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battle only basic implementation
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124
client/lobby/BattleOnlyMode.cpp
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124
client/lobby/BattleOnlyMode.cpp
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/*
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* BattleOnlyMode.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleOnlyMode.h"
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#include "../CServerHandler.h"
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#include "../GameEngine.h"
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#include "../GameInstance.h"
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#include "../gui/Shortcut.h"
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#include "../gui/WindowHandler.h"
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#include "../widgets/Buttons.h"
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#include "../widgets/Images.h"
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#include "../../lib/gameState/CGameState.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/VCMIDirs.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/callback/EditorCallback.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
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#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/mapping/CMapInfo.h"
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#include "../../lib/mapping/CMapEditManager.h"
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#include "../../lib/mapping/CMapService.h"
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#include "../../lib/mapping/MapFormat.h"
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#include "../../lib/filesystem/Filesystem.h"
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void BattleOnlyMode::openBattleWindow()
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{
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ENGINE->windows().createAndPushWindow<BattleOnlyModeWindow>();
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}
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BattleOnlyModeWindow::BattleOnlyModeWindow()
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: CWindowObject(BORDERED)
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{
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OBJECT_CONSTRUCTION;
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pos.w = 640;
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pos.h = 480;
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updateShadow();
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center();
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backgroundTexture = std::make_shared<FilledTexturePlayerColored>(Rect(0, 0, pos.w, pos.h));
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backgroundTexture->setPlayerColor(PlayerColor(1));
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buttonOk = std::make_shared<CButton>(Point(183, 388), AnimationPath::builtin("MuBchck"), CButton::tooltip(), [this](){ startBattle(); }, EShortcut::GLOBAL_ACCEPT);
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buttonAbort = std::make_shared<CButton>(Point(250, 388), AnimationPath::builtin("MuBcanc"), CButton::tooltip(), [this](){ close(); }, EShortcut::GLOBAL_CANCEL);
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}
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void BattleOnlyModeWindow::startBattle()
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{
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auto map = std::make_unique<CMap>(nullptr);
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map->version = EMapFormat::VCMI;
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map->creationDateTime = std::time(nullptr);
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map->width = 4;
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map->height = 3;
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map->mapLevels = 1;
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map->battleOnly = true;
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map->initTerrain();
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map->getEditManager()->clearTerrain(&CRandomGenerator::getDefault());
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//auto terrain = LIBRARY->terrainTypeHandler->objects;
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map->getEditManager()->getTerrainSelection().selectAll();
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map->getEditManager()->drawTerrain(TerrainId::GRASS, 0, &CRandomGenerator::getDefault());
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map->players[0].canComputerPlay = true;
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map->players[0].canHumanPlay = true;
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map->players[1] = map->players[0];
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auto cb = std::make_unique<EditorCallback>(map.get());
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auto knownHeroes = LIBRARY->objtypeh->knownSubObjects(Obj::HERO);
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auto addHero = [&](MapObjectSubID heroType, PlayerColor color, const int3 & position)
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{
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auto it = knownHeroes.find(heroType);
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if (it == knownHeroes.end())
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return; // unknown hero type, nothing to add
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auto firstHeroType = *it;
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auto factory = LIBRARY->objtypeh->getHandlerFor(Obj::HERO, firstHeroType);
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auto templates = factory->getTemplates();
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auto obj = std::dynamic_pointer_cast<CGHeroInstance>(factory->create(cb.get(), templates.front()));
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obj->setOwner(color);
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obj->pos = position;
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/*if(heroType == MapObjectSubID(1))
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{*/
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obj->pushPrimSkill(PrimarySkill::ATTACK, 100);
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obj->getArmy()->setCreature(SlotID(0), CreatureID(1), 10000);
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//}
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map->getEditManager()->insertObject(obj);
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};
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addHero(MapObjectSubID(1), PlayerColor(0), int3(2, 1, 0));
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addHero(MapObjectSubID(2), PlayerColor(1), int3(3, 1, 0));
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auto path = VCMIDirs::get().userDataPath() / "Maps";
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boost::filesystem::create_directories(path);
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const std::string fileName = "BattleOnlyMode.vmap";
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const auto fullPath = path / fileName;
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CMapService mapService;
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mapService.saveMap(map, fullPath);
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CResourceHandler::get()->updateFilteredFiles([&](const std::string & mount) { return true; });
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auto mapInfo = std::make_shared<CMapInfo>();
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mapInfo->mapInit("Maps/BattleOnlyMode");
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GAME->server().setMapInfo(mapInfo);
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ExtraOptionsInfo extraOptions;
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extraOptions.unlimitedReplay = true;
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GAME->server().setExtraOptionsInfo(extraOptions);
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GAME->server().sendStartGame();
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}
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