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Merge pull request #1764 from IvanSavenko/selectable_spellcaster
Implemented support for multi-spell casters
This commit is contained in:
commit
5288e3761e
@ -113,8 +113,7 @@ static std::string formatRangedAttack(const DamageEstimation & estimation, const
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BattleActionsController::BattleActionsController(BattleInterface & owner):
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owner(owner),
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heroSpellToCast(nullptr),
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creatureSpellToCast(nullptr)
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heroSpellToCast(nullptr)
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{}
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void BattleActionsController::endCastingSpell()
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@ -134,8 +133,8 @@ bool BattleActionsController::isActiveStackSpellcaster() const
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if (!casterStack)
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return false;
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const auto randomSpellcaster = casterStack->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
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return (randomSpellcaster && casterStack->canCast());
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bool spellcaster = casterStack->hasBonusOfType(Bonus::SPELLCASTER);
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return (spellcaster && casterStack->canCast());
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}
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void BattleActionsController::enterCreatureCastingMode()
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@ -154,10 +153,13 @@ void BattleActionsController::enterCreatureCastingMode()
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if (!isActiveStackSpellcaster())
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return;
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if (vstd::contains(possibleActions, PossiblePlayerBattleAction::NO_LOCATION))
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for (auto const & action : possibleActions)
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{
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if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
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continue;
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const spells::Caster * caster = owner.stacksController->getActiveStack();
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const CSpell * spell = getStackSpellToCast();
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const CSpell * spell = action.spell().toSpell();
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spells::Target target;
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target.emplace_back();
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@ -176,31 +178,26 @@ void BattleActionsController::enterCreatureCastingMode()
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CCS->curh->set(Cursor::Combat::POINTER);
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}
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return;
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}
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else
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
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return !x.spellcast();
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};
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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return (x != PossiblePlayerBattleAction::ANY_LOCATION) && (x != PossiblePlayerBattleAction::NO_LOCATION) &&
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(x != PossiblePlayerBattleAction::FREE_LOCATION) && (x != PossiblePlayerBattleAction::AIMED_SPELL_CREATURE) &&
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(x != PossiblePlayerBattleAction::OBSTACLE);
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};
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vstd::erase_if(possibleActions, actionFilterPredicate);
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GH.fakeMouseMove();
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}
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vstd::erase_if(possibleActions, actionFilterPredicate);
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GH.fakeMouseMove();
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}
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std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
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{
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BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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if (getStackSpellToCast())
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data.creatureSpellToCast = getStackSpellToCast()->getId();
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else
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data.creatureSpellToCast = SpellID::NONE;
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for (auto const & spell : creatureSpells)
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data.creatureSpellsToCast.push_back(spell->id);
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data.tacticsMode = owner.tacticsMode;
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auto allActions = owner.curInt->cb->getClientActionsForStack(stack, data);
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@ -217,7 +214,7 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
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auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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{
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switch(item)
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switch(item.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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@ -278,7 +275,7 @@ void BattleActionsController::castThisSpell(SpellID spellID)
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assert(castingHero); // code below assumes non-null hero
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PossiblePlayerBattleAction spellSelMode = owner.curInt->cb->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
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if (spellSelMode == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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{
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heroSpellToCast->aimToHex(BattleHex::INVALID);
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owner.curInt->cb->battleMakeAction(heroSpellToCast.get());
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@ -299,19 +296,30 @@ const CSpell * BattleActionsController::getHeroSpellToCast( ) const
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return nullptr;
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}
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const CSpell * BattleActionsController::getStackSpellToCast( ) const
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const CSpell * BattleActionsController::getStackSpellToCast(BattleHex hoveredHex)
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{
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if (isActiveStackSpellcaster())
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return creatureSpellToCast;
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if (heroSpellToCast)
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return nullptr;
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return nullptr;
