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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-28 08:48:48 +02:00

Merge branch 'develop' into split-client+develop

This commit is contained in:
Simeon Manolov 2024-08-21 17:39:44 +03:00
commit 5a7dc7b552
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GPG Key ID: 0AAC6D4A304B5635
128 changed files with 1436 additions and 943 deletions

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@ -26,7 +26,7 @@ void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit
}
void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side)
void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
{
auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
{

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@ -27,7 +27,7 @@ public:
void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side);
void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side);
};
/// <summary>

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@ -32,7 +32,7 @@
#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
CBattleAI::CBattleAI()
: side(-1),
: side(BattleSide::NONE),
wasWaitingForRealize(false),
wasUnlockingGs(false)
{
@ -100,7 +100,7 @@ void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
}
static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, BattleSide side)
{
auto stacks = cb->battleGetAllStacks();
auto our = 0;
@ -243,7 +243,7 @@ BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * st
return attack;
}
void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
{
LOG_TRACE(logAi);
side = Side;

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@ -27,7 +27,7 @@ struct CurrentOffensivePotential
std::map<const CStack *, PotentialTargets> ourAttacks;
std::map<const CStack *, PotentialTargets> enemyAttacks;
CurrentOffensivePotential(ui8 side)
CurrentOffensivePotential(BattleSide side)
{
for(auto stack : cbc->battleGetStacks())
{
@ -54,7 +54,7 @@ struct CurrentOffensivePotential
class CBattleAI : public CBattleGameInterface
{
int side;
BattleSide side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
@ -80,7 +80,7 @@ public:
BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed) override;
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
@ -93,7 +93,7 @@ public:
//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;
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
AutocombatPreferences autobattlePreferences = AutocombatPreferences();
};

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@ -686,7 +686,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
spellcast.spell = castToPerform.spell->id;
spellcast.setTarget(castToPerform.dest);
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
spellcast.stackNumber = -1;
cb->battleMakeSpellAction(battleID, spellcast);
activeActionMade = true;

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@ -33,7 +33,7 @@ class BattleEvaluator
std::optional<AttackPossibility> cachedAttack;
PlayerColor playerID;
BattleID battleID;
int side;
BattleSide side;
float cachedScore;
DamageCache damageCache;
float strengthRatio;
@ -54,7 +54,7 @@ public:
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
int side,
BattleSide side,
float strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio), battleID(battleID)
{
@ -73,7 +73,7 @@ public:
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
int side,
BattleSide side,
float strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID)
{

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@ -500,7 +500,7 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
#endif
if(cb->battleGetMySide() == BattlePerspective::LEFT_SIDE
if(cb->battleGetMySide() == BattleSide::LEFT_SIDE
&& cb->battleGetGateState() == EGateState::BLOCKED
&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
{

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@ -116,7 +116,7 @@ uint32_t StackWithBonuses::unitId() const
return id;
}
ui8 StackWithBonuses::unitSide() const
BattleSide StackWithBonuses::unitSide() const
{
return side;
}
@ -467,7 +467,7 @@ int64_t HypotheticBattle::getActualDamage(const DamageRange & damage, int32_t at
return (damage.min + damage.max) / 2;
}
std::vector<SpellID> HypotheticBattle::getUsedSpells(ui8 side) const
std::vector<SpellID> HypotheticBattle::getUsedSpells(BattleSide side) const
{
// TODO
return {};

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@ -85,7 +85,7 @@ public:
int32_t unitBaseAmount() const override;
uint32_t unitId() const override;
ui8 unitSide() const override;
BattleSide unitSide() const override;
PlayerColor unitOwner() const override;
SlotID unitSlot() const override;
@ -111,7 +111,7 @@ private:
const CCreature * type;
ui32 baseAmount;
uint32_t id;
ui8 side;
BattleSide side;
PlayerColor player;
SlotID slot;
};
@ -158,7 +158,7 @@ public:
uint32_t nextUnitId() const override;
int64_t getActualDamage(const DamageRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
std::vector<SpellID> getUsedSpells(ui8 side) const override;
std::vector<SpellID> getUsedSpells(BattleSide side) const override;
int3 getLocation() const override;
bool isCreatureBank() const override;

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@ -1148,7 +1148,7 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
}
}
void AIGateway::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
void AIGateway::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
{
NET_EVENT_HANDLER;
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);

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@ -156,7 +156,7 @@ public:
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed) override;
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
void makeTurn();

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@ -18,7 +18,7 @@
#include "../../lib/CRandomGenerator.h"
CStupidAI::CStupidAI()
: side(-1)
: side(BattleSide::NONE)
, wasWaitingForRealize(false)
, wasUnlockingGs(false)
{
@ -262,7 +262,7 @@ void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStack
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
{
print("battleStart called");
side = Side;

