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Client-side support for multiple battles
This commit is contained in:
parent
036df2e0ad
commit
41210c1dbf
@ -27,7 +27,7 @@ void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_p
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cb = CB;
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env = ENV;
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human=false;
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playerID = *cb->getMyColor();
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playerID = *cb->getPlayerID();
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}
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void CEmptyAI::yourTurn(QueryID queryID)
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@ -536,7 +536,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
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cbc = CB;
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NET_EVENT_HANDLER;
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playerID = *myCb->getMyColor();
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playerID = *myCb->getPlayerID();
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myCb->waitTillRealize = true;
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myCb->unlockGsWhenWaiting = true;
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@ -226,12 +226,12 @@ void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, Que
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// print("battleResultsApplied called");
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// }
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void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
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void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
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{
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print("battleNewRoundFirst called");
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}
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void CStupidAI::battleNewRound(const BattleID & battleID, int round)
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void CStupidAI::battleNewRound(const BattleID & battleID)
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{
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print("battleNewRound called");
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}
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@ -41,8 +41,8 @@ public:
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void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(const BattleID & battleID, int round) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(const BattleID & battleID, int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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@ -600,7 +600,7 @@ void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<C
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ah->init(CB.get());
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NET_EVENT_HANDLER; //sets ah->rm->cb
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playerID = *myCb->getMyColor();
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playerID = *myCb->getPlayerID();
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myCb->waitTillRealize = true;
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myCb->unlockGsWhenWaiting = true;
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@ -203,7 +203,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
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return true;
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}
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void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
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void CBattleCallback::battleMakeSpellAction(const BattleID & battleID, const BattleAction & action)
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{
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assert(action.actionType == EActionType::HERO_SPELL);
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MakeAction mca(action);
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@ -212,7 +212,7 @@ void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
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int CBattleCallback::sendRequest(const CPackForServer * request)
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{
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int requestID = cl->sendRequest(request, *player);
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int requestID = cl->sendRequest(request, *getPlayerID());
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if(waitTillRealize)
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{
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logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
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@ -226,8 +226,7 @@ int CBattleCallback::sendRequest(const CPackForServer * request)
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void CCallback::swapGarrisonHero( const CGTownInstance *town )
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{
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if(town->tempOwner == *player
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|| (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
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if(town->tempOwner == *player || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
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{
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GarrisonHeroSwap pack(town->id);
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sendRequest(&pack);
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@ -236,7 +235,7 @@ void CCallback::swapGarrisonHero( const CGTownInstance *town )
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void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
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{
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if(hero->tempOwner != player) return;
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if(hero->tempOwner != *player) return;
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BuyArtifact pack(hero->id,aid);
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sendRequest(&pack);
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@ -297,8 +296,8 @@ void CCallback::buildBoat( const IShipyard *obj )
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sendRequest(&bb);
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}
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CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C):
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CBattleCallback(Player, C)
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CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C)
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: CBattleCallback(Player, C)
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{
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gs = GS;
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@ -306,10 +305,7 @@ CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient
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unlockGsWhenWaiting = false;
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}
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CCallback::~CCallback()
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{
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//trivial, but required. Don`t remove.
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}
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CCallback::~CCallback() = default;
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bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
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{
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@ -322,6 +318,11 @@ std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance *
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return cl->getPathsInfo(h);
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}
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std::optional<PlayerColor> CCallback::getPlayerID() const
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{
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return CBattleCallback::getPlayerID();
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}
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int3 CCallback::getGuardingCreaturePosition(int3 tile)
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{
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if (!gs->map->isInTheMap(tile))
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@ -371,23 +372,23 @@ scripting::Pool * CBattleCallback::getContextPool() const
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}
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#endif
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CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
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CBattleCallback::CBattleCallback(std::optional<PlayerColor> player, CClient * C):
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cl(C),
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player(player)
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{
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player = Player;
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cl = C;
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}
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void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
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void CBattleCallback::battleMakeUnitAction(const BattleID & battleID, const BattleAction & action)
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{
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assert(!cl->gs->curB->tacticDistance);
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assert(!cl->gs->getBattle(battleID)->tacticDistance);
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MakeAction ma;
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ma.ba = action;
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sendRequest(&ma);
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}
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void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
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void CBattleCallback::battleMakeTacticAction(const BattleID & battleID, const BattleAction & action )
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{
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assert(cl->gs->curB->tacticDistance);
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assert(cl->gs->getBattle(battleID)->tacticDistance);
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MakeAction ma;
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ma.ba = action;
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sendRequest(&ma);
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@ -395,5 +396,25 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
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std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
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{
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return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID< battleState);
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return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState);
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}
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std::shared_ptr<CPlayerBattleCallback> CBattleCallback::getBattle(const BattleID & battleID)
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{
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return activeBattles.at(battleID);
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}
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std::optional<PlayerColor> CBattleCallback::getPlayerID() const
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{
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return player;
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}
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void CBattleCallback::onBattleStarted(const IBattleInfo * info)
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{
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activeBattles[info->getBattleID()] = std::make_shared<CPlayerBattleCallback>(info, *getPlayerID());
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}
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void CBattleCallback::onBattleEnded(const BattleID & battleID)
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{
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activeBattles.erase(battleID);
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}
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16
CCallback.h
16
CCallback.h
@ -59,6 +59,7 @@ public:
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virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
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virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
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virtual std::optional<PlayerColor> getPlayerID() const = 0;
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};
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class IGameActionCallback
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@ -114,20 +115,23 @@ class CBattleCallback : public IBattleCallback
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{
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std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
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std::optional<PlayerColor> player;
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protected:
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int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
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CClient *cl;
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public:
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CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
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CBattleCallback(std::optional<PlayerColor> player, CClient * C);
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void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
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void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
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void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
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std::optional<PlayerColor> getPlayerID() const override;
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void onBattleStarted(const BattleID & battleID);
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void onBattleStarted(const IBattleInfo * info);
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void onBattleEnded(const BattleID & battleID);
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#if SCRIPTING_ENABLED
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@ -145,9 +149,11 @@ public:
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virtual ~CCallback();
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//client-specific functionalities (pathfinding)