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if (!owner.stacksController->getActiveStack())
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return nullptr;
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if (!hoveredHex.isValid())
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return nullptr;
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auto action = selectAction(hoveredHex);
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if (action.spell() == SpellID::NONE)
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return nullptr;
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return action.spell().toSpell();
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}
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const CSpell * BattleActionsController::getCurrentSpell( ) const
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const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
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{
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if (getHeroSpellToCast())
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return getHeroSpellToCast();
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return getStackSpellToCast();
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return getStackSpellToCast(hoveredHex);
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}
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const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
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@ -324,7 +332,7 @@ const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
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void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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switch (action)
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switch (action.get())
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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CCS->curh->set(Cursor::Combat::POINTER);
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@ -387,7 +395,7 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
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void BattleActionsController::actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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switch (action)
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switch (action.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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@ -410,7 +418,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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{
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const CStack * targetStack = getStackForHex(targetHex);
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switch (action) //display console message, realize selected action
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switch (action.get()) //display console message, realize selected action
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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return (boost::format(CGI->generaltexth->allTexts[481]) % targetStack->getName()).str(); //Select %s
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@ -441,10 +449,10 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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}
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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return boost::str(boost::format(CGI->generaltexth->allTexts[27]) % getCurrentSpell()->getNameTranslated() % targetStack->getName()); //Cast %s on %s
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return boost::str(boost::format(CGI->generaltexth->allTexts[27]) % action.spell().toSpell()->getNameTranslated() % targetStack->getName()); //Cast %s on %s
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case PossiblePlayerBattleAction::ANY_LOCATION:
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return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % getCurrentSpell()->getNameTranslated()); //Cast %s
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return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
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return boost::str(boost::format(CGI->generaltexth->allTexts[301]) % targetStack->getName()); //Cast a spell on %
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@ -459,7 +467,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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return (boost::format(CGI->generaltexth->allTexts[549]) % targetStack->getName()).str(); //sacrifice the %s
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case PossiblePlayerBattleAction::FREE_LOCATION:
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return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % getCurrentSpell()->getNameTranslated()); //Cast %s
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return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
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case PossiblePlayerBattleAction::HEAL:
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return (boost::format(CGI->generaltexth->allTexts[419]) % targetStack->getName()).str(); //Apply first aid to the %s
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@ -479,7 +487,7 @@ std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattle
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std::string BattleActionsController::actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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switch (action)
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switch (action.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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@ -492,7 +500,7 @@ std::string BattleActionsController::actionGetStatusMessageBlocked(PossiblePlaye
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return CGI->generaltexth->allTexts[543]; //choose army to sacrifice
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break;
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case PossiblePlayerBattleAction::FREE_LOCATION:
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return boost::str(boost::format(CGI->generaltexth->allTexts[181]) % getCurrentSpell()->getNameTranslated()); //No room to place %s here
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return boost::str(boost::format(CGI->generaltexth->allTexts[181]) % action.spell().toSpell()->getNameTranslated()); //No room to place %s here
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break;
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default:
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return "";
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@ -504,7 +512,7 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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const CStack * targetStack = getStackForHex(targetHex);
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bool targetStackOwned = targetStack && targetStack->owner == owner.curInt->playerID;
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switch (action)
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switch (action.get())
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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case PossiblePlayerBattleAction::CREATURE_INFO:
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@ -541,11 +549,14 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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case PossiblePlayerBattleAction::SHOOT:
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return owner.curInt->cb->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
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case PossiblePlayerBattleAction::NO_LOCATION:
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return false;
