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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-18 03:21:27 +02:00

Client-side support for multiple battles

This commit is contained in:
Ivan Savenko 2023-08-30 22:07:02 +03:00
parent 036df2e0ad
commit 41210c1dbf
39 changed files with 370 additions and 370 deletions

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@ -27,7 +27,7 @@ void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_p
cb = CB;
env = ENV;
human=false;
playerID = *cb->getMyColor();
playerID = *cb->getPlayerID();
}
void CEmptyAI::yourTurn(QueryID queryID)

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@ -536,7 +536,7 @@ void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_
cbc = CB;
NET_EVENT_HANDLER;
playerID = *myCb->getMyColor();
playerID = *myCb->getPlayerID();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;

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@ -226,12 +226,12 @@ void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, Que
// print("battleResultsApplied called");
// }
void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(const BattleID & battleID, int round)
void CStupidAI::battleNewRound(const BattleID & battleID)
{
print("battleNewRound called");
}

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@ -41,8 +41,8 @@ public:
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(const BattleID & battleID, int round) override; //called at the beginning of each turn before changes are applied;
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
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
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 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

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@ -600,7 +600,7 @@ void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<C
ah->init(CB.get());
NET_EVENT_HANDLER; //sets ah->rm->cb
playerID = *myCb->getMyColor();
playerID = *myCb->getPlayerID();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;

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@ -203,7 +203,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
return true;
}
void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
void CBattleCallback::battleMakeSpellAction(const BattleID & battleID, const BattleAction & action)
{
assert(action.actionType == EActionType::HERO_SPELL);
MakeAction mca(action);
@ -212,7 +212,7 @@ void CBattleCallback::battleMakeSpellAction(const BattleAction & action)
int CBattleCallback::sendRequest(const CPackForServer * request)
{
int requestID = cl->sendRequest(request, *player);
int requestID = cl->sendRequest(request, *getPlayerID());
if(waitTillRealize)
{
logGlobal->trace("We'll wait till request %d is answered.\n", requestID);
@ -226,8 +226,7 @@ int CBattleCallback::sendRequest(const CPackForServer * request)
void CCallback::swapGarrisonHero( const CGTownInstance *town )
{
if(town->tempOwner == *player
|| (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
if(town->tempOwner == *player || (town->garrisonHero && town->garrisonHero->tempOwner == *player ))
{
GarrisonHeroSwap pack(town->id);
sendRequest(&pack);
@ -236,7 +235,7 @@ void CCallback::swapGarrisonHero( const CGTownInstance *town )
void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
{
if(hero->tempOwner != player) return;
if(hero->tempOwner != *player) return;
BuyArtifact pack(hero->id,aid);
sendRequest(&pack);
@ -297,8 +296,8 @@ void CCallback::buildBoat( const IShipyard *obj )
sendRequest(&bb);
}
CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C):
CBattleCallback(Player, C)
CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C)
: CBattleCallback(Player, C)
{
gs = GS;
@ -306,10 +305,7 @@ CCallback::CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient
unlockGsWhenWaiting = false;
}
CCallback::~CCallback()
{
//trivial, but required. Don`t remove.
}
CCallback::~CCallback() = default;
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
{
@ -322,6 +318,11 @@ std::shared_ptr<const CPathsInfo> CCallback::getPathsInfo(const CGHeroInstance *
return cl->getPathsInfo(h);
}
std::optional<PlayerColor> CCallback::getPlayerID() const
{
return CBattleCallback::getPlayerID();
}
int3 CCallback::getGuardingCreaturePosition(int3 tile)
{
if (!gs->map->isInTheMap(tile))
@ -371,23 +372,23 @@ scripting::Pool * CBattleCallback::getContextPool() const
}
#endif
CBattleCallback::CBattleCallback(std::optional<PlayerColor> Player, CClient * C)
CBattleCallback::CBattleCallback(std::optional<PlayerColor> player, CClient * C):
cl(C),
player(player)
{
player = Player;
cl = C;
}
void CBattleCallback::battleMakeUnitAction(const BattleAction & action)
void CBattleCallback::battleMakeUnitAction(const BattleID & battleID, const BattleAction & action)
{
assert(!cl->gs->curB->tacticDistance);
assert(!cl->gs->getBattle(battleID)->tacticDistance);
MakeAction ma;
ma.ba = action;
sendRequest(&ma);
}
void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
void CBattleCallback::battleMakeTacticAction(const BattleID & battleID, const BattleAction & action )
{
assert(cl->gs->curB->tacticDistance);
assert(cl->gs->getBattle(battleID)->tacticDistance);
MakeAction ma;
ma.ba = action;
sendRequest(&ma);
@ -395,5 +396,25 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
{
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID< battleState);
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID, battleState);
}
std::shared_ptr<CPlayerBattleCallback> CBattleCallback::getBattle(const BattleID & battleID)
{
return activeBattles.at(battleID);
}
std::optional<PlayerColor> CBattleCallback::getPlayerID() const
{
return player;
}
void CBattleCallback::onBattleStarted(const IBattleInfo * info)
{
activeBattles[info->getBattleID()] = std::make_shared<CPlayerBattleCallback>(info, *getPlayerID());
}
void CBattleCallback::onBattleEnded(const BattleID & battleID)
{
activeBattles.erase(battleID);
}