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virtual bool canMoveBetween(const int3 &a, const int3 &b);
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virtual int3 getGuardingCreaturePosition(int3 tile);
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virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
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bool canMoveBetween(const int3 &a, const int3 &b);
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int3 getGuardingCreaturePosition(int3 tile);
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std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
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std::optional<PlayerColor> getPlayerID() const override;
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//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
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void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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@ -658,7 +658,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
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}
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}
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void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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{
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// when battle starts, game will send battleStart pack *before* movement confirmation
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// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
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@ -670,7 +670,7 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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waitForAllDialogs();
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}
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
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void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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@ -685,7 +685,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
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autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
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autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
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autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
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isAutoFightOn = true;
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cb->registerBattleInterface(autofightingAI);
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}
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@ -697,7 +697,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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BATTLE_EVENT_POSSIBLE_RETURN;
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}
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void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
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void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -708,7 +708,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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{
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case UnitChanges::EOperation::RESET_STATE:
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{
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const CStack * stack = cb->battleGetStackByID(info.id );
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const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
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if(!stack)
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{
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@ -723,7 +723,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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break;
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case UnitChanges::EOperation::ADD:
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{
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const CStack * unit = cb->battleGetStackByID(info.id);
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const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
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if(!unit)
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{
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logGlobal->error("Invalid unit ID %d", info.id);
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@ -739,7 +739,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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}
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}
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void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
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void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -751,7 +751,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
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{
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if(change.operation == BattleChanges::EOperation::ADD)
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{
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auto instance = cb->battleGetObstacleByID(change.id);
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auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
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if(instance)
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newObstacles.push_back(instance);
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else
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@ -770,7 +770,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
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battleInt->fieldController->redrawBackgroundWithHexes();
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}
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void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
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void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -778,15 +778,15 @@ void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
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battleInt->stackIsCatapulting(ca);
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}
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void CPlayerInterface::battleNewRound(int round) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void CPlayerInterface::battleNewRound(const BattleID & battleID) //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->newRound(round);
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battleInt->newRound();
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}
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void CPlayerInterface::actionStarted(const BattleAction &action)
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void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -794,7 +794,7 @@ void CPlayerInterface::actionStarted(const BattleAction &action)
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battleInt->startAction(action);
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}
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void CPlayerInterface::actionFinished(const BattleAction &action)
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void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@ -802,17 +802,17 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
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battleInt->endAction(action);
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}
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void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
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void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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logGlobal->trace("Awaiting command for %s", stack->nodeName());
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assert(!cb->battleIsFinished());
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if (cb->battleIsFinished())
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assert(!cb->getBattle(battleID)->battleIsFinished());
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if (cb->getBattle(battleID)->battleIsFinished())
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{
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logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
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return ;
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}
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@ -823,7 +823,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
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//FIXME: we want client rendering to proceed while AI is making actions
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// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
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auto unlockPim = vstd::makeUnlockGuard(*pim);
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autofightingAI->activeStack(stack);
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autofightingAI->activeStack(battleID, stack);
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return;
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}
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@ -835,7 +835,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
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if(!battleInt)
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{
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// probably battle is finished already
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cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
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cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
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}
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{
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@ -845,7 +845,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
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}
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}
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void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
|
||||
void CPlayerInterface::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
if(isAutoFightOn || autofightingAI)
|
||||
@ -880,7 +880,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
|
||||
battleInt->battleFinished(*br, queryID);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
|
||||
void CPlayerInterface::battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -888,28 +888,28 @@ void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
|
||||
battleInt->displayBattleLog(lines);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||
void CPlayerInterface::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
battleInt->stackMoved(stack, dest, distance, teleport);
|
||||
}
|
||||
void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
|
||||
void CPlayerInterface::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
battleInt->spellCast(sc);
|
||||
}
|
||||
void CPlayerInterface::battleStacksEffectsSet( const SetStackEffect & sse )
|
||||
void CPlayerInterface::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
battleInt->battleStacksEffectsSet(sse);
|
||||
}
|
||||
void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
|
||||
void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -923,7 +923,7 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
|
||||
battleInt->windowObject->heroManaPointsChanged(manaDrainedHero);
|
||||
}
|
||||
}
|
||||
void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||
void CPlayerInterface::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -931,8 +931,8 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
|
||||
std::vector<StackAttackedInfo> arg;
|
||||
for(auto & elem : bsa)
|
||||
{
|
||||
const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
|
||||
const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
|
||||
const CStack * defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked, false);
|
||||
const CStack * attacker = cb->getBattle(battleID)->battleGetStackByID(elem.attackerID, false);
|
||||
|
||||
assert(defender);
|
||||
|
||||
@ -955,13 +955,13 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
|
||||
}
|
||||
battleInt->stacksAreAttacked(arg);
|
||||
}
|
||||
void CPlayerInterface::battleAttack(const BattleAttack * ba)
|
||||
void CPlayerInterface::battleAttack(const BattleID & battleID, const BattleAttack * ba)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
StackAttackInfo info;
|
||||
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
|
||||
info.attacker = cb->getBattle(battleID)->battleGetStackByID(ba->stackAttacking);
|
||||
info.defender = nullptr;
|
||||
info.indirectAttack = ba->shot();
|
||||
info.lucky = ba->lucky();
|
||||
@ -979,11 +979,11 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
|
||||
if(!elem.isSecondary())
|
||||
{
|
||||
assert(info.defender == nullptr);
|
||||
info.defender = cb->battleGetStackByID(elem.stackAttacked);
|
||||
info.defender = cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked);
|
||||
}
|
||||
else
|
||||
{
|
||||
info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
|
||||
info.secondaryDefender.push_back(cb->getBattle(battleID)->battleGetStackByID(elem.stackAttacked));
|
||||
}
|
||||
}
|
||||
assert(info.defender != nullptr);
|
||||
@ -992,7 +992,7 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
|
||||
battleInt->stackAttacking(info);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
||||
void CPlayerInterface::battleGateStateChanged(const BattleID & battleID, const EGateState state)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
@ -1705,12 +1705,12 @@ void CPlayerInterface::tryDigging(const CGHeroInstance * h)
|
||||
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleNewRoundFirst( int round )
|
||||
void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
battleInt->newRoundFirst(round);
|
||||
battleInt->newRoundFirst();
|
||||
}
|
||||
|
||||
void CPlayerInterface::stopMovement()
|
||||
|
@ -152,25 +152,25 @@ protected: // Call-ins from server, should not be called directly, but only via
|
||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||
|
||||
//for battles
|
||||
void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
|
||||
void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
|
||||
void activeStack(const CStack * stack) override; //called when it's turn of that stack
|
||||
void battleAttack(const BattleAttack *ba) override; //stack performs attack
|
||||
void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
|
||||
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
|
||||
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleLogMessage(const std::vector<MetaString> & lines) override;
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
|
||||
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
|
||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
void battleGateStateChanged(const EGateState state) override;
|
||||
void actionFinished(const BattleID & battleID, const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
|
||||
void actionStarted(const BattleID & battleID, const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