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case PossiblePlayerBattleAction::ANY_LOCATION:
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return isCastingPossibleHere(owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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return targetStack && isCastingPossibleHere(owner.stacksController->getActiveStack(), targetStack, targetHex);
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return targetStack && isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
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@ -566,8 +577,8 @@ bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, B
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case PossiblePlayerBattleAction::OBSTACLE:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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return isCastingPossibleHere(owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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return isCastingPossibleHere(action.spell().toSpell(), owner.stacksController->getActiveStack(), targetStack, targetHex);
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case PossiblePlayerBattleAction::CATAPULT:
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return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
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@ -584,7 +595,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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{
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const CStack * targetStack = getStackForHex(targetHex);
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switch (action) //display console message, realize selected action
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switch (action.get()) //display console message, realize selected action
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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{
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@ -615,7 +626,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
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{
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bool returnAfterAttack = action == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
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bool returnAfterAttack = action.get() == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
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BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
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if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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{
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@ -668,16 +679,16 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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case PossiblePlayerBattleAction::SACRIFICE:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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{
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if (action == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE )
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if (action.get() == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE )
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{
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if (getCurrentSpell()->id == SpellID::SACRIFICE)
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if (action.spell() == SpellID::SACRIFICE)
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{
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heroSpellToCast->aimToHex(targetHex);
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possibleActions.push_back(PossiblePlayerBattleAction::SACRIFICE);
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owner.stacksController->setSelectedStack(targetStack);
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return;
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}
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if (getCurrentSpell()->id == SpellID::TELEPORT)
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if (action.spell() == SpellID::TELEPORT)
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{
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heroSpellToCast->aimToUnit(targetStack);
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possibleActions.push_back(PossiblePlayerBattleAction::TELEPORT);
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@ -688,9 +699,9 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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if (!spellcastingModeActive())
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{
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if (getStackSpellToCast())
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if (action.spell().toSpell())
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{
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owner.giveCommand(EActionType::MONSTER_SPELL, targetHex, getStackSpellToCast()->getId());
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owner.giveCommand(EActionType::MONSTER_SPELL, targetHex, action.spell());
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}
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else //unknown random spell
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{
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@ -819,12 +830,25 @@ void BattleActionsController::onHexLeftClicked(BattleHex clickedHex)
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void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
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{
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const auto spellcaster = casterStack->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
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creatureSpells.clear();
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bool spellcaster = casterStack->hasBonusOfType(Bonus::SPELLCASTER);
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if(casterStack->canCast() && spellcaster)
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{
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// faerie dragon can cast only one, randomly selected spell until their next move
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//TODO: faerie dragon type spell should be selected by server
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creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
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const auto * spellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), casterStack, CBattleInfoCallback::RANDOM_AIMED).toSpell();
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if (spellToCast)
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creatureSpells.push_back(spellToCast);
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}
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TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(Bonus::SPELLCASTER));
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for (auto const & bonus : *bl)
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{
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if (bonus->additionalInfo[0] <= 0)
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creatureSpells.push_back(SpellID(bonus->subtype).toSpell());
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}
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}
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@ -845,11 +869,9 @@ spells::Mode BattleActionsController::getCurrentCastMode() const
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}
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bool BattleActionsController::isCastingPossibleHere(const CStack *casterStack, const CStack *targetStack, BattleHex targetHex)
