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Mostly finished refactoring of BattleActionsController
TODO: test actions TODO: test casters TODO: fix random casters
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@ -14,6 +14,9 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class BattleAction;
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namespace spells {
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class Caster;
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}
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VCMI_LIB_NAMESPACE_END
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@ -34,65 +37,76 @@ class BattleActionsController
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/// all actions possible to call at the moment by player
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std::vector<PossiblePlayerBattleAction> possibleActions;
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/// actions possible to take on hovered hex
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std::vector<PossiblePlayerBattleAction> localActions;
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/// these actions display message in case of illegal target
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std::vector<PossiblePlayerBattleAction> illegalActions;
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/// action that will be performed on l-click
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PossiblePlayerBattleAction currentAction;
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/// last action chosen (and saved) by player
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PossiblePlayerBattleAction selectedAction;
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/// if there are not possible actions to choose from, this action should be show as "illegal" in UI
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PossiblePlayerBattleAction illegalAction;
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/// if true, stack currently aims to cats a spell
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bool creatureCasting;
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/// if true, player is choosing destination for his spell - only for GUI / console
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bool spellDestSelectMode;
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/// spell for which player is choosing destination
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std::shared_ptr<BattleAction> spellToCast;
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/// spell for which player is choosing destination, pointer for convenience
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const CSpell *currentSpell;
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/// spell for which player's hero is choosing destination
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std::shared_ptr<BattleAction> heroSpellToCast;
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/// cached message that was set by this class in status bar
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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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bool isCastingPossibleHere (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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bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
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PossiblePlayerBattleAction selectAction(BattleHex myNumber);
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const CStack * getStackForHex(BattleHex myNumber);
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/// attempts to initialize spellcasting action for stack
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/// will silently return if stack is not a spellcaster
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void tryActivateStackSpellcasting(const CStack *casterStack);
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const spells::Caster * getCurrentSpellcaster() const;
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public:
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BattleActionsController(BattleInterface & owner);
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/// initialize list of potential actions for new active stack
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void activateStack();
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/// initialize potential actions for spells that can be cast by active stack
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/// returns true if UI is currently in target selection mode
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bool spellcastingModeActive() const;
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/// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
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void enterCreatureCastingMode();
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/// initialize potential actions for selected spell
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/// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
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void castThisSpell(SpellID spellID);
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/// ends casting spell (eg. when spell has been cast or canceled)
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void endCastingSpell();
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/// update UI (e.g. status bar/cursor) according to new active hex
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void handleHex(BattleHex myNumber, int eventType);
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/// update cursor and status bar according to new active hex
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void onHexHovered(BattleHex hoveredHex);
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/// returns currently selected spell or SpellID::NONE on error
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SpellID selectedSpell() const;
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/// performs action according to selected hex
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void onHexClicked(BattleHex clickedHex);
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/// returns spell that is currently being cast by hero or nullptr if none
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const CSpell * getHeroSpellToCast() const;
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/// if current stack is spellcaster, returns
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const CSpell * getStackSpellToCast( BattleHex targetHex ) const;
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const CSpell * getAnySpellToCast( BattleHex targetHex ) const;
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/// returns true if current stack is a spellcaster
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bool isActiveStackFixedSpellcaster() const;
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/// returns true if current stack is random spellcaster (e.g. Genie)
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bool isActiveStackRandomSpellcaster() const;
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/// returns true if UI is currently in target selection mode
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bool spellcastingModeActive() const;
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/// methods to work with array of possible actions, needed to control special creatures abilities
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const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
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void removePossibleAction(PossiblePlayerBattleAction);
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@ -109,7 +109,7 @@ void BattleFieldController::mouseMoved(const SDL_MouseMotionEvent &event)
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{
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BattleHex selectedHex = getHoveredHex();
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owner.actionsController->handleHex(selectedHex, MOVE);
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owner.actionsController->onHexHovered(selectedHex);
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}
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@ -237,12 +237,12 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
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if(owner.actionsController->spellcastingModeActive())//hero casts spell
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{
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spell = owner.actionsController->selectedSpell().toSpell();
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spell = owner.actionsController->getHeroSpellToCast();
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caster = owner.getActiveHero();
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}
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else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
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else if(owner.actionsController->getStackSpellToCast(hoveredHex) != nullptr)//stack casts spell
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{
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spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
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spell = owner.actionsController->getStackSpellToCast(hoveredHex);
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caster = owner.stacksController->getActiveStack();
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mode = spells::Mode::CREATURE_ACTIVE;
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}
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@ -520,7 +520,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
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}
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default:
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assert(0);
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return attackTarget.cloneInDirection(BattleHex::LEFT);
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return BattleHex::INVALID;
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}
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}
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}
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@ -73,8 +73,6 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
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activeStack(nullptr),
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stackToActivate(nullptr),
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selectedStack(nullptr),
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stackCanCastSpell(false),
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creatureSpellToCast(uint32_t(-1)),
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animIDhelper(0)
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{
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//preparing graphics for displaying amounts of creatures
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@ -738,25 +736,6 @@ void BattleStacksController::activateStack()
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const CStack * s = getActiveStack();
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if(!s)
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return;
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//set casting flag to true if creature can use it to not check it every time
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const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
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const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
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if(s->canCast() && (spellcaster || randomSpellcaster))
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{
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stackCanCastSpell = true;
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if(randomSpellcaster)
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creatureSpellToCast = -1; //spell will be set later on cast
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else
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creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
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//TODO: what if creature can cast BOTH random genie spell and aimed spell?
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//TODO: faerie dragon type spell should be selected by server
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}
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else
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{
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stackCanCastSpell = false;
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creatureSpellToCast = -1;
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}
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}
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void BattleStacksController::setSelectedStack(const CStack *stack)
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@ -779,18 +758,6 @@ bool BattleStacksController::facingRight(const CStack * stack) const
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return stackFacingRight.at(stack->ID);
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}
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bool BattleStacksController::activeStackSpellcaster()
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{
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return stackCanCastSpell;
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}
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SpellID BattleStacksController::activeStackSpellToCast()
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{
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if (!stackCanCastSpell)
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return SpellID::NONE;
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return SpellID(creatureSpellToCast);
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}
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Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const
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{
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Point ret(-500, -500); //returned value
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@ -908,12 +875,12 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
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if(owner.actionsController->spellcastingModeActive())//hero casts spell
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{
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spell = owner.actionsController->selectedSpell().toSpell();
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spell = owner.actionsController->getHeroSpellToCast();
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caster = owner.getActiveHero();
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}
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else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
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else if(owner.actionsController->getStackSpellToCast(hoveredHex) != nullptr)//stack casts spell
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{
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spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
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spell = owner.actionsController->getStackSpellToCast(hoveredHex);
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caster = owner.stacksController->getActiveStack();
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mode = spells::Mode::CREATURE_ACTIVE;
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}
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@ -79,10 +79,6 @@ class BattleStacksController
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/// stack that was selected for multi-target spells - Teleport / Sacrifice
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const CStack *selectedStack;
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/// if true, active stack could possibly cast some target spell
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bool stackCanCastSpell;
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si32 creatureSpellToCast;
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/// for giving IDs for animations
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ui32 animIDhelper;
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@ -123,9 +119,6 @@ public:
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void startAction(const BattleAction* action);
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void endAction(const BattleAction* action);
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bool activeStackSpellcaster();
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SpellID activeStackSpellToCast();
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
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void setActiveStack(const CStack *stack);
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