|
||||
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
|
||||
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //stack performs attack
|
||||
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override; //end of battle
|
||||
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
|
||||
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines) override;
|
||||
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override; //called when a specific effect is set to stacks
|
||||
void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte) override; //various one-shot effect
|
||||
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
|
||||
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
|
||||
void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
|
||||
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
void battleGateStateChanged(const BattleID & battleID, const EGateState state) override;
|
||||
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||
|
||||
|
@ -122,9 +122,9 @@ events::EventBus * CPlayerEnvironment::eventBus() const
|
||||
return cl->eventBus();//always get actual value
|
||||
}
|
||||
|
||||
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle() const
|
||||
const CPlayerEnvironment::BattleCb * CPlayerEnvironment::battle(const BattleID & battleID) const
|
||||
{
|
||||
return mainCallback.get();
|
||||
return mainCallback->getBattle(battleID).get();
|
||||
}
|
||||
|
||||
const CPlayerEnvironment::GameCb * CPlayerEnvironment::game() const
|
||||
@ -153,9 +153,9 @@ const Services * CClient::services() const
|
||||
return VLC; //todo: this should be CGI
|
||||
}
|
||||
|
||||
const CClient::BattleCb * CClient::battle() const
|
||||
const CClient::BattleCb * CClient::battle(const BattleID & battleID) const
|
||||
{
|
||||
return this;
|
||||
return nullptr; //todo?
|
||||
}
|
||||
|
||||
const CClient::GameCb * CClient::game() const
|
||||
@ -345,7 +345,7 @@ void CClient::serialize(BinaryDeserializer & h, const int version)
|
||||
|
||||
void CClient::save(const std::string & fname)
|
||||
{
|
||||
if(gs->curB)
|
||||
if(!gs->currentBattles.empty())
|
||||
{
|
||||
logNetwork->error("Game cannot be saved during battle!");
|
||||
return;
|
||||
@ -565,14 +565,12 @@ int CClient::sendRequest(const CPackForServer * request, PlayerColor player)
|
||||
|
||||
void CClient::battleStarted(const BattleInfo * info)
|
||||
{
|
||||
setBattle(info);
|
||||
|
||||
for(auto & battleCb : battleCallbacks)
|
||||
{
|
||||
if(vstd::contains_if(info->sides, [&](const SideInBattle& side) {return side.color == battleCb.first; })
|
||||
|| !battleCb.first.isValidPlayer())
|
||||
{
|
||||
battleCb.second->setBattle(info);
|
||||
battleCb.second->onBattleStarted(info);
|
||||
}
|
||||
}
|
||||
|
||||
@ -583,7 +581,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
auto callBattleStart = [&](PlayerColor color, ui8 side)
|
||||
{
|
||||
if(vstd::contains(battleints, color))
|
||||
battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
|
||||
battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
|
||||
};
|
||||
|
||||
callBattleStart(leftSide.color, 0);
|
||||
@ -601,11 +599,11 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
//Remove player interfaces for auto battle (quickCombat option)
|
||||
if(att && att->isAutoFightOn)
|
||||
{
|
||||
if (att->cb->battleGetTacticDist())
|
||||
if (att->cb->getBattle(info->battleID)->battleGetTacticDist())
|
||||
{
|
||||
auto side = att->cb->playerToSide(att->playerID);
|
||||
auto side = att->cb->getBattle(info->battleID)->playerToSide(att->playerID);
|
||||
auto action = BattleAction::makeEndOFTacticPhase(*side);
|
||||
att->cb->battleMakeTacticAction(action);
|
||||
att->cb->battleMakeTacticAction(info->battleID, action);
|
||||
}
|
||||
|
||||
att.reset();
|
||||
@ -623,7 +621,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
{
|
||||
//TODO: This certainly need improvement
|
||||
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
|
||||
spectratorInt->cb->setBattle(info);
|
||||
spectratorInt->cb->onBattleStarted(info);
|
||||
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
|
||||
CPlayerInterface::battleInt = std::make_shared<BattleInterface>(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero, att, def, spectratorInt);
|
||||
}
|
||||
@ -638,20 +636,17 @@ void CClient::battleStarted(const BattleInfo * info)
|
||||
}
|
||||
}
|
||||
|
||||
void CClient::battleFinished()
|
||||
void CClient::battleFinished(const BattleID & battleID)
|
||||
{
|
||||
for(auto & side : gs->curB->sides)
|
||||
for(auto & side : gs->getBattle(battleID)->sides)
|
||||
if(battleCallbacks.count(side.color))
|
||||
battleCallbacks[side.color]->setBattle(nullptr);
|
||||
battleCallbacks[side.color]->onBattleEnded(battleID);
|
||||
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
|
||||
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
|
||||
|
||||
setBattle(nullptr);
|
||||
gs->curB.dellNull();
|
||||
battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);
|
||||
}
|
||||
|
||||
void CClient::startPlayerBattleAction(PlayerColor color)
|
||||
void CClient::startPlayerBattleAction(const BattleID & battleID, PlayerColor color)
|
||||
{
|
||||
assert(vstd::contains(battleints, color));
|
||||
|
||||
@ -661,7 +656,7 @@ void CClient::startPlayerBattleAction(PlayerColor color)
|
||||
auto unlock = vstd::makeUnlockGuardIf(*CPlayerInterface::pim, !battleints[color]->human);
|
||||
|
||||
assert(vstd::contains(battleints, color));
|
||||
battleints[color]->activeStack(gs->curB->battleGetStackByID(gs->curB->activeStack, false));
|
||||
battleints[color]->activeStack(battleID, gs->getBattle(battleID)->battleGetStackByID(gs->getBattle(battleID)->activeStack, false));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -24,6 +24,7 @@ class CGameInterface;
|
||||
class BinaryDeserializer;
|
||||
class BinarySerializer;
|
||||
class BattleAction;
|
||||
class BattleInfo;
|
||||
|
||||
template<typename T> class CApplier;
|
||||
|
||||
@ -150,8 +151,8 @@ public:
|
||||
int sendRequest(const CPackForServer * request, PlayerColor player); //returns ID given to that request
|
||||
|
||||
void battleStarted(const BattleInfo * info);
|
||||
void battleFinished();
|
||||
void startPlayerBattleAction(PlayerColor color);
|
||||
void battleFinished(const BattleID & battleID);
|
||||
void startPlayerBattleAction(const BattleID & battleID, PlayerColor color);
|
||||
|
||||
void invalidatePaths();
|
||||
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
|
||||
|
@ -95,18 +95,18 @@ void callAllInterfaces(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
|
||||
//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
|
||||
template<typename T, typename ... Args, typename ... Args2>
|
||||
void callBattleInterfaceIfPresentForBothSides(CClient & cl, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & battleID, void (T::*ptr)(Args...), Args2 && ...args)
|
||||
{
|
||||
assert(cl.gameState()->curB);
|
||||
assert(cl.gameState()->getBattle(battleID));
|
||||
|
||||
if (!cl.gameState()->curB)
|
||||
if (!cl.gameState()->getBattle(battleID))
|
||||
{
|
||||
logGlobal->error("Attempt to call battle interface without ongoing battle!");
|
||||
return;
|
||||
}
|
||||
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[0].color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->curB->sides[1].color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[0].color, ptr, std::forward<Args2>(args)...);
|
||||
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->sides[1].color, ptr, std::forward<Args2>(args)...);
|
||||
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool() && LOCPLINT->battleInt)
|
||||
{
|
||||
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
|
||||
@ -714,11 +714,11 @@ void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleStart(BattleStart & pack)
|
||||
{
|
||||
// Cannot use the usual code because curB is not set yet
|
||||
callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
callOnlyThatBattleInterface(cl, pack.info->sides[0].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
|
||||
callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
callOnlyThatBattleInterface(cl, pack.info->sides[1].color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
|
||||
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->sides[0].armyObject, pack.info->sides[1].armyObject,
|
||||
pack.info->tile, pack.info->sides[0].hero, pack.info->sides[1].hero);
|
||||
}
|
||||
|
||||
@ -729,12 +729,12 @@ void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack)
|
||||
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRoundFirst, pack.round);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRoundFirst, pack.battleID);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleNextRound(BattleNextRound & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleNewRound, pack.round);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleNewRound, pack.battleID);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack & pack)
|
||||
@ -742,56 +742,56 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
|
||||
if(!pack.askPlayerInterface)
|
||||
return;
|
||||
|
||||
const CStack *activated = gs.curB->battleGetStackByID(pack.stack);
|
||||
const CStack *activated = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
|
||||
PlayerColor playerToCall; //pack.player that will move activated stack
|
||||
if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
|
||||
{
|
||||
playerToCall = (gs.curB->sides[0].color == activated->unitOwner()
|
||||
? gs.curB->sides[1].color
|
||||
: gs.curB->sides[0].color);
|
||||
playerToCall = (gs.getBattle(pack.battleID)->sides[0].color == activated->unitOwner()
|
||||
? gs.getBattle(pack.battleID)->sides[1].color
|
||||
: gs.getBattle(pack.battleID)->sides[0].color);
|
||||
}
|
||||
else
|
||||
{
|
||||
playerToCall = activated->unitOwner();
|
||||
}
|
||||
|
||||
cl.startPlayerBattleAction(playerToCall);
|
||||
cl.startPlayerBattleAction(pack.battleID, playerToCall);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleLogMessage(BattleLogMessage & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, pack.lines);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleLogMessage, pack.battleID, pack.lines);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleTriggerEffect(BattleTriggerEffect & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, pack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleTriggerEffect, pack.battleID, pack);
|
||||
}
|
||||
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGateState & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleGateStateChanged, pack.state);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleGateStateChanged, pack.battleID, pack.state);
|
||||
}
|
||||
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, pack.queryID);
|
||||
cl.battleFinished();
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleEnd, pack.battleID, &pack, pack.queryID);
|
||||
cl.battleFinished(pack.battleID);
|
||||
}
|
||||
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleStackMoved(BattleStackMoved & pack)
|
||||
{
|
||||
const CStack * movedStack = gs.curB->battleGetStackByID(pack.stack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStackMoved, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
|
||||
const CStack * movedStack = gs.getBattle(pack.battleID)->battleGetStackByID(pack.stack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStackMoved, pack.battleID, movedStack, pack.tilesToMove, pack.distance, pack.teleporting);
|
||||
}
|
||||
|
||||
void ApplyFirstClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleAttack, &pack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleAttack, pack.battleID, &pack);
|
||||
|
||||
// battleStacksAttacked should be excuted before BattleAttack.applyGs() to play animation before damaging unit
|
||||
// so this has to be here instead of ApplyClientNetPackVisitor::visitBattleAttack()
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.bsa, pack.shot());
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.bsa, pack.shot());
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
|
||||
@ -801,23 +801,23 @@ void ApplyClientNetPackVisitor::visitBattleAttack(BattleAttack & pack)
|
||||
void ApplyFirstClientNetPackVisitor::visitStartAction(StartAction & pack)
|
||||
{
|
||||
cl.currentBattleAction = std::make_unique<BattleAction>(pack.ba);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionStarted, pack.ba);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionStarted, pack.battleID, pack.ba);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleSpellCast(BattleSpellCast & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleSpellCast, &pack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleSpellCast, pack.battleID, &pack);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitSetStackEffect(SetStackEffect & pack)
|
||||
{
|
||||
//informing about effects
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksEffectsSet, pack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksEffectsSet, pack.battleID, pack);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitStacksInjured(StacksInjured & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, pack.stacks, false);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleStacksAttacked, pack.battleID, pack.stacks, false);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied & pack)
|
||||
@ -829,24 +829,24 @@ void ApplyClientNetPackVisitor::visitBattleResultsApplied(BattleResultsApplied &
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleUnitsChanged(BattleUnitsChanged & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, pack.changedStacks);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleUnitsChanged, pack.battleID, pack.changedStacks);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitBattleObstaclesChanged(BattleObstaclesChanged & pack)
|
||||
{
|
||||
//inform interfaces about removed obstacles
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleObstaclesChanged, pack.changes);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleObstaclesChanged, pack.battleID, pack.changes);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitCatapultAttack(CatapultAttack & pack)
|
||||
{
|
||||
//inform interfaces about catapult attack
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleCatapultAttacked, pack);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::battleCatapultAttacked, pack.battleID, pack);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitEndAction(EndAction & pack)
|
||||
{
|
||||
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::actionFinished, *cl.currentBattleAction);
|
||||
callBattleInterfaceIfPresentForBothSides(cl, pack.battleID, &IBattleEventsReceiver::actionFinished, pack.battleID, *cl.currentBattleAction);
|
||||
cl.currentBattleAction.reset();
|
||||
}
|
||||
|
||||
|
@ -171,7 +171,7 @@ void BattleActionsController::enterCreatureCastingMode()
|
||||
spells::Target target;
|
||||
target.emplace_back();
|
||||
|
||||
spells::BattleCast cast(owner.curInt->cb.get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
|
||||
spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
|
||||
|
||||
auto m = spell->battleMechanics(&cast);
|
||||
spells::detail::ProblemImpl ignored;
|
||||
@ -207,7 +207,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
|
||||
data.creatureSpellsToCast.push_back(spell->id);
|
||||
|
||||
data.tacticsMode = owner.tacticsMode;
|
||||
auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
|
||||
auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
|
||||
|
||||
allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
|
||||
allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
|
||||
@ -231,7 +231,7 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
|
||||
case PossiblePlayerBattleAction::OBSTACLE:
|
||||
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
|
||||
{
|
||||
PlayerColor stackOwner = owner.curInt->cb->battleGetOwner(targetStack);
|
||||
PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
|
||||
bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
|
||||
bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
|
||||
|
||||
@ -300,12 +300,12 @@ void BattleActionsController::castThisSpell(SpellID spellID)
|
||||
//choosing possible targets
|
||||
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
|
||||
assert(castingHero); // code below assumes non-null hero
|
||||
PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
|
||||
PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
|
||||
|
||||
if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
|
||||
{
|
||||
heroSpellToCast->aimToHex(BattleHex::INVALID);
|
||||
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
|
||||
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
|
||||
endCastingSpell();
|
||||
}
|
||||
else
|
||||
@ -353,10 +353,10 @@ const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
|
||||
|
||||
const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
|
||||
{
|
||||
const CStack * shere = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
||||
if(shere)
|
||||
return shere;
|
||||
return owner.curInt->cb->battleGetStackByPos(hoveredHex, false);
|
||||
return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
|
||||
}
|
||||
|
||||
void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
|
||||
@ -400,7 +400,7 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
|
||||
}
|
||||
|
||||
case PossiblePlayerBattleAction::SHOOT:
|
||||
if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
|
||||
if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
|
||||
CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
|
||||
else
|
||||
CCS->curh->set(Cursor::Combat::SHOOT);
|
||||
@ -482,7 +482,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
|
||||
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
||||
{
|
||||
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
|
||||
DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
|
||||
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex);
|
||||
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
|
||||
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
|
||||
|
||||
@ -493,7 +493,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
|
||||
{
|
||||
const auto * shooter = owner.stacksController->getActiveStack();
|
||||
|
||||
DamageEstimation estimation = owner.curInt->cb->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
|
||||
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition());
|
||||
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
|
||||
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
|
||||
|
||||
@ -593,7 +593,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
|
||||
case PossiblePlayerBattleAction::ATTACK:
|
||||
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
||||
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
||||
if(owner.curInt->cb->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
|
||||
if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
|
||||
{
|
||||
if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
|
||||
return true;
|
||||
@ -601,7 +601,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
|
||||
return false;
|
||||
|
||||
case PossiblePlayerBattleAction::SHOOT:
|
||||
return owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
|
||||
return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
|
||||
|
||||
case PossiblePlayerBattleAction::NO_LOCATION:
|
||||
return false;
|
||||
@ -615,7 +615,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
|
||||
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
||||
if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
|
||||
{
|
||||
int spellID = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
|
||||
int spellID = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), targetStack, CBattleInfoCallback::RANDOM_GENIE);
|
||||
return spellID > -1;
|
||||
}
|
||||
return false;
|
||||
@ -658,7 +658,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
|
||||
{
|
||||
if(owner.stacksController->getActiveStack()->doubleWide())
|
||||
{
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
|
||||
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
|
||||
BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
|
||||
if(vstd::contains(acc, targetHex))
|
||||
owner.giveCommand(EActionType::WALK, targetHex);
|
||||
@ -770,7 +770,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
|
||||
heroSpellToCast->aimToHex(targetHex);
|
||||
break;
|
||||
}
|
||||
owner.curInt->cb->battleMakeSpellAction(*heroSpellToCast);
|
||||
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
|
||||
endCastingSpell();
|
||||
}
|
||||
selectedStack = nullptr;
|
||||
@ -886,7 +886,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
|
||||
{
|
||||
// faerie dragon can cast only one, randomly selected spell until their next move
|
||||
//TODO: faerie dragon type spell should be selected by server
|
||||
const auto * spellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
|
||||
const auto * spellToCast = owner.getBattle()->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
|
||||
|
||||
if (spellToCast)
|
||||
creatureSpells.push_back(spellToCast);
|
||||
@ -933,7 +933,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
|
||||
target.emplace_back(targetStack);
|
||||
target.emplace_back(targetHex);
|
||||
|
||||
spells::BattleCast cast(owner.curInt->cb.get(), caster, mode, currentSpell);
|
||||
spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
|
||||
|
||||
auto m = currentSpell->battleMechanics(&cast);
|
||||
spells::detail::ProblemImpl problem; //todo: display problem in status bar
|
||||
@ -943,7 +943,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
|
||||
|
||||
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
|
||||
{
|
||||
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove, false);
|
||||
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
|
||||
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
|
||||
|
||||
if (vstd::contains(acc, myNumber))
|
||||
@ -1006,7 +1006,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
|
||||
return;
|
||||
}
|
||||
|
||||
auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true);
|
||||
auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
|
||||
|
||||
if (selectedStack != nullptr)
|
||||
GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);
|
||||
|
@ -970,7 +970,7 @@ bool EffectAnimation::init()
|
||||
}
|
||||
else
|
||||
{
|
||||
const auto * destStack = owner.getCurrentPlayerInterface()->cb->battleGetUnitByPos(battlehexes[i], false);
|
||||
const auto * destStack = owner.getBattle()->battleGetUnitByPos(battlehexes[i], false);
|
||||
Rect tilePos = owner.fieldController->hexPositionLocal(battlehexes[i]);
|
||||
|
||||
be.pos.x = tilePos.x + tilePos.w/2 - first->width()/2;
|
||||
|
@ -59,7 +59,7 @@ void BattleEffectsController::battleTriggerEffect(const BattleTriggerEffect & bt
|
||||
{
|
||||
owner.checkForAnimations();
|
||||
|
||||
const CStack * stack = owner.curInt->cb->battleGetStackByID(bte.stackID);
|
||||
const CStack * stack = owner.getBattle()->battleGetStackByID(bte.stackID);
|
||||
if(!stack)
|
||||
{
|
||||
logGlobal->error("Invalid stack ID %d", bte.stackID);
|
||||
@ -98,7 +98,7 @@ void BattleEffectsController::startAction(const BattleAction & action)
|
||||
{
|
||||
owner.checkForAnimations();
|
||||
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(action.stackNumber);
|
||||
const CStack *stack = owner.getBattle()->battleGetStackByID(action.stackNumber);
|
||||
|
||||
switch(action.actionType)
|
||||
{
|
||||
|
@ -141,7 +141,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
|
||||
|
||||
if(!owner.siegeController)
|
||||
{
|
||||
auto bfieldType = owner.curInt->cb->battleGetBattlefieldType();
|
||||
auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
|
||||
|
||||
if(bfieldType == BattleField::NONE)
|
||||
logGlobal->error("Invalid battlefield returned for current battle");
|
||||
@ -284,7 +284,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
|
||||
const CStack *activeStack = owner.stacksController->getActiveStack();
|
||||
std::vector<BattleHex> attackableHexes;
|
||||
if(activeStack)
|
||||
occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
|
||||
occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
|
||||
|
||||
// prepare background graphic with hexes and shaded hexes
|
||||
backgroundWithHexes->draw(background, Point(0,0));
|
||||
@ -339,7 +339,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
|
||||
|
||||
auto hoveredHex = getHoveredHex();
|
||||
|
||||
std::set<BattleHex> set = owner.curInt->cb->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
|
||||
std::set<BattleHex> set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
|
||||
for(BattleHex hex : set)
|
||||
result.insert(hex);
|
||||
|
||||
@ -359,10 +359,10 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
|
||||
auto hoveredHex = getHoveredHex();
|
||||
|
||||
// add possible movement hexes for stack under mouse
|
||||
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
const CStack * const hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
||||
if(hoveredStack)
|
||||
{
|
||||
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
|
||||
std::vector<BattleHex> v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
|
||||
for(BattleHex hex : v)
|
||||
result.insert(hex);
|
||||
}
|
||||
@ -387,7 +387,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
|
||||
if(caster && spell) //when casting spell
|
||||
{
|
||||
// printing shaded hex(es)
|
||||
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
|
||||
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
|
||||
auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
|
||||
|
||||
for(BattleHex shadedHex : shadedHexes)
|
||||
@ -407,10 +407,10 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget(
|
||||
if(!stack)
|
||||
return {};
|
||||
|
||||
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
|
||||
std::vector<BattleHex> availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
|
||||
|
||||
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
|
||||
auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
||||
if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
|
||||
{
|
||||
if(isTileAttackable(hoveredHex))
|
||||
{
|
||||
@ -670,7 +670,7 @@ BattleHex BattleFieldController::getHoveredHex()
|
||||
const CStack* BattleFieldController::getHoveredStack()
|
||||
{
|
||||
auto hoveredHex = getHoveredHex();
|
||||
const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
||||
|
||||
return hoveredStack;
|
||||
}
|
||||
@ -856,7 +856,7 @@ bool BattleFieldController::isTileAttackable(const BattleHex & number) const
|
||||
|
||||
void BattleFieldController::updateAccessibleHexes()
|
||||
{
|
||||
auto accessibility = owner.curInt->cb->getAccesibility();
|
||||
auto accessibility = owner.getBattle()->getAccesibility();
|
||||
|
||||
for(int i = 0; i < accessibility.size(); i++)
|
||||
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
|
||||
|
@ -68,9 +68,9 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
}
|
||||
|
||||
//hot-seat -> check tactics for both players (defender may be local human)
|
||||
if(attackerInt && attackerInt->cb->battleGetTacticDist())
|
||||
if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist())
|
||||
tacticianInterface = attackerInt;
|
||||
else if(defenderInt && defenderInt->cb->battleGetTacticDist())
|
||||
else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->battleGetTacticDist())
|
||||
tacticianInterface = defenderInt;
|
||||
|
||||
//if we found interface of player with tactics, then enter tactics mode
|
||||
@ -80,7 +80,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
|
||||
this->army1 = army1;
|
||||
this->army2 = army2;
|
||||
|
||||
const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
|
||||
const CGTownInstance *town = getBattle()->battleGetDefendedTown();
|
||||
if(town && town->hasFort())
|
||||
siegeController.reset(new BattleSiegeController(*this, town));
|
||||
|
||||
@ -223,12 +223,12 @@ void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
|
||||
stacksController->stackAttacking(attackInfo);
|
||||
}
|
||||
|
||||
void BattleInterface::newRoundFirst( int round )
|
||||
void BattleInterface::newRoundFirst()
|
||||
{
|
||||
waitForAnimations();
|
||||
}
|
||||
|
||||
void BattleInterface::newRound(int number)
|
||||
void BattleInterface::newRound()
|
||||
{
|
||||
console->addText(CGI->generaltexth->allTexts[412]);
|
||||
}
|
||||
@ -241,7 +241,7 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID sp
|
||||
actor = stacksController->getActiveStack();
|
||||
}
|
||||
|
||||
auto side = curInt->cb->playerToSide(curInt->playerID);
|
||||
auto side = getBattle()->playerToSide(curInt->playerID);
|
||||
if(!side)
|
||||
{
|
||||
logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
|
||||
@ -265,11 +265,11 @@ void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
|
||||
{
|
||||
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
|
||||
stacksController->setActiveStack(nullptr);
|
||||
curInt->cb->battleMakeUnitAction(command);
|
||||
curInt->cb->battleMakeUnitAction(battleID, command);
|
||||
}
|
||||
else
|
||||
{
|
||||
curInt->cb->battleMakeTacticAction(command);
|
||||
curInt->cb->battleMakeTacticAction(battleID, command);
|
||||
stacksController->setActiveStack(nullptr);
|
||||
//next stack will be activated when action ends
|
||||
}
|
||||
@ -368,13 +368,13 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
|
||||
if ( sc->activeCast )
|
||||
{
|
||||
const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
|
||||
const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack);
|
||||
|
||||
if(casterStack != nullptr )
|
||||
{
|
||||
addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
|
||||
{
|
||||
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
|
||||
displaySpellCast(spell, casterStack->getPosition());
|
||||
});
|
||||
}
|
||||
@ -385,7 +385,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
|
||||
addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
|
||||
{
|
||||
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
|
||||
stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -397,7 +397,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
//queuing affect animation
|
||||
for(auto & elem : sc->affectedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
auto stack = getBattle()->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
if(stack)
|
||||
{
|
||||
@ -409,7 +409,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
|
||||
for(auto & elem : sc->reflectedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
auto stack = getBattle()->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
addToAnimationStage(EAnimationEvents::HIT, [=](){
|
||||
effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
|
||||
@ -425,7 +425,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
|
||||
|
||||
for(auto & elem : sc->resistedCres)
|
||||
{
|
||||
auto stack = curInt->cb->battleGetStackByID(elem, false);