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bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *casterStack, const CStack *targetStack, BattleHex targetHex)
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{
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auto currentSpell = getCurrentSpell();
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assert(currentSpell);
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if (!currentSpell)
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return false;
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@ -892,7 +914,7 @@ void BattleActionsController::activateStack()
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std::list<PossiblePlayerBattleAction> actionsToSelect;
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if(!possibleActions.empty())
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{
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switch(possibleActions.front())
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switch(possibleActions.front().get())
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{
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case PossiblePlayerBattleAction::SHOOT:
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actionsToSelect.push_back(possibleActions.front());
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@ -942,12 +964,7 @@ bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)
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auto action = selectAction(hoveredHex);
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return
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action == PossiblePlayerBattleAction::ANY_LOCATION ||
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action == PossiblePlayerBattleAction::NO_LOCATION ||
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action == PossiblePlayerBattleAction::FREE_LOCATION ||
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action == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE ||
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action == PossiblePlayerBattleAction::OBSTACLE;
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return action.spellcast();
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}
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const std::vector<PossiblePlayerBattleAction> & BattleActionsController::getPossibleActions() const
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@ -45,9 +45,9 @@ class BattleActionsController
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std::string currentConsoleMsg;
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/// if true, active stack could possibly cast some target spell
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const CSpell * creatureSpellToCast;
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std::vector<const CSpell *> creatureSpells;
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bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
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bool isCastingPossibleHere (const CSpell * spell, const CStack *sactive, const CStack *shere, BattleHex myNumber);
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bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
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std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
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void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
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@ -74,7 +74,7 @@ class BattleActionsController
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const CSpell * getHeroSpellToCast() const;
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/// if current stack is spellcaster, returns spell being cast, or null othervice
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const CSpell * getStackSpellToCast( ) const;
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const CSpell * getStackSpellToCast(BattleHex hoveredHex);
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/// returns true if current stack is a spellcaster
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bool isActiveStackSpellcaster() const;
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@ -116,7 +116,7 @@ public:
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void onHexRightClicked(BattleHex clickedHex);
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const spells::Caster * getCurrentSpellcaster() const;
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const CSpell * getCurrentSpell() const;
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const CSpell * getCurrentSpell(BattleHex hoveredHex);
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spells::Mode getCurrentCastMode() const;
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/// methods to work with array of possible actions, needed to control special creatures abilities
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|
@ -263,7 +263,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
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const CSpell *spell = nullptr;
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spells::Mode mode = owner.actionsController->getCurrentCastMode();
|
||||
spell = owner.actionsController->getCurrentSpell();
|
||||
spell = owner.actionsController->getCurrentSpell(hoveredHex);
|
||||
caster = owner.actionsController->getCurrentSpellcaster();
|
||||
|
||||
if(caster && spell) //when casting spell
|
||||
|
@ -849,7 +849,7 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
|
||||
const CSpell *spell = nullptr;
|
||||
|
||||
spells::Mode mode = owner.actionsController->getCurrentCastMode();
|
||||
spell = owner.actionsController->getCurrentSpell();
|
||||
spell = owner.actionsController->getCurrentSpell(hoveredHex);
|
||||
caster = owner.actionsController->getCurrentSpellcaster();
|
||||
|
||||
if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell
|
||||
|
@ -38,7 +38,8 @@
|
||||
#include "../windows/settings/SettingsMainWindow.h"
|
||||
|
||||
BattleWindow::BattleWindow(BattleInterface & owner):
|
||||
owner(owner)
|
||||
owner(owner),
|
||||
defaultAction(PossiblePlayerBattleAction::INVALID)
|
||||
{
|
||||
OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
|
||||
pos.w = 800;
|
||||
@ -326,7 +327,7 @@ void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
|
||||
return;
|
||||
|
||||
std::string iconName = variables["actionIconDefault"].String();
|
||||
switch(action)
|
||||
switch(action.get())
|
||||
{
|
||||
case PossiblePlayerBattleAction::ATTACK:
|
||||
iconName = variables["actionIconAttack"].String();
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "../gui/CIntObject.h"
|
||||
#include "../gui/InterfaceObjectConfigurable.h"
|
||||
#include "../../lib/battle/CBattleInfoCallback.h"
|
||||
#include "../../lib/battle/PossiblePlayerBattleAction.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
class CStack;
|
||||
|
@ -258,6 +258,7 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
|
||||
${MAIN_LIB_DIR}/battle/IBattleInfoCallback.h
|
||||
${MAIN_LIB_DIR}/battle/IBattleState.h
|
||||
${MAIN_LIB_DIR}/battle/IUnitInfo.h
|
||||
${MAIN_LIB_DIR}/battle/PossiblePlayerBattleAction.h
|
||||
${MAIN_LIB_DIR}/battle/ReachabilityInfo.h
|
||||
${MAIN_LIB_DIR}/battle/SideInBattle.h
|
||||
${MAIN_LIB_DIR}/battle/SiegeInfo.h
|
||||
|
@ -15,6 +15,7 @@
|
||||
#include "../CStack.h"
|
||||
#include "BattleInfo.h"
|
||||
#include "DamageCalculator.h"
|
||||
#include "PossiblePlayerBattleAction.h"
|
||||
#include "../NetPacks.h"
|
||||
#include "../spells/CSpellHandler.h"
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
@ -218,11 +219,14 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
|
||||
{
|
||||
if(stack->canCast()) //TODO: check for battlefield effects that prevent casting?