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@ -17,7 +17,7 @@ class EnemyInfo;
class CStupidAI : public CBattleGameInterface
{
int side;
BattleSide side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
@ -47,7 +47,7 @@ public:
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 BattleTriggerEffect & bte) override;
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 battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
private:

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@ -1566,7 +1566,7 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
}
void VCAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
void VCAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
{
NET_EVENT_HANDLER;
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);

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@ -187,7 +187,7 @@ public:
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed) override;
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;

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@ -623,7 +623,7 @@ void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreat
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const BattleID & battleID, 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, BattleSide side, bool replayAllowed)
{
EVENT_HANDLER_CALLED_BY_CLIENT;

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@ -160,7 +160,7 @@ protected: // Call-ins from server, should not be called directly, but only via
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 battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide 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

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@ -443,8 +443,8 @@ void CClient::battleStarted(const BattleInfo * info)
{
std::shared_ptr<CPlayerInterface> att;
std::shared_ptr<CPlayerInterface> def;
auto & leftSide = info->sides[0];
auto & rightSide = info->sides[1];
const auto & leftSide = info->getSide(BattleSide::LEFT_SIDE);
const auto & rightSide = info->getSide(BattleSide::RIGHT_SIDE);
for(auto & battleCb : battleCallbacks)
{
@ -453,17 +453,17 @@ void CClient::battleStarted(const BattleInfo * info)
}
//If quick combat is not, do not prepare interfaces for battleint
auto callBattleStart = [&](PlayerColor color, ui8 side)
auto callBattleStart = [&](PlayerColor color, BattleSide side)
{
if(vstd::contains(battleints, color))
battleints[color]->battleStart(info->battleID, leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
};
callBattleStart(leftSide.color, 0);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
callBattleStart(leftSide.color, BattleSide::LEFT_SIDE);
callBattleStart(rightSide.color, BattleSide::RIGHT_SIDE);
callBattleStart(PlayerColor::UNFLAGGABLE, BattleSide::RIGHT_SIDE);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
callBattleStart(PlayerColor::SPECTATOR, BattleSide::RIGHT_SIDE);
if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
@ -480,9 +480,9 @@ void CClient::battleStarted(const BattleInfo * info)
{
auto side = interface->cb->getBattle(info->battleID)->playerToSide(interface->playerID);
if(interface->playerID == info->sides[info->tacticsSide].color)
if(interface->playerID == info->getSide(info->tacticsSide).color)
{
auto action = BattleAction::makeEndOFTacticPhase(*side);
auto action = BattleAction::makeEndOFTacticPhase(side);
interface->cb->battleMakeTacticAction(info->battleID, action);
}
}
@ -514,7 +514,7 @@ void CClient::battleStarted(const BattleInfo * info)
if(info->tacticDistance)
{
auto tacticianColor = info->sides[info->tacticsSide].color;
auto tacticianColor = info->getSide(info->tacticsSide).color;
if (vstd::contains(battleints, tacticianColor))
battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
@ -523,9 +523,11 @@ void CClient::battleStarted(const BattleInfo * info)
void CClient::battleFinished(const BattleID & battleID)
{
for(auto & side : gs->getBattle(battleID)->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->onBattleEnded(battleID);
for(auto side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
{
if(battleCallbacks.count(gs->getBattle(battleID)->getSide(side).color))
battleCallbacks[gs->getBattle(battleID)->getSide(side).color]->onBattleEnded(battleID);
}
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->onBattleEnded(battleID);