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@ -59,6 +59,7 @@ public:
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
};
class IGameActionCallback
@ -114,20 +115,23 @@ class CBattleCallback : public IBattleCallback
{
std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
std::optional<PlayerColor> player;
protected:
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
CClient *cl;
public:
CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
CBattleCallback(std::optional<PlayerColor> player, CClient * C);
void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
std::optional<PlayerColor> getPlayerID() const override;
void onBattleStarted(const BattleID & battleID);
void onBattleStarted(const IBattleInfo * info);
void onBattleEnded(const BattleID & battleID);
#if SCRIPTING_ENABLED
@ -145,9 +149,11 @@ public:
virtual ~CCallback();
//client-specific functionalities (pathfinding)
virtual bool canMoveBetween(const int3 &a, const int3 &b);
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
bool canMoveBetween(const int3 &a, const int3 &b);
int3 getGuardingCreaturePosition(int3 tile);
std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
std::optional<PlayerColor> getPlayerID() const override;
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);

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@ -658,7 +658,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
}
}
void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
// when battle starts, game will send battleStart pack *before* movement confirmation
// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
@ -670,7 +670,7 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -685,7 +685,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
autocombatPreferences.enableSpellsUsage = settings["battle"]["enableAutocombatSpells"].Bool();
autofightingAI->initBattleInterface(env, cb, autocombatPreferences);
autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
autofightingAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, false);
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);
}
@ -697,7 +697,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
BATTLE_EVENT_POSSIBLE_RETURN;
}
void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
void CPlayerInterface::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -708,7 +708,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
{
case UnitChanges::EOperation::RESET_STATE:
{
const CStack * stack = cb->battleGetStackByID(info.id );
const CStack * stack = cb->getBattle(battleID)->battleGetStackByID(info.id );
if(!stack)
{
@ -723,7 +723,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
break;
case UnitChanges::EOperation::ADD:
{
const CStack * unit = cb->battleGetStackByID(info.id);
const CStack * unit = cb->getBattle(battleID)->battleGetStackByID(info.id);
if(!unit)
{
logGlobal->error("Invalid unit ID %d", info.id);
@ -739,7 +739,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
}
}
void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
void CPlayerInterface::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -751,7 +751,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
{
if(change.operation == BattleChanges::EOperation::ADD)
{
auto instance = cb->battleGetObstacleByID(change.id);
auto instance = cb->getBattle(battleID)->battleGetObstacleByID(change.id);
if(instance)
newObstacles.push_back(instance);
else
@ -770,7 +770,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
battleInt->fieldController->redrawBackgroundWithHexes();
}
void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
void CPlayerInterface::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -778,15 +778,15 @@ void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
battleInt->stackIsCatapulting(ca);
}
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
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
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->newRound(round);
battleInt->newRound();
}
void CPlayerInterface::actionStarted(const BattleAction &action)
void CPlayerInterface::actionStarted(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -794,7 +794,7 @@ void CPlayerInterface::actionStarted(const BattleAction &action)
battleInt->startAction(action);
}
void CPlayerInterface::actionFinished(const BattleAction &action)
void CPlayerInterface::actionFinished(const BattleID & battleID, const BattleAction &action)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
BATTLE_EVENT_POSSIBLE_RETURN;
@ -802,17 +802,17 @@ void CPlayerInterface::actionFinished(const BattleAction &action)
battleInt->endAction(action);
}
void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
void CPlayerInterface::activeStack(const BattleID & battleID, const CStack * stack) //called when it's turn of that stack
{
EVENT_HANDLER_CALLED_BY_CLIENT;
logGlobal->trace("Awaiting command for %s", stack->nodeName());
assert(!cb->battleIsFinished());
if (cb->battleIsFinished())
assert(!cb->getBattle(battleID)->battleIsFinished());
if (cb->getBattle(battleID)->battleIsFinished())
{
logGlobal->error("Received CPlayerInterface::activeStack after battle is finished!");
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
return ;
}
@ -823,7 +823,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
//FIXME: we want client rendering to proceed while AI is making actions
// so unlock mutex while AI is busy since this might take quite a while, especially if hero has many spells
auto unlockPim = vstd::makeUnlockGuard(*pim);
autofightingAI->activeStack(stack);
autofightingAI->activeStack(battleID, stack);
return;
}
@ -835,7 +835,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
if(!battleInt)
{
// probably battle is finished already
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
}
{
@ -845,7 +845,7 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
}
}
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()

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@ -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;

View File

@ -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));
}
}

View File

@ -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);

View File

@ -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();
}

View File

@ -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);

View File

@ -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;

View File

@ -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)
{

View File

@ -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));

View File

@ -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();
}

View File

@ -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

View File

@ -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;

View File

@ -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;

View File

@ -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));
}

View File

@ -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};

View File

@ -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);

View File

@ -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();

View File

@ -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;
}

View File

@ -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

View File

@ -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)

View File

@ -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;

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@ -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)

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@ -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;

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@ -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){};

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@ -11,7 +11,6 @@
#include <vcmi/spells/Magic.h>
#include "CCallbackBase.h"
#include "ReachabilityInfo.h"
#include "BattleAttackInfo.h"

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@ -8,7 +8,6 @@
*
*/
#pragma once
#include "CCallbackBase.h"
#include "IBattleInfoCallback.h"
VCMI_LIB_NAMESPACE_BEGIN

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@ -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

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@ -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

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@ -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);

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@ -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

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@ -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;

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@ -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),