|
||||
{
|
||||
if(stack->hasBonusOfType(Bonus::SPELLCASTER) && data.creatureSpellToCast != -1)
|
||||
if(stack->hasBonusOfType(Bonus::SPELLCASTER))
|
||||
{
|
||||
const CSpell *spell = SpellID(data.creatureSpellToCast).toSpell();
|
||||
PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
|
||||
allowedActionList.push_back(act);
|
||||
for (auto const & spellID : data.creatureSpellsToCast)
|
||||
{
|
||||
const CSpell *spell = spellID.toSpell();
|
||||
PossiblePlayerBattleAction act = getCasterAction(spell, stack, spells::Mode::CREATURE_ACTIVE);
|
||||
allowedActionList.push_back(act);
|
||||
}
|
||||
}
|
||||
if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
|
||||
allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
|
||||
@ -251,7 +255,7 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
|
||||
PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * spell, const spells::Caster * caster, spells::Mode mode) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(PossiblePlayerBattleAction::INVALID);
|
||||
PossiblePlayerBattleAction spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
|
||||
auto spellSelMode = PossiblePlayerBattleAction::ANY_LOCATION;
|
||||
|
||||
const CSpell::TargetInfo ti(spell, caster->getSpellSchoolLevel(spell), mode);
|
||||
|
||||
@ -264,7 +268,7 @@ PossiblePlayerBattleAction CBattleInfoCallback::getCasterAction(const CSpell * s
|
||||
else if(ti.type == spells::AimType::OBSTACLE)
|
||||
spellSelMode = PossiblePlayerBattleAction::OBSTACLE;
|
||||
|
||||
return spellSelMode;
|
||||
return PossiblePlayerBattleAction(spellSelMode, spell->id);
|
||||
}
|
||||
|
||||
std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
||||
@ -1653,12 +1657,16 @@ SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const
|
||||
int totalWeight = 0;
|
||||
for(const auto & b : *bl)
|
||||
{
|
||||
totalWeight += std::max(b->additionalInfo[0], 1); //minimal chance to cast is 1
|
||||
totalWeight += std::max(b->additionalInfo[0], 0); //spells with 0 weight are non-random, exclude them
|
||||
}
|
||||
|
||||
if (totalWeight == 0)
|
||||
return SpellID::NONE;
|
||||
|
||||
int randomPos = rand.nextInt(totalWeight - 1);
|
||||
for(const auto & b : *bl)
|
||||
{
|
||||
randomPos -= std::max(b->additionalInfo[0], 1);
|
||||
randomPos -= std::max(b->additionalInfo[0], 0);
|
||||
if(randomPos < 0)
|
||||
{
|
||||
return SpellID(b->subtype);
|
||||
|
@ -24,6 +24,7 @@ class CSpell;
|
||||
struct CObstacleInstance;
|
||||
class IBonusBearer;
|
||||
class CRandomGenerator;
|
||||
class PossiblePlayerBattleAction;
|
||||
|
||||
namespace spells
|
||||
{
|
||||
@ -42,35 +43,9 @@ struct DLL_LINKAGE AttackableTiles
|
||||
}
|
||||
};
|
||||
|
||||
enum class PossiblePlayerBattleAction // actions performed at l-click
|
||||
{
|
||||
INVALID = -1,
|
||||
CREATURE_INFO,
|
||||
HERO_INFO,
|
||||
MOVE_TACTICS,
|
||||
CHOOSE_TACTICS_STACK,
|
||||
|
||||
MOVE_STACK,
|
||||
ATTACK,
|
||||
WALK_AND_ATTACK,
|
||||
ATTACK_AND_RETURN,
|
||||
SHOOT,
|
||||
CATAPULT,
|
||||
HEAL,
|
||||
|
||||
NO_LOCATION, // massive spells that affect every possible target, automatic casts
|
||||
ANY_LOCATION,
|
||||
OBSTACLE,
|
||||
TELEPORT,
|
||||
SACRIFICE,
|
||||
RANDOM_GENIE_SPELL, // random spell on a friendly creature
|
||||
