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Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat
This commit is contained in:
parent
c55e07dabc
commit
39a2c29c97
@ -12,6 +12,7 @@
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#include <vcmi/events/EventBus.h>
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#include "../../lib/battle/BattleLayout.h"
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#include "../../lib/CStack.h"
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#include "../../lib/ScriptHandler.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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@ -479,10 +480,9 @@ int3 HypotheticBattle::getLocation() const
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return int3(-1, -1, -1);
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}
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bool HypotheticBattle::isCreatureBank() const
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BattleLayout HypotheticBattle::getLayout() const
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{
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// TODO
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return false;
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return subject->getBattle()->getLayout();
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}
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int64_t HypotheticBattle::getTreeVersion() const
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@ -160,7 +160,7 @@ public:
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int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
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std::vector<SpellID> getUsedSpells(BattleSide side) const override;
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int3 getLocation() const override;
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bool isCreatureBank() const override;
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BattleLayout getLayout() const override;
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int64_t getTreeVersion() const;
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@ -193,9 +193,8 @@ public:
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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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
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void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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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
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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
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void startBattle(const CArmedInstance * army1, const CArmedInstance * army2) override {}; //if any of armies is hero, hero will be used
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bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode movementMode, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override {return false;};
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void giveHeroBonus(GiveBonus * bonus) override {};
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void setMovePoints(SetMovePoints * smp) override {};
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@ -1,87 +0,0 @@
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{
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"battle_positions":
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[
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{
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"name" : "attackerLoose", // loose formation, attacker
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"levels": [
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[ 86 ],
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[ 35, 137 ],
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[ 35, 86, 137 ],
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[ 1, 69, 103, 171 ],
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[ 1, 35, 86, 137, 171 ],
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[ 1, 35, 69, 103, 137, 171 ],
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[ 1, 35, 69, 86, 103, 137, 171 ]
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]
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},
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{
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"name" : "defenderLoose", // loose formation, defender
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"levels": [
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[ 100 ],
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[ 49, 151 ],
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[ 49, 100, 151 ],
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[ 15, 83, 117, 185 ],
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[ 15, 49, 100, 151, 185 ],
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[ 15, 49, 83, 117, 151, 185 ],
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[ 15, 49, 83, 100, 117, 151, 185 ]
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]
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},
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{
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"name" : "attackerTight", // tight formation, attacker
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"levels": [
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[ 86 ],
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[ 69, 103 ],
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[ 69, 86, 103 ],
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[ 35, 69, 103, 137 ],
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[ 35, 69, 86, 103, 137 ],
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[ 1, 35, 69, 103, 137, 171 ],
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[ 1, 35, 69, 86, 103, 137, 171 ]
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]
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},
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{
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"name" : "defenderTight", // tight formation, defender
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"levels": [
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[ 100 ],
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[ 83, 117 ],
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[ 83, 100, 117 ],
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[ 49, 83, 117, 151 ],
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[ 49, 83, 100, 117, 151 ],
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[ 15, 49, 83, 117, 151, 185 ],
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[ 15, 49, 83, 100, 117, 151, 185 ]
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]
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},
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{
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"name" : "attackerCreBank", // creature bank, attacker
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"levels": [
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[ 57 ],
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[ 57, 61 ],
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[ 57, 61, 90 ],
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[ 57, 61, 90, 93 ],
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[ 57, 61, 90, 93, 96 ],
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[ 57, 61, 90, 93, 96, 125 ],
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[ 57, 61, 90, 93, 96, 125, 129 ]
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]
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},
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{
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"name" : "defenderCreBank", // creature bank, defender
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"levels": [
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[ 15 ],
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[ 15, 185 ],
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[ 15, 185, 172 ],
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[ 15, 185, 172, 2 ],
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[ 15, 185, 172, 2, 100 ],
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[ 15, 185, 172, 2, 100, 86 ],
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[ 15, 185, 172, 2, 100, 86, 8 ]
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]
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}
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],
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"commanderPositions":
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{
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"field" : [88, 98], //attacker/defender
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"creBank" : [95, 8] //not expecting defendig hero at bank, but hell knows
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}
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}
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@ -342,8 +342,77 @@
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// limit of damage reduction that can be achieved by overpowering defense points
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"defensePointDamageFactorCap": 0.7,
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// If set to true, double-wide creatures will trigger obstacle effect when moving one tile forward or backwards
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"oneHexTriggersObstacles": false
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},
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"oneHexTriggersObstacles": false,
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// Positions of units on start of the combat