|
||||
auto stack = getBattle()->battleGetStackByID(elem, false);
|
||||
assert(stack);
|
||||
addToAnimationStage(EAnimationEvents::HIT, [=](){
|
||||
effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
|
||||
@ -487,7 +487,7 @@ void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSp
|
||||
|
||||
if (!animation.effectName.empty())
|
||||
{
|
||||
const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
|
||||
const CStack * destStack = getBattle()->battleGetStackByPos(destinationTile, false);
|
||||
|
||||
if (destStack)
|
||||
stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
|
||||
@ -566,12 +566,22 @@ bool BattleInterface::makingTurn() const
|
||||
return stacksController->getActiveStack() != nullptr;
|
||||
}
|
||||
|
||||
BattleID BattleInterface::getBattleID() const
|
||||
{
|
||||
return battleID;
|
||||
}
|
||||
|
||||
std::shared_ptr<CPlayerBattleCallback> BattleInterface::getBattle() const
|
||||
{
|
||||
return curInt->cb->getBattle(battleID);
|
||||
}
|
||||
|
||||
void BattleInterface::endAction(const BattleAction &action)
|
||||
{
|
||||
// it is possible that tactics mode ended while opening music is still playing
|
||||
waitForAnimations();
|
||||
|
||||
const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
|
||||
const CStack *stack = getBattle()->battleGetStackByID(action.stackNumber);
|
||||
|
||||
// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
|
||||
activateStack();
|
||||
@ -606,7 +616,7 @@ void BattleInterface::startAction(const BattleAction & action)
|
||||
if (!action.isUnitAction())
|
||||
return;
|
||||
|
||||
assert(curInt->cb->battleGetStackByID(action.stackNumber));
|
||||
assert(getBattle()->battleGetStackByID(action.stackNumber));
|
||||
windowObject->updateQueue();
|
||||
effectsController->startAction(action);
|
||||
}
|
||||
@ -616,10 +626,10 @@ void BattleInterface::tacticPhaseEnd()
|
||||
stacksController->setActiveStack(nullptr);
|
||||
tacticsMode = false;
|
||||
|
||||
auto side = tacticianInterface->cb->playerToSide(tacticianInterface->playerID);
|
||||
auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
|
||||
auto action = BattleAction::makeEndOFTacticPhase(*side);
|
||||
|
||||
tacticianInterface->cb->battleMakeTacticAction(action);
|
||||
tacticianInterface->cb->battleMakeTacticAction(battleID, action);
|
||||
}
|
||||
|
||||
static bool immobile(const CStack *s)
|
||||
@ -635,7 +645,7 @@ void BattleInterface::tacticNextStack(const CStack * current)
|
||||
//no switching stacks when the current one is moving
|
||||
checkForAnimations();
|
||||
|
||||
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
|
||||
TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::ONLY_MINE);
|
||||
vstd::erase_if (stacksOfMine, &immobile);
|
||||
if (stacksOfMine.empty())
|
||||
{
|
||||
@ -687,7 +697,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
{
|
||||
assert(curInt->isAutoFightOn);
|
||||
|
||||
if(curInt->cb->battleIsFinished())
|
||||
if(getBattle()->battleIsFinished())
|
||||
{
|
||||
return; // battle finished with spellcast
|
||||
}
|
||||
@ -716,7 +726,7 @@ void BattleInterface::requestAutofightingAIToTakeAction()
|
||||
boost::thread aiThread([this, activeStack]()
|
||||
{
|
||||
setThreadName("autofightingAI");
|
||||
curInt->autofightingAI->activeStack(activeStack);
|
||||
curInt->autofightingAI->activeStack(battleID, activeStack);
|
||||
});
|
||||
aiThread.detach();
|
||||
}
|
||||
|
@ -30,6 +30,7 @@ struct BattleTriggerEffect;
|
||||
struct BattleHex;
|
||||
struct InfoAboutHero;
|
||||
class ObstacleChanges;
|
||||
class CPlayerBattleCallback;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
@ -115,6 +116,9 @@ class BattleInterface
|
||||
/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
|
||||
bool battleOpeningDelayActive;
|
||||
|
||||
/// ID of ongoing battle
|
||||
BattleID battleID;
|
||||
|
||||
void playIntroSoundAndUnlockInterface();
|
||||
void onIntroSoundPlayed();
|
||||
public:
|
||||
@ -149,6 +153,9 @@ public:
|
||||
|
||||
bool makingTurn() const;
|
||||
|
||||
BattleID getBattleID() const;
|
||||
std::shared_ptr<CPlayerBattleCallback> getBattle() const;
|
||||
|
||||
BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
|
||||
~BattleInterface();
|
||||
|
||||
@ -196,8 +203,8 @@ public:
|
||||
void stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport); //stack with id number moved to destHex
|
||||
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
|
||||
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
|
||||
void newRoundFirst( int round );
|
||||
void newRound(int number); //caled when round is ended; number is the number of round
|
||||
void newRoundFirst();
|
||||
void newRound(); //caled when round is ended;
|
||||
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
|
||||
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
|
||||
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
|
||||
|
@ -289,7 +289,7 @@ void BattleHero::heroLeftClicked()
|
||||
if(!hero || !owner.makingTurn())
|
||||
return;
|
||||
|
||||
if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
|
||||
if(owner.getBattle()->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
|
||||
{
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
GH.windows().createAndPushWindow<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
|
||||
@ -502,7 +502,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
auto heroInfo = owner.cb->battleGetHeroInfo(i);
|
||||
auto heroInfo = owner.cb->getBattle(br.battleID)->battleGetHeroInfo(i);
|
||||
const int xs[] = {21, 392};
|
||||
|
||||
if(heroInfo.portrait >= 0) //attacking hero
|
||||
@ -512,7 +512,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
|
||||
}
|
||||
else
|
||||
{
|
||||
auto stacks = owner.cb->battleGetAllStacks();
|
||||
auto stacks = owner.cb->getBattle(br.battleID)->battleGetAllStacks();
|
||||
vstd::erase_if(stacks, [i](const CStack * stack) //erase stack of other side and not coming from garrison
|
||||
{
|
||||
return stack->unitSide() != i || !stack->base;
|
||||
@ -561,7 +561,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
|
||||
}
|
||||
}
|
||||
//printing result description
|
||||
bool weAreAttacker = !(owner.cb->battleGetMySide());
|
||||
bool weAreAttacker = !(owner.cb->getBattle(br.battleID)->battleGetMySide());
|
||||
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
|
||||
{
|
||||
int text = 304;
|
||||
@ -584,7 +584,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
|
||||
CCS->videoh->open("WIN3.BIK");
|
||||
std::string str = CGI->generaltexth->allTexts[text];
|
||||
|
||||
const CGHeroInstance * ourHero = owner.cb->battleGetMyHero();
|
||||
const CGHeroInstance * ourHero = owner.cb->getBattle(br.battleID)->battleGetMyHero();
|
||||
if (ourHero)
|
||||
{
|
||||
str += CGI->generaltexth->allTexts[305];
|
||||
@ -714,7 +714,7 @@ void StackQueue::update()
|
||||
{
|
||||
std::vector<battle::Units> queueData;
|
||||
|
||||
owner.getCurrentPlayerInterface()->cb->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
|
||||
owner.getBattle()->battleGetTurnOrder(queueData, stackBoxes.size(), 0);
|
||||
|
||||
size_t boxIndex = 0;
|
||||
|
||||
|
@ -31,7 +31,7 @@ BattleObstacleController::BattleObstacleController(BattleInterface & owner):
|
||||
owner(owner),
|
||||
timePassed(0.f)
|
||||
{
|
||||
auto obst = owner.curInt->cb->battleGetAllObstacles();
|
||||
auto obst = owner.getBattle()->battleGetAllObstacles();
|
||||
for(auto & elem : obst)
|
||||
{
|
||||
if ( elem->obstacleType == CObstacleInstance::MOAT )
|
||||
@ -99,9 +99,9 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
{
|
||||
for(const auto & oi : obstacles)
|
||||
{
|
||||
auto side = owner.curInt->cb->playerToSide(owner.curInt->playerID);
|
||||
auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
|
||||
|
||||
if(!oi->visibleForSide(side.value(), owner.curInt->cb->battleHasNativeStack(side.value())))
|
||||
if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
|
||||
continue;
|
||||
|
||||
auto animation = std::make_shared<CAnimation>(oi->getAppearAnimation());
|
||||
@ -127,7 +127,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
|
||||
void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
|
||||
{
|
||||
//Blit absolute obstacles
|
||||
for(auto & obstacle : owner.curInt->cb->battleGetAllObstacles())
|
||||
for(auto & obstacle : owner.getBattle()->battleGetAllObstacles())
|
||||
{
|
||||
if(obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
{
|
||||
@ -153,7 +153,7 @@ void BattleObstacleController::showAbsoluteObstacles(Canvas & canvas)
|
||||
|
||||
void BattleObstacleController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
for (auto obstacle : owner.curInt->cb->battleGetAllObstacles())
|
||||
for (auto obstacle : owner.getBattle()->battleGetAllObstacles())
|
||||
{
|
||||
if (obstacle->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
|
||||
continue;
|
||||
|
@ -133,9 +133,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
|
||||
{
|
||||
case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
|
||||
case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
|
||||
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
|
||||
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
|
||||
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
|
||||
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
|
||||
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
|
||||
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
|
||||
default: return true;
|
||||
}
|
||||
}
|
||||
@ -220,7 +220,7 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con
|
||||
|
||||
void BattleSiegeController::gateStateChanged(const EGateState state)
|
||||
{
|
||||
auto oldState = owner.curInt->cb->battleGetGateState();
|
||||
auto oldState = owner.getBattle()->battleGetGateState();
|
||||
bool playSound = false;
|
||||
auto stateId = EWallState::NONE;
|
||||
switch(state)
|
||||
@ -275,7 +275,7 @@ BattleHex BattleSiegeController::getTurretBattleHex(EWallVisual::EWallVisual wal
|
||||
|
||||
const CStack * BattleSiegeController::getTurretStack(EWallVisual::EWallVisual wallPiece) const
|
||||
{
|
||||
for (auto & stack : owner.curInt->cb->battleGetAllStacks(true))
|
||||
for (auto & stack : owner.getBattle()->battleGetAllStacks(true))
|
||||
{
|
||||
if ( stack->initialPosition == getTurretBattleHex(wallPiece))
|
||||
return stack;
|
||||
@ -318,15 +318,15 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
|
||||
if (owner.tacticsMode)
|
||||
return false;
|
||||
|
||||
auto wallPart = owner.curInt->cb->battleHexToWallPart(hex);
|
||||
return owner.curInt->cb->isWallPartAttackable(wallPart);
|
||||
auto wallPart = owner.getBattle()->battleHexToWallPart(hex);
|
||||
return owner.getBattle()->isWallPartAttackable(wallPart);
|
||||
}
|
||||
|
||||
void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
{
|
||||
if (ca.attacker != -1)
|
||||
{
|
||||
const CStack *stack = owner.curInt->cb->battleGetStackByID(ca.attacker);
|
||||
const CStack *stack = owner.getBattle()->battleGetStackByID(ca.attacker);
|
||||
for (auto attackInfo : ca.attackedParts)
|
||||
{
|
||||
owner.stacksController->addNewAnim(new CatapultAnimation(owner, stack, attackInfo.destinationTile, nullptr, attackInfo.damageDealt));
|
||||
@ -353,7 +353,7 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
|
||||
if (wallId == EWallVisual::GATE)
|
||||
continue;
|
||||
|
||||
auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
|
||||
auto wallState = EWallState(owner.getBattle()->battleGetWallState(attackInfo.attackedPart));
|
||||
|
||||
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
|
||||
}
|
||||
|
@ -94,7 +94,7 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
|
||||
amountNegative->adjustPalette(shifterNegative, ignoredMask);
|
||||
amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask);
|
||||
|
||||
std::vector<const CStack*> stacks = owner.curInt->cb->battleGetAllStacks(true);
|
||||
std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
|
||||
for(const CStack * s : stacks)
|
||||
{
|
||||
stackAdded(s, true);
|
||||
@ -126,7 +126,7 @@ BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack)
|
||||
|
||||
void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
|
||||
{
|
||||
auto stacks = owner.curInt->cb->battleGetAllStacks(false);
|
||||
auto stacks = owner.getBattle()->battleGetAllStacks(false);
|
||||
|
||||
for (auto stack : stacks)
|
||||
{
|
||||
@ -359,7 +359,7 @@ void BattleStacksController::initializeBattleAnimations()
|
||||
|
||||
void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
|
||||
{
|
||||
for (auto stack : owner.curInt->cb->battleGetAllStacks(true))
|
||||
for (auto stack : owner.getBattle()->battleGetAllStacks(true))
|
||||
{
|
||||
if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
|
||||
continue;
|
||||
@ -552,9 +552,7 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
|
||||
|
||||
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
|
||||
{
|
||||
bool mustReverse = owner.curInt->cb->isToReverse(
|
||||
attacker,
|
||||
defender);
|
||||
bool mustReverse = owner.getBattle()->isToReverse(attacker, defender);
|
||||
|
||||
if (attacker->unitSide() == BattleSide::ATTACKER)
|
||||
return !mustReverse;
|
||||
@ -670,7 +668,7 @@ void BattleStacksController::endAction(const BattleAction & action)
|
||||
owner.checkForAnimations();
|
||||
|
||||
//check if we should reverse stacks
|
||||
TStacks stacks = owner.curInt->cb->battleGetStacks(CBattleCallback::MINE_AND_ENEMY);
|
||||
TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY);
|
||||
|
||||
for (const CStack *s : stacks)
|
||||
{
|
||||
@ -847,7 +845,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
||||
auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();
|
||||
if(hoveredQueueUnitId.has_value())
|
||||
{
|
||||
return { owner.curInt->cb->battleGetStackByID(hoveredQueueUnitId.value(), true) };
|
||||
return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) };
|
||||
}
|
||||
|
||||
auto hoveredHex = owner.fieldController->getHoveredHex();
|
||||
@ -867,14 +865,14 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
||||
spells::Target target;
|
||||
target.emplace_back(hoveredHex);
|
||||
|
||||
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
|
||||
spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
|
||||
auto mechanics = spell->battleMechanics(&event);
|
||||
return mechanics->getAffectedStacks(target);
|
||||
}
|
||||
|
||||
if(hoveredHex.isValid())
|
||||
{
|
||||
const CStack * const stack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
|
||||
|
||||
if (stack)
|
||||
return {stack};
|
||||
|
@ -367,10 +367,10 @@ void BattleWindow::bSurrenderf()
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
int cost = owner.curInt->cb->battleGetSurrenderCost();
|
||||
int cost = owner.getBattle()->battleGetSurrenderCost();
|
||||
if(cost >= 0)
|
||||
{
|
||||
std::string enemyHeroName = owner.curInt->cb->battleGetEnemyHero().name;
|
||||
std::string enemyHeroName = owner.getBattle()->battleGetEnemyHero().name;
|
||||
if(enemyHeroName.empty())
|
||||
{
|
||||
logGlobal->warn("Surrender performed without enemy hero, should not happen!");
|
||||
@ -387,7 +387,7 @@ void BattleWindow::bFleef()
|
||||
if (owner.actionsController->spellcastingModeActive())
|
||||
return;
|
||||
|
||||
if ( owner.curInt->cb->battleCanFlee() )
|
||||
if ( owner.getBattle()->battleCanFlee() )
|
||||
{
|
||||
CFunctionList<void()> ony = std::bind(&BattleWindow::reallyFlee,this);
|
||||
owner.curInt->showYesNoDialog(CGI->generaltexth->allTexts[28], ony, nullptr); //Are you sure you want to retreat?