FREE_LOCATION, // used with Force Field and Fire Wall - all tiles affected by spell must be free
|
||||
AIMED_SPELL_CREATURE, // spell targeted at creature
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleClientInterfaceData
|
||||
{
|
||||
si32 creatureSpellToCast;
|
||||
std::vector<SpellID> creatureSpellsToCast;
|
||||
ui8 tacticsMode;
|
||||
};
|
||||
|
||||
|
78
lib/battle/PossiblePlayerBattleAction.h
Normal file
78
lib/battle/PossiblePlayerBattleAction.h
Normal file
@ -0,0 +1,78 @@
|
||||
/*
|
||||
* CBattleInfoCallback.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
|
||||
*
|
||||
*/
|
||||
|
||||
#include "../GameConstants.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class PossiblePlayerBattleAction // actions performed at l-click
|
||||
{
|
||||
public:
|
||||
enum Actions {
|
||||
INVALID = -1,
|
||||
CREATURE_INFO,
|
||||
HERO_INFO,
|
||||
MOVE_TACTICS,
|
||||
CHOOSE_TACTICS_STACK,
|
||||
|
||||
MOVE_STACK,
|
||||
ATTACK,
|
||||
WALK_AND_ATTACK,
|
||||
ATTACK_AND_RETURN,
|
||||
SHOOT,
|
||||
CATAPULT,
|
||||
HEAL,
|
||||
|
||||
RANDOM_GENIE_SPELL, // random spell on a friendly creature
|
||||
|
||||
NO_LOCATION, // massive spells that affect every possible target, automatic casts
|
||||
ANY_LOCATION,
|
||||
OBSTACLE,
|
||||
TELEPORT,
|
||||
SACRIFICE,
|
||||
FREE_LOCATION, // used with Force Field and Fire Wall - all tiles affected by spell must be free
|
||||
AIMED_SPELL_CREATURE, // spell targeted at creature
|
||||
};
|
||||
|
||||
private:
|
||||
Actions action;
|
||||
SpellID spellToCast;
|
||||
|
||||
public:
|
||||
bool spellcast() const
|
||||
{
|
||||
return action == ANY_LOCATION || action == NO_LOCATION || action == OBSTACLE || action == TELEPORT ||
|
||||
action == SACRIFICE || action == FREE_LOCATION || action == AIMED_SPELL_CREATURE;
|
||||
}
|
||||
|
||||
Actions get() const
|
||||
{
|
||||
return action;
|
||||
}
|
||||
|
||||
SpellID spell() const
|
||||
{
|
||||
return spellToCast;
|
||||
}
|
||||
|
||||
PossiblePlayerBattleAction(Actions action, SpellID spellToCast = SpellID::NONE):
|
||||
action(static_cast<Actions>(action)),
|
||||
spellToCast(spellToCast)
|
||||
{
|
||||
assert((spellToCast != SpellID::NONE) == spellcast());
|
||||
}
|
||||
|
||||
bool operator == (const PossiblePlayerBattleAction & other) const
|
||||
{
|
||||
return action == other.action && spellToCast == other.spellToCast;
|
||||
}
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -4910,8 +4910,8 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
|
||||
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
|
||||
SpellID spellID = SpellID(ba.actionSubtype);
|
||||
|
||||
std::shared_ptr<const Bonus> randSpellcaster = stack->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
|
||||
std::shared_ptr<const Bonus> spellcaster = stack->getBonusLocalFirst(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
|
||||
std::shared_ptr<const Bonus> randSpellcaster = stack->getBonus(Selector::type()(Bonus::RANDOM_SPELLCASTER));
|
||||
std::shared_ptr<const Bonus> spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
|
||||
|
||||
//TODO special bonus for genies ability
|
||||
if (randSpellcaster && battleGetRandomStackSpell(getRandomGenerator(), stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
|
||||
|
Loading…
Reference in New Issue
Block a user