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// If battle does not defines specific configuration, 'default' configuration will be used
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// Configuration must define either 'attackerUnits' list of 7 elements or both 'attackerUnitsLoose' and 'attackerUnitsTight' lists of 7 elements, 1..7 elements each
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// Similarly, for defender configuration must have either 'defenderUnits' or both 'defenderUnitsLoose' and 'defenderUnitsTight'
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"layouts" : {
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"default" : {
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"tacticsAllowed" : true,
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"obstaclesAllowed" : true,
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"attackerCommander" : 88,
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"defenderCommander" : 98,
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"attackerWarMachines" : [ 52, 18, 154, 120 ],
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"defenderWarMachines" : [ 66, 32, 168, 134 ],
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"attackerUnitsLoose": [
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[ 86 ],
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[ 35, 137 ],
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[ 35, 86, 137 ],
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[ 1, 69, 103, 171 ],
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[ 1, 35, 86, 137, 171 ],
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[ 1, 35, 69, 103, 137, 171 ],
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[ 1, 35, 69, 86, 103, 137, 171 ]
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],
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"defenderUnitsLoose": [
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[ 100 ],
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[ 49, 151 ],
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[ 49, 100, 151 ],
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[ 15, 83, 117, 185 ],
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[ 15, 49, 100, 151, 185 ],
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[ 15, 49, 83, 117, 151, 185 ],
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[ 15, 49, 83, 100, 117, 151, 185 ]
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],
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"attackerUnitsTight": [
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[ 86 ],
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[ 69, 103 ],
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[ 69, 86, 103 ],
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[ 35, 69, 103, 137 ],
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[ 35, 69, 86, 103, 137 ],
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[ 1, 35, 69, 103, 137, 171 ],
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[ 1, 35, 69, 86, 103, 137, 171 ]
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],
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"defenderUnitsTight": [
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[ 100 ],
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[ 83, 117 ],
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[ 83, 100, 117 ],
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[ 49, 83, 117, 151 ],
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[ 49, 83, 100, 117, 151 ],
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[ 15, 49, 83, 117, 151, 185 ],
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[ 15, 49, 83, 100, 117, 151, 185 ]
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]
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},
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// Configuration for creature banks with single-tile enemies
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"creatureBankNarrow" : {
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"tacticsAllowed" : false,
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"obstaclesAllowed" : false,
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"attackerCommander" : 95,
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"defenderCommander" : 8,
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"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
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"defenderUnits": [ 15, 185, 172, 2, 100, 87, 8 ]
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},
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// Configuration for creature banks with double-wide enemies
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"creatureBankWide" : {
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"tacticsAllowed" : false,
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"obstaclesAllowed" : false,
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"attackerCommander" : 95,
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"defenderCommander" : 8,
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"attackerUnits": [ 57, 61, 90, 93, 96, 125, 129 ],
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"defenderUnits": [ 15, 185, 171, 1, 100, 86, 8 ]
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}
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}
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},
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"creatures":
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{
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@ -25,6 +25,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"message" : 34,
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@ -125,6 +126,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"message" : 34,
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@ -207,6 +209,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankWide",
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"rewards" : [
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{
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"message" : 34,
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@ -273,6 +276,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"message" : 34,
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@ -354,6 +358,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankWide",
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"rewards" : [
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{
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"message" : 34,
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@ -436,6 +441,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankWide",
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"rewards" : [
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{
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"message" : 34,
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@ -518,6 +524,7 @@
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"onVisitedMessage" : 33,
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"visitMode" : "once",
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"selectMode" : "selectFirst",
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"message" : 34,
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@ -600,6 +607,7 @@
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"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 99 } ]
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}
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],
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"message" : 124,
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@ -695,6 +703,7 @@
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"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE", "description" : 101 } ]
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}
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],
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"guardsLayout" : "creatureBankWide",
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"rewards" : [
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{
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"message" : 43,
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@ -789,6 +798,7 @@
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"bonuses" : [ { "type" : "MORALE", "val" : -1, "duration" : "ONE_BATTLE" } ]
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}
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],
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"guardsLayout" : "creatureBankNarrow",
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"rewards" : [
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{
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"appearChance" : { "min" : 0, "max" : 30 },
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@ -878,6 +888,7 @@
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"selectMode" : "selectFirst",
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"onGuardedMessage" : 47,
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"onVisitedMessage" : 33,
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"guardsLayout" : "creatureBankWide",
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"rewards" : [
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{
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"message" : 34,
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@ -991,6 +1002,7 @@
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"bonuses" : [ { "type" : "LUCK", "val" : -2, "duration" : "ONE_BATTLE", "description" : 70 } ]
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}
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],
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"guardsLayout" : "default",
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"rewards" : [