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@ -108,8 +108,8 @@ void callBattleInterfaceIfPresentForBothSides(CClient & cl, const BattleID & bat
return;
}
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)...);
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->getSide(BattleSide::ATTACKER).color, ptr, std::forward<Args2>(args)...);
callOnlyThatBattleInterface(cl, cl.gameState()->getBattle(battleID)->getSide(BattleSide::DEFENDER).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)...);
@ -769,12 +769,12 @@ 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.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.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.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->getSide(BattleSide::ATTACKER).color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSide(BattleSide::ATTACKER).armyObject, pack.info->getSide(BattleSide::DEFENDER).armyObject,
pack.info->tile, pack.info->getSide(BattleSide::ATTACKER).hero, pack.info->getSide(BattleSide::DEFENDER).hero);
callOnlyThatBattleInterface(cl, pack.info->getSide(BattleSide::DEFENDER).color, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSide(BattleSide::ATTACKER).armyObject, pack.info->getSide(BattleSide::DEFENDER).armyObject,
pack.info->tile, pack.info->getSide(BattleSide::ATTACKER).hero, pack.info->getSide(BattleSide::DEFENDER).hero);
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, pack.battleID, pack.info->getSide(BattleSide::ATTACKER).armyObject, pack.info->getSide(BattleSide::DEFENDER).armyObject,
pack.info->tile, pack.info->getSide(BattleSide::ATTACKER).hero, pack.info->getSide(BattleSide::DEFENDER).hero);
}
void ApplyClientNetPackVisitor::visitBattleStart(BattleStart & pack)
@ -801,9 +801,9 @@ void ApplyClientNetPackVisitor::visitBattleSetActiveStack(BattleSetActiveStack &
PlayerColor playerToCall; //pack.player that will move activated stack
if (activated->hasBonusOfType(BonusType::HYPNOTIZED))
{
playerToCall = (gs.getBattle(pack.battleID)->sides[0].color == activated->unitOwner()
? gs.getBattle(pack.battleID)->sides[1].color
: gs.getBattle(pack.battleID)->sides[0].color);
playerToCall = gs.getBattle(pack.battleID)->getSide(BattleSide::ATTACKER).color == activated->unitOwner()
? gs.getBattle(pack.battleID)->getSide(BattleSide::DEFENDER).color
: gs.getBattle(pack.battleID)->getSide(BattleSide::ATTACKER).color;
}
else
{

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@ -312,8 +312,8 @@ void BattleActionsController::castThisSpell(SpellID spellID)
heroSpellToCast = std::make_shared<BattleAction>();
heroSpellToCast->actionType = EActionType::HERO_SPELL;
heroSpellToCast->spell = spellID;
heroSpellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
heroSpellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
heroSpellToCast->stackNumber = -1;
heroSpellToCast->side = owner.curInt->cb->getBattle(owner.getBattleID())->battleGetMySide();
//choosing possible targets
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;

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@ -229,19 +229,19 @@ void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedI
{
stacksController->stacksAreAttacked(attackedInfos);
std::array<int, 2> killedBySide = {0, 0};
BattleSideArray<int> killedBySide;
for(const StackAttackedInfo & attackedInfo : attackedInfos)
{
ui8 side = attackedInfo.defender->unitSide();
BattleSide side = attackedInfo.defender->unitSide();
killedBySide.at(side) += attackedInfo.amountKilled;
}
for(ui8 side = 0; side < 2; side++)
for(BattleSide side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
{
if(killedBySide.at(side) > killedBySide.at(1-side))
if(killedBySide.at(side) > killedBySide.at(getBattle()->otherSide(side)))
setHeroAnimation(side, EHeroAnimType::DEFEAT);
else if(killedBySide.at(side) < killedBySide.at(1-side))
else if(killedBySide.at(side) < killedBySide.at(getBattle()->otherSide(side)))
setHeroAnimation(side, EHeroAnimType::VICTORY);
}
}
@ -271,14 +271,14 @@ void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID sp
}
auto side = getBattle()->playerToSide(curInt->playerID);
if(!side)
if(side == BattleSide::NONE)
{
logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
return;
}
BattleAction ba;
ba.side = side.value();
ba.side = side;
ba.actionType = action;
ba.aimToHex(tile);
ba.spell = spell;
@ -409,7 +409,7 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
}
else
{
auto hero = sc->side ? defendingHero : attackingHero;
auto hero = sc->side == BattleSide::DEFENDER ? defendingHero : attackingHero;
assert(hero);
addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
@ -466,11 +466,11 @@ void BattleInterface::spellCast(const BattleSpellCast * sc)
{
Point leftHero = Point(15, 30);
Point rightHero = Point(755, 30);
bool side = sc->side;
BattleSide side = sc->side;
addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_B.DEF" : "SP07_A.DEF"), rightHero));
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "SP07_B.DEF" : "SP07_A.DEF"), rightHero));
});
}
@ -483,7 +483,7 @@ void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
fieldController->redrawBackgroundWithHexes();
}
void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
void BattleInterface::setHeroAnimation(BattleSide side, EHeroAnimType phase)
{
if(side == BattleSide::ATTACKER)
{
@ -656,7 +656,7 @@ void BattleInterface::tacticPhaseEnd()
tacticsMode = false;
auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
auto action = BattleAction::makeEndOFTacticPhase(*side);
auto action = BattleAction::makeEndOFTacticPhase(side);
tacticianInterface->cb->battleMakeTacticAction(battleID, action);
}

View File

@ -170,7 +170,7 @@ public:
void showInterface(Canvas & to);
void setHeroAnimation(ui8 side, EHeroAnimType phase);
void setHeroAnimation(BattleSide side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