|
||||
@ -398,10 +398,10 @@ void BattleWindow::bFleef()
|
||||
std::string heroName;
|
||||
//calculating fleeing hero's name
|
||||
if (owner.attackingHeroInstance)
|
||||
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
if (owner.attackingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
|
||||
heroName = owner.attackingHeroInstance->getNameTranslated();
|
||||
if (owner.defendingHeroInstance)
|
||||
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getMyColor())
|
||||
if (owner.defendingHeroInstance->tempOwner == owner.curInt->cb->getPlayerID())
|
||||
heroName = owner.defendingHeroInstance->getNameTranslated();
|
||||
//calculating text
|
||||
auto txt = boost::format(CGI->generaltexth->allTexts[340]) % heroName; //The Shackles of War are present. %s can not retreat!
|
||||
@ -419,7 +419,7 @@ void BattleWindow::reallyFlee()
|
||||
|
||||
void BattleWindow::reallySurrender()
|
||||
{
|
||||
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.curInt->cb->battleGetSurrenderCost())
|
||||
if (owner.curInt->cb->getResourceAmount(EGameResID::GOLD) < owner.getBattle()->battleGetSurrenderCost())
|
||||
{
|
||||
owner.curInt->showInfoDialog(CGI->generaltexth->allTexts[29]); //You don't have enough gold!
|
||||
}
|
||||
@ -509,7 +509,7 @@ void BattleWindow::bAutofightf()
|
||||
autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
|
||||
|
||||
ai->initBattleInterface(owner.curInt->env, owner.curInt->cb, autocombatPreferences);
|
||||
ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
|
||||
ai->battleStart(owner.getBattleID(), owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.getBattle()->battleGetMySide(), false);
|
||||
owner.curInt->autofightingAI = ai;
|
||||
owner.curInt->cb->registerBattleInterface(ai);
|
||||
|
||||
@ -531,7 +531,7 @@ void BattleWindow::bSpellf()
|
||||
|
||||
CCS->curh->set(Cursor::Map::POINTER);
|
||||
|
||||
ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
ESpellCastProblem spellCastProblem = owner.getBattle()->battleCanCastSpell(myHero, spells::Mode::HERO);
|
||||
|
||||
if(spellCastProblem == ESpellCastProblem::OK)
|
||||
{
|
||||
@ -633,11 +633,11 @@ void BattleWindow::bTacticPhaseEnd()
|
||||
void BattleWindow::blockUI(bool on)
|
||||
{
|
||||
bool canCastSpells = false;
|
||||
auto hero = owner.curInt->cb->battleGetMyHero();
|
||||
auto hero = owner.getBattle()->battleGetMyHero();
|
||||
|
||||
if(hero)
|
||||
{
|
||||
ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
|
||||
ESpellCastProblem spellcastingProblem = owner.getBattle()->battleCanCastSpell(hero, spells::Mode::HERO);
|
||||
|
||||
//if magic is blocked, we leave button active, so the message can be displayed after button click
|
||||
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;
|
||||
@ -646,8 +646,8 @@ void BattleWindow::blockUI(bool on)
|
||||
bool canWait = owner.stacksController->getActiveStack() ? !owner.stacksController->getActiveStack()->waitedThisTurn : false;
|
||||
|
||||
setShortcutBlocked(EShortcut::GLOBAL_OPTIONS, on);
|
||||
setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.curInt->cb->battleCanFlee());
|
||||
setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.curInt->cb->battleGetSurrenderCost() < 0);
|
||||
setShortcutBlocked(EShortcut::BATTLE_RETREAT, on || !owner.getBattle()->battleCanFlee());
|
||||
setShortcutBlocked(EShortcut::BATTLE_SURRENDER, on || owner.getBattle()->battleGetSurrenderCost() < 0);
|
||||
setShortcutBlocked(EShortcut::BATTLE_CAST_SPELL, on || owner.tacticsMode || !canCastSpells);
|
||||
setShortcutBlocked(EShortcut::BATTLE_WAIT, on || owner.tacticsMode || !canWait);
|
||||
setShortcutBlocked(EShortcut::BATTLE_DEFEND, on || owner.tacticsMode);
|
||||
|
@ -503,7 +503,7 @@ void CSpellWindow::SpellArea::clickPressed(const Point & cursorPosition)
|
||||
else if(combatSpell)
|
||||
{
|
||||
spells::detail::ProblemImpl problem;
|
||||
if(mySpell->canBeCast(problem, owner->myInt->cb.get(), spells::Mode::HERO, owner->myHero))
|
||||
if(mySpell->canBeCast(problem, owner->myInt->battleInt->getBattle().get(), spells::Mode::HERO, owner->myHero))
|
||||
{
|
||||
owner->myInt->battleInt->castThisSpell(mySpell->id);
|
||||
owner->fexitb();
|
||||
|
@ -677,8 +677,8 @@ std::function<void()> CExchangeController::onSwapArmy()
|
||||
{
|
||||
return [&]()
|
||||
{
|
||||
if(left->tempOwner != cb->getMyColor()
|
||||
|| right->tempOwner != cb->getMyColor())
|
||||
if(left->tempOwner != cb->getPlayerID()
|
||||
|| right->tempOwner != cb->getPlayerID())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -720,7 +720,7 @@ std::function<void()> CExchangeController::onMoveStackToLeft(SlotID slotID)
|
||||
{
|
||||
return [=]()
|
||||
{
|
||||
if(right->tempOwner != cb->getMyColor())
|
||||
if(right->tempOwner != cb->getPlayerID())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -733,7 +733,7 @@ std::function<void()> CExchangeController::onMoveStackToRight(SlotID slotID)
|
||||
{
|
||||
return [=]()
|
||||
{
|
||||
if(left->tempOwner != cb->getMyColor())
|
||||
if(left->tempOwner != cb->getPlayerID())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -778,7 +778,7 @@ void CExchangeController::moveArmy(bool leftToRight)
|
||||
const CGarrisonSlot * selection = this->view->getSelectedSlotID();
|
||||
SlotID slot;
|
||||
|
||||
if(source->tempOwner != cb->getMyColor())
|
||||
if(source->tempOwner != cb->getPlayerID())
|
||||
{
|
||||
return;
|
||||
}
|
||||
@ -807,7 +807,7 @@ void CExchangeController::moveArtifacts(bool leftToRight)
|
||||
const CGHeroInstance * source = leftToRight ? left : right;
|
||||
const CGHeroInstance * target = leftToRight ? right : left;
|
||||
|
||||
if(source->tempOwner != cb->getMyColor())
|
||||
if(source->tempOwner != cb->getPlayerID())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -15,7 +15,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
|
||||
${MAIN_LIB_DIR}/battle/BattleStateInfoForRetreat.cpp
|
||||
${MAIN_LIB_DIR}/battle/CBattleInfoCallback.cpp
|
||||
${MAIN_LIB_DIR}/battle/CBattleInfoEssentials.cpp
|
||||
${MAIN_LIB_DIR}/battle/CCallbackBase.cpp
|
||||
${MAIN_LIB_DIR}/battle/CObstacleInstance.cpp
|
||||
${MAIN_LIB_DIR}/battle/CPlayerBattleCallback.cpp
|
||||
${MAIN_LIB_DIR}/battle/CUnitState.cpp
|
||||
@ -339,7 +338,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
|
||||
${MAIN_LIB_DIR}/battle/BattleProxy.h
|
||||
${MAIN_LIB_DIR}/battle/CBattleInfoCallback.h
|
||||
${MAIN_LIB_DIR}/battle/CBattleInfoEssentials.h
|
||||
${MAIN_LIB_DIR}/battle/CCallbackBase.h
|
||||
${MAIN_LIB_DIR}/battle/CObstacleInstance.h
|
||||
${MAIN_LIB_DIR}/battle/CPlayerBattleCallback.h
|
||||
${MAIN_LIB_DIR}/battle/CUnitState.h
|
||||
|
@ -66,6 +66,11 @@ bool CGameInfoCallback::isAllowed(int32_t type, int32_t id) const
|
||||
}
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CGameInfoCallback::getPlayerID() const
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const Player * CGameInfoCallback::getPlayer(PlayerColor color) const
|
||||
{
|
||||
return getPlayerState(color, false);
|
||||
@ -151,7 +156,7 @@ const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool v
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if(!isVisible(ret, player) && ret->tempOwner != player)
|
||||
if(!isVisible(ret, getPlayerID()) && ret->tempOwner != getPlayerID())
|
||||
{
|
||||
if(verbose)
|
||||
logGlobal->error("Cannot get object with id %d. Object is not visible.", oid);
|
||||
@ -232,7 +237,7 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
|
||||
if(obj->ID == Obj::TOWN || obj->ID == Obj::TAVERN)
|
||||
{
|
||||
int taverns = 0;
|
||||
for(auto town : gs->players[*player].towns)
|
||||
for(auto town : gs->players[*getPlayerID()].towns)
|
||||
{
|
||||
if(town->hasBuilt(BuildingID::TAVERN))
|
||||
taverns++;
|
||||
@ -254,7 +259,7 @@ int CGameInfoCallback::howManyTowns(PlayerColor Player) const
|
||||
|
||||
bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject) const
|
||||
{
|
||||
ERROR_RET_VAL_IF(!isVisible(town, player), "Town is not visible!", false); //it's not a town or it's not visible for layer
|
||||
ERROR_RET_VAL_IF(!isVisible(town, getPlayerID()), "Town is not visible!", false); //it's not a town or it's not visible for layer
|
||||
bool detailed = hasAccess(town->tempOwner);
|
||||
|
||||
if(town->ID == Obj::TOWN)
|
||||
@ -305,9 +310,9 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
|
||||
if (infoLevel == InfoAboutHero::EInfoLevel::BASIC)
|
||||
{
|
||||
auto ourBattle = gs->getBattle(*player);
|
||||
auto ourBattle = gs->getBattle(*getPlayerID());
|
||||
|
||||
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*player, h)) //if it's battle we can get enemy hero full data
|
||||
if(ourBattle && ourBattle->playerHasAccessToHeroInfo(*getPlayerID(), h)) //if it's battle we can get enemy hero full data
|
||||
infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
|
||||
else
|
||||
ERROR_RET_VAL_IF(!isVisible(h->visitablePos()), "That hero is not visible!", false);
|
||||
@ -324,7 +329,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
dest.initFromHero(h, infoLevel);
|
||||
|
||||
//DISGUISED bonus implementation
|
||||
if(getPlayerRelations(*player, hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
if(getPlayerRelations(*getPlayerID(), hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
{
|
||||
//todo: bonus cashing
|
||||
int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(BonusType::DISGUISED, 0));