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{
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"message" : 106,
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@ -302,6 +302,10 @@
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"type" : "string"
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},
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"guardsLayout": {
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"type" : "string"
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},
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"visitLimiter": { "$ref" : "#/definitions/limiter" },
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"selectMode": {
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@ -48,6 +48,7 @@ set(lib_MAIN_SRCS
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battle/BattleAttackInfo.cpp
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battle/BattleHex.cpp
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battle/BattleInfo.cpp
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battle/BattleLayout.cpp
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battle/BattleProxy.cpp
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battle/BattleStateInfoForRetreat.cpp
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battle/CBattleInfoCallback.cpp
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@ -404,6 +405,7 @@ set(lib_MAIN_HEADERS
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battle/BattleAttackInfo.h
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battle/BattleHex.h
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battle/BattleInfo.h
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battle/BattleLayout.h
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battle/BattleSide.h
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battle/BattleStateInfoForRetreat.h
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battle/BattleProxy.h
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@ -47,6 +47,7 @@ const std::vector<GameSettings::SettingOption> GameSettings::settingProperties =
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{EGameSettings::COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP, "combat", "defensePointDamageFactorCap" },
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{EGameSettings::COMBAT_GOOD_LUCK_DICE, "combat", "goodLuckDice" },
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{EGameSettings::COMBAT_GOOD_MORALE_DICE, "combat", "goodMoraleDice" },
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{EGameSettings::COMBAT_LAYOUTS, "combat", "layouts" },
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{EGameSettings::COMBAT_ONE_HEX_TRIGGERS_OBSTACLES, "combat", "oneHexTriggersObstacles" },
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{EGameSettings::CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH, "creatures", "allowAllForDoubleMonth" },
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{EGameSettings::CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS, "creatures", "allowRandomSpecialWeeks" },
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@ -28,6 +28,7 @@ struct TeleportDialog;
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struct StackLocation;
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struct ArtifactLocation;
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struct BankConfig;
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struct BattleLayout;
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class CCreatureSet;
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class CStackBasicDescriptor;
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class CGCreature;
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@ -128,9 +129,8 @@ public:
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virtual void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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virtual void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero)=0;
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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
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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
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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
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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
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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
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virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode moveMove, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL)=0;
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virtual bool swapGarrisonOnSiege(ObjectInstanceID tid)=0;
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virtual void giveHeroBonus(GiveBonus * bonus)=0;
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@ -25,6 +25,7 @@ enum class EGameSettings
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COMBAT_DEFENSE_POINT_DAMAGE_FACTOR_CAP,
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COMBAT_GOOD_LUCK_DICE,
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COMBAT_GOOD_MORALE_DICE,
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COMBAT_LAYOUTS,
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CREATURES_ALLOW_ALL_FOR_DOUBLE_MONTH,
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CREATURES_ALLOW_RANDOM_SPECIAL_WEEKS,
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CREATURES_DAILY_STACK_EXPERIENCE,
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@ -9,6 +9,8 @@
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*/
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#include "StdInc.h"
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#include "BattleInfo.h"
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#include "BattleLayout.h"
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#include "CObstacleInstance.h"
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#include "bonuses/Limiters.h"
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#include "bonuses/Updaters.h"
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@ -74,22 +76,6 @@ void BattleInfo::localInit()
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exportBonuses();
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}
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namespace CGH
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{
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static void readBattlePositions(const JsonNode &node, std::vector< std::vector<int> > & dest)
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{
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for(const JsonNode &level : node.Vector())
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{
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std::vector<int> pom;
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for(const JsonNode &value : level.Vector())
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{
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pom.push_back(static_cast<int>(value.Float()));
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}
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dest.push_back(pom);
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}
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}
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}
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//RNG that works like H3 one
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struct RandGen
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@ -173,22 +159,20 @@ struct RangeGenerator
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std::function<int()> myRand;
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};
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BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town)
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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)
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{
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CMP_stack cmpst;
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auto * curB = new BattleInfo();
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auto * curB = new BattleInfo(layout);
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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;
|
||||
|
@ -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;
|
||||
|
||||
|
81
lib/battle/BattleLayout.cpp
Normal file
81
lib/battle/BattleLayout.cpp
Normal file
@ -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
39
lib/battle/BattleLayout.h
Normal 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
|
@ -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
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -465,7 +465,7 @@ void CGCreature::fight( const CGHeroInstance *h ) const
|
||||
}
|
||||
}
|
||||
|
||||
cb->startBattleI(h, this);
|
||||
cb->startBattle(h, this);
|
||||
|
||||
}
|
||||
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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)
|
||||
|
@ -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
|
||||
{
|
||||
|
@ -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
|
||||
{
|
||||
|
@ -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;
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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())
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
|
@ -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()
|
||||
);
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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 {}
|
||||
|
@ -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());
|
||||
|
Loading…
Reference in New Issue
Block a user