heroes) at position of 2nd object
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false);
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2);
/// Restart ongoing battle and end previous battle
void restartBattlePrimary(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
void restartBattle(const BattleID & battleID, const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town);
/// Processing of incoming battle action netpack
bool makePlayerBattleAction(const BattleID & battleID, PlayerColor player, const BattleAction & ba);

View File

@ -17,6 +17,7 @@
#include "../../lib/battle/IBattleState.h"
#include "../../lib/battle/SideInBattle.h"
#include "../../lib/battle/BattleLayout.h"
#include "../../lib/CPlayerState.h"
#include "../../lib/mapObjects/CGObjectInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
@ -95,14 +96,14 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
assert(answer);
if(*answer == 1)
{
gh->battles->restartBattlePrimary(
gh->battles->restartBattle(
bi->getBattleID(),
bi->getSideArmy(BattleSide::ATTACKER),
bi->getSideArmy(BattleSide::DEFENDER),
bi->getLocation(),
bi->getSideHero(BattleSide::ATTACKER),
bi->getSideHero(BattleSide::DEFENDER),
bi->isCreatureBank(),
bi->getLayout(),
bi->getDefendedTown()
);
}

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@ -24,6 +24,7 @@
#include "../../lib/TerrainHandler.h"
#include "../../lib/battle/BattleInfo.h"
#include "../../lib/battle/BattleLayout.h"
#include "../../lib/CStack.h"
#include "../../lib/filesystem/ResourcePath.h"
@ -197,10 +198,11 @@ public:
auto terrain = t.terType->getId();
BattleField terType(0);
BattleLayout layout = BattleLayout::createDefaultLayout(gameState->callback, attacker, defender);
//send info about battles
BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, false, nullptr);
BattleInfo * battle = BattleInfo::setupBattle(tile, terrain, terType, armedInstancies, heroes, layout, nullptr);
BattleStart bs;
bs.info = battle;

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@ -79,9 +79,8 @@ public:
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {} //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {} //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {} //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const BattleLayout & layout, const CGTownInstance *town) override {} //use hero=nullptr for no hero
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2) override {}
bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;}
bool swapGarrisonOnSiege(ObjectInstanceID tid) override {return false;}
void giveHeroBonus(GiveBonus * bonus) override {}

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@ -11,6 +11,7 @@
#pragma once
#include "../../lib/battle/IBattleState.h"
#include "../../lib/battle/BattleLayout.h"
#include "../../lib/int3.h"
class BattleStateMock : public IBattleState
@ -37,7 +38,7 @@ public:
MOCK_CONST_METHOD3(getActualDamage, int64_t(const DamageRange &, int32_t, vstd::RNG &));
MOCK_CONST_METHOD0(getBattleID, BattleID());
MOCK_CONST_METHOD0(getLocation, int3());
MOCK_CONST_METHOD0(isCreatureBank, bool());
MOCK_CONST_METHOD0(getLayout, BattleLayout());
MOCK_CONST_METHOD1(getUsedSpells, std::vector<SpellID>(BattleSide));
MOCK_METHOD0(nextRound, void());