|
||||
@ -422,7 +427,7 @@ bool CGameInfoCallback::isVisible(int3 pos, const std::optional<PlayerColor> & P
|
||||
|
||||
bool CGameInfoCallback::isVisible(int3 pos) const
|
||||
{
|
||||
return isVisible(pos, player);
|
||||
return isVisible(pos, getPlayerID());
|
||||
}
|
||||
|
||||
bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optional<PlayerColor> & Player) const
|
||||
@ -432,7 +437,7 @@ bool CGameInfoCallback::isVisible(const CGObjectInstance * obj, const std::optio
|
||||
|
||||
bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
|
||||
{
|
||||
return isVisible(obj, player);
|
||||
return isVisible(obj, getPlayerID());
|
||||
}
|
||||
// const CCreatureSet* CInfoCallback::getGarrison(const CGObjectInstance *obj) const
|
||||
// {
|
||||
@ -464,7 +469,7 @@ std::vector <const CGObjectInstance * > CGameInfoCallback::getVisitableObjs(int3
|
||||
|
||||
for(const CGObjectInstance * obj : t->visitableObjects)
|
||||
{
|
||||
if(player || obj->ID != Obj::EVENT) //hide events from players
|
||||
if(getPlayerID() || obj->ID != Obj::EVENT) //hide events from players
|
||||
ret.push_back(obj);
|
||||
}
|
||||
|
||||
@ -500,7 +505,7 @@ std::vector<const CGHeroInstance *> CGameInfoCallback::getAvailableHeroes(const
|
||||
const CGTownInstance * town = getTown(townOrTavern->id);
|
||||
|
||||
if(townOrTavern->ID == Obj::TAVERN || (town && town->hasBuilt(BuildingID::TAVERN)))
|
||||
return gs->heroesPool->getHeroesFor(*player);
|
||||
return gs->heroesPool->getHeroesFor(*getPlayerID());
|
||||
|
||||
return ret;
|
||||
}
|
||||
@ -531,8 +536,8 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
|
||||
//TODO: typedef?
|
||||
std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVisibleTiles() const
|
||||
{
|
||||
assert(player.has_value());
|
||||
const auto * team = getPlayerTeam(player.value());
|
||||
assert(getPlayerID().has_value());
|
||||
const auto * team = getPlayerTeam(getPlayerID().value());
|
||||
|
||||
size_t width = gs->map->width;
|
||||
size_t height = gs->map->height;
|
||||
@ -631,7 +636,7 @@ const CMapHeader * CGameInfoCallback::getMapHeader() const
|
||||
|
||||
bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
|
||||
{
|
||||
return !player || player->isSpectator() || gs->getPlayerRelations(*playerId, *player) != PlayerRelations::ENEMIES;
|
||||
return !getPlayerID() || getPlayerID()->isSpectator() || gs->getPlayerRelations(*playerId, *getPlayerID()) != PlayerRelations::ENEMIES;
|
||||
}
|
||||
|
||||
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
|
||||
@ -713,23 +718,22 @@ bool CGameInfoCallback::isPlayerMakingTurn(PlayerColor player) const
|
||||
return gs->actingPlayers.count(player);
|
||||
}
|
||||
|
||||
CGameInfoCallback::CGameInfoCallback(CGameState * GS, std::optional<PlayerColor> Player):
|
||||
CGameInfoCallback::CGameInfoCallback(CGameState * GS):
|
||||
gs(GS)
|
||||
{
|
||||
player = std::move(Player);
|
||||
}
|
||||
|
||||
std::shared_ptr<const boost::multi_array<ui8, 3>> CPlayerSpecificInfoCallback::getVisibilityMap() const
|
||||
{
|
||||
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
return gs->getPlayerTeam(*player)->fogOfWarMap;
|
||||
return gs->getPlayerTeam(*getPlayerID())->fogOfWarMap;
|
||||
}
|
||||
|
||||
int CPlayerSpecificInfoCallback::howManyTowns() const
|
||||
{
|
||||
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
||||
return CGameInfoCallback::howManyTowns(*player);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return CGameInfoCallback::howManyTowns(*getPlayerID());
|
||||
}
|
||||
|
||||
std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(bool onlyOur) const
|
||||
@ -740,7 +744,7 @@ std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(
|
||||
{
|
||||
for(const auto & town : i.second.towns)
|
||||
{
|
||||
if(i.first == player || (!onlyOur && isVisible(town, player)))
|
||||
if(i.first == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID())))
|
||||
{
|
||||
ret.push_back(town);
|
||||
}
|
||||
@ -755,8 +759,8 @@ std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo
|
||||
for(auto hero : gs->map->heroesOnMap)
|
||||
{
|
||||
// !player || // - why would we even get access to hero not owned by any player?
|
||||
if((hero->tempOwner == *player) ||
|
||||
(isVisible(hero->visitablePos(), player) && !onlyOur) )
|
||||
if((hero->tempOwner == *getPlayerID()) ||
|
||||
(isVisible(hero->visitablePos(), getPlayerID()) && !onlyOur) )
|
||||
{
|
||||
ret.push_back(hero);
|
||||
}
|
||||
@ -764,18 +768,13 @@ std::vector < const CGHeroInstance *> CPlayerSpecificInfoCallback::getHeroesInfo
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CPlayerSpecificInfoCallback::getMyColor() const
|
||||
{
|
||||
return player;
|
||||
}
|
||||
|
||||
int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned) const
|
||||
{
|
||||
if (hero->inTownGarrison && !includeGarrisoned)
|
||||
return -1;
|
||||
|
||||
size_t index = 0;
|
||||
auto & heroes = gs->players[*player].heroes;
|
||||
auto & heroes = gs->players[*getPlayerID()].heroes;
|
||||
|
||||
for (auto & heroe : heroes)
|
||||
{
|
||||
@ -790,13 +789,13 @@ int CPlayerSpecificInfoCallback::getHeroSerial(const CGHeroInstance * hero, bool
|
||||
|
||||
int3 CPlayerSpecificInfoCallback::getGrailPos( double *outKnownRatio )
|
||||
{
|
||||
if (!player || CGObelisk::obeliskCount == 0)
|
||||
if (!getPlayerID() || CGObelisk::obeliskCount == 0)
|
||||
{
|
||||
*outKnownRatio = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
TeamID t = gs->getPlayerTeam(*player)->id;
|
||||
TeamID t = gs->getPlayerTeam(*getPlayerID())->id;
|
||||
double visited = 0.0;
|
||||
if(CGObelisk::visited.count(t))
|
||||
visited = static_cast<double>(CGObelisk::visited[t]);
|
||||
@ -811,7 +810,7 @@ std::vector < const CGObjectInstance * > CPlayerSpecificInfoCallback::getMyObjec
|
||||
std::vector < const CGObjectInstance * > ret;
|
||||
for(const CGObjectInstance * obj : gs->map->objects)
|
||||
{
|
||||
if(obj && obj->tempOwner == player)
|
||||
if(obj && obj->tempOwner == getPlayerID())
|
||||
ret.push_back(obj);
|
||||
}
|
||||
return ret;
|
||||
@ -821,7 +820,7 @@ std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings()
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
std::vector < const CGDwelling * > ret;
|
||||
for(CGDwelling * dw : gs->getPlayerState(*player)->dwellings)
|
||||
for(CGDwelling * dw : gs->getPlayerState(*getPlayerID())->dwellings)
|
||||
{
|
||||
ret.push_back(dw);
|
||||
}
|
||||
@ -831,7 +830,7 @@ std::vector < const CGDwelling * > CPlayerSpecificInfoCallback::getMyDwellings()
|
||||
std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
|
||||
{
|
||||
std::vector <QuestInfo> ret;
|
||||
for(const auto & quest : gs->getPlayerState(*player)->quests)
|
||||
for(const auto & quest : gs->getPlayerState(*getPlayerID())->quests)
|
||||
{
|
||||
ret.push_back (quest);
|
||||
}
|
||||
@ -841,14 +840,14 @@ std::vector <QuestInfo> CPlayerSpecificInfoCallback::getMyQuests() const
|
||||
int CPlayerSpecificInfoCallback::howManyHeroes(bool includeGarrisoned) const
|
||||
{
|
||||
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
||||
return getHeroCount(*player,includeGarrisoned);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return getHeroCount(*getPlayerID(), includeGarrisoned);
|
||||
}
|
||||
|
||||
const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId, bool includeGarrisoned) const
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
const PlayerState *p = getPlayerState(*player);
|
||||
const PlayerState *p = getPlayerState(*getPlayerID());
|
||||
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
|
||||
|
||||
if (!includeGarrisoned)
|
||||
@ -864,7 +863,7 @@ const CGHeroInstance* CPlayerSpecificInfoCallback::getHeroBySerial(int serialId,
|
||||
const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId) const
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
const PlayerState *p = getPlayerState(*player);
|
||||
const PlayerState *p = getPlayerState(*getPlayerID());
|
||||
ERROR_RET_VAL_IF(!p, "No player info", nullptr);
|
||||
ERROR_RET_VAL_IF(serialId < 0 || serialId >= p->towns.size(), "No player info", nullptr);
|
||||
return p->towns[serialId];
|
||||
@ -873,15 +872,15 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
|
||||
int CPlayerSpecificInfoCallback::getResourceAmount(GameResID type) const
|
||||
{
|
||||
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", -1);
|
||||
return getResource(*player, type);
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", -1);
|
||||
return getResource(*getPlayerID(), type);
|
||||
}
|
||||
|
||||
TResources CPlayerSpecificInfoCallback::getResourceAmount() const
|
||||
{
|
||||
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
ERROR_RET_VAL_IF(!player, "Applicable only for player callbacks", TResources());
|
||||
return gs->players[*player].resources;
|
||||
ERROR_RET_VAL_IF(!getPlayerID(), "Applicable only for player callbacks", TResources());
|
||||
return gs->players[*getPlayerID()].resources;
|
||||
}
|
||||
|
||||
const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
|
||||
@ -892,11 +891,11 @@ const TeamState * CGameInfoCallback::getTeam( TeamID teamID ) const
|
||||
if (team != gs->teams.end())
|
||||
{
|
||||
const TeamState *ret = &team->second;
|
||||
if(!player.has_value()) //neutral (or invalid) player
|
||||
if(!getPlayerID().has_value()) //neutral (or invalid) player
|
||||
return ret;
|
||||
else
|
||||
{
|
||||
if (vstd::contains(ret->players, *player)) //specific player
|
||||
if (vstd::contains(ret->players, *getPlayerID())) //specific player
|
||||
return ret;
|
||||
else
|
||||
{
|
||||
@ -942,7 +941,7 @@ bool CGameInfoCallback::isInTheMap(const int3 &pos) const
|
||||
|
||||
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
|
||||
{
|
||||
gs->getTilesInRange(tiles, pos, radious, *player, -1, distanceFormula);
|
||||
gs->getTilesInRange(tiles, pos, radious, *getPlayerID(), -1, distanceFormula);
|
||||
}
|
||||
|
||||
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
|
||||
|
@ -11,7 +11,8 @@
|
||||
|
||||
#include "int3.h"
|
||||
#include "ResourceSet.h" // for Res
|
||||
#include "battle/CCallbackBase.h"
|
||||
|
||||
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
@ -57,6 +58,7 @@ public:
|
||||
virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
|
||||
|
||||
//player
|
||||
virtual std::optional<PlayerColor> getPlayerID() const = 0;
|
||||
virtual const Player * getPlayer(PlayerColor color) const = 0;
|
||||
// virtual int getResource(PlayerColor Player, EGameResID which) const = 0;
|
||||
// bool isVisible(int3 pos) const;
|
||||
@ -123,13 +125,13 @@ public:
|
||||
// bool isTeleportEntrancePassable(const CGTeleport * obj, PlayerColor player) const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase, public IGameInfoCallback
|
||||
class DLL_LINKAGE CGameInfoCallback : public IGameInfoCallback
|
||||
{
|
||||
protected:
|
||||
CGameState * gs;//todo: replace with protected const getter, only actual Server and Client objects should hold game state
|
||||
|
||||
CGameInfoCallback() = default;
|
||||
CGameInfoCallback(CGameState * GS, std::optional<PlayerColor> Player);
|
||||
CGameInfoCallback(CGameState * GS);
|
||||
bool hasAccess(std::optional<PlayerColor> playerId) const;
|
||||
|
||||
bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
|
||||
@ -142,6 +144,7 @@ public:
|
||||
bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
|
||||
|
||||
//player
|
||||
std::optional<PlayerColor> getPlayerID() const override;
|
||||
const Player * getPlayer(PlayerColor color) const override;
|
||||
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
|
||||
virtual int getResource(PlayerColor Player, GameResID which) const;
|
||||
@ -229,7 +232,6 @@ public:
|
||||
virtual int howManyTowns() const;
|
||||
virtual int howManyHeroes(bool includeGarrisoned = true) const;
|
||||
virtual int3 getGrailPos(double *outKnownRatio);
|
||||
virtual std::optional<PlayerColor> getMyColor() const;
|
||||
|
||||
virtual std::vector <const CGTownInstance *> getTownsInfo(bool onlyOur = true) const; //true -> only owned; false -> all visible
|
||||
virtual int getHeroSerial(const CGHeroInstance * hero, bool includeGarrisoned=true) const;
|
||||
|
@ -157,9 +157,9 @@ CGlobalAI::CGlobalAI()
|
||||
human = false;
|
||||
}
|
||||
|
||||
void CAdventureAI::battleNewRound(const BattleID & battleID, int round)
|
||||
void CAdventureAI::battleNewRound(const BattleID & battleID)
|
||||
{
|
||||
battleAI->battleNewRound(battleID, round);
|
||||
battleAI->battleNewRound(battleID);
|
||||
}
|
||||
|
||||
void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
|
||||
@ -187,9 +187,9 @@ void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction &
|
||||
battleAI->actionStarted(battleID, action);
|
||||
}
|
||||
|
||||
void CAdventureAI::battleNewRoundFirst(const BattleID & battleID, int round)
|
||||
void CAdventureAI::battleNewRoundFirst(const BattleID & battleID)
|
||||
{
|
||||
battleAI->battleNewRoundFirst(battleID, round);
|
||||
battleAI->battleNewRoundFirst(battleID);
|
||||
}
|
||||
|
||||
void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
|
||||
|
@ -147,12 +147,12 @@ public:
|
||||
virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
|
||||
virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||
|
||||
virtual void battleNewRound(const BattleID & battleID, int round) override;
|
||||
virtual void battleNewRound(const BattleID & battleID) override;
|
||||
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
|
||||
virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
|
||||
virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID, int round) override;
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID) override;
|
||||
virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
|
||||
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
|
||||
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
|
||||
|
@ -61,8 +61,8 @@ public:
|
||||
virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
|
||||
virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
|
||||
virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID, int round){}; //called at the beginning of each turn before changes are applied;
|
||||
virtual void battleNewRound(const BattleID & battleID, int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID){}; //called at the beginning of each turn before changes are applied;
|
||||
virtual void battleNewRound(const BattleID & battleID){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
|
||||
virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
||||
virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
|
||||
|
@ -11,7 +11,6 @@
|
||||
|
||||
#include <vcmi/spells/Magic.h>
|
||||
|
||||
#include "CCallbackBase.h"
|
||||
#include "ReachabilityInfo.h"
|
||||
#include "BattleAttackInfo.h"
|
||||
|
||||
|
@ -8,7 +8,6 @@
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "CCallbackBase.h"
|
||||
#include "IBattleInfoCallback.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
@ -1,27 +0,0 @@
|
||||
/*
|
||||
* CCallbackBase.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 "CCallbackBase.h"
|
||||
#include "IBattleState.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
CCallbackBase::CCallbackBase(std::optional<PlayerColor> Player):
|
||||
player(std::move(Player))
|
||||
{
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CCallbackBase::getPlayerID() const
|
||||
{
|
||||
return player;
|
||||
}
|
||||
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -1,36 +0,0 @@
|
||||
/*
|
||||
* CCallbackBase.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 "../GameConstants.h"
|
||||
|
||||
#define RETURN_IF_NOT_BATTLE(...) if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; }
|
||||
#define ASSERT_IF_CALLED_WITH_PLAYER if(!getPlayerID()) {logGlobal->error(BOOST_CURRENT_FUNCTION); assert(0);}
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class IBattleInfo;
|
||||
class BattleInfo;
|
||||
class CBattleInfoEssentials;
|
||||
|
||||
//Basic class for various callbacks (interfaces called by players to get info about game and so forth)
|
||||
class DLL_LINKAGE CCallbackBase
|
||||
{
|
||||
protected:
|
||||
std::optional<PlayerColor> player; // not set gives access to all information, otherwise callback provides only information "visible" for player
|
||||
|
||||
CCallbackBase(std::optional<PlayerColor> Player);
|
||||
CCallbackBase() = default;
|
||||
|
||||
public:
|
||||
std::optional<PlayerColor> getPlayerID() const;
|
||||
};
|
||||
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -11,9 +11,27 @@
|
||||
#include "CPlayerBattleCallback.h"
|
||||
#include "../CStack.h"
|
||||
#include "../gameState/InfoAboutArmy.h"
|
||||
#include "../CGameInfoCallback.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
CPlayerBattleCallback::CPlayerBattleCallback(const IBattleInfo * battle, PlayerColor player):
|
||||
battle(battle),
|
||||
player(player)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
const IBattleInfo * CPlayerBattleCallback::getBattle() const
|
||||
{
|
||||
return battle;
|
||||
}
|
||||
|
||||
std::optional<PlayerColor> CPlayerBattleCallback::getPlayerID() const
|
||||
{
|
||||
return player;
|
||||
}
|
||||
|
||||
bool CPlayerBattleCallback::battleCanFlee() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
|
@ -16,7 +16,15 @@ class CGHeroInstance;
|
||||
|
||||
class DLL_LINKAGE CPlayerBattleCallback : public CBattleInfoCallback
|
||||
{
|
||||
const IBattleInfo * battle;
|
||||
PlayerColor player;
|
||||
|
||||
public:
|
||||
CPlayerBattleCallback(const IBattleInfo * battle, PlayerColor player);
|
||||
|
||||
const IBattleInfo * getBattle() const override;
|
||||
std::optional<PlayerColor> getPlayerID() const override;
|
||||
|
||||
bool battleCanFlee() const; //returns true if caller can flee from the battle
|
||||
TStacks battleGetStacks(EStackOwnership whose = MINE_AND_ENEMY, bool onlyAlive = true) const; //returns stacks on battlefield
|
||||
|
||||
|
@ -15,6 +15,8 @@
|
||||
|
||||
#include <vcmi/Entity.h>
|
||||
|
||||
#define RETURN_IF_NOT_BATTLE(...) if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; }
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
struct CObstacleInstance;
|
||||
|
@ -456,7 +456,7 @@ bool CPathfinderHelper::passOneTurnLimitCheck(const PathNodeInfo & source) const
|
||||
}
|
||||
|
||||
CPathfinderHelper::CPathfinderHelper(CGameState * gs, const CGHeroInstance * Hero, const PathfinderOptions & Options):
|
||||
CGameInfoCallback(gs, std::optional<PlayerColor>()),
|
||||
CGameInfoCallback(gs),
|
||||
turn(-1),
|
||||
hero(Hero),
|
||||
options(Options),
|
||||
|
Loading…
Reference in New Issue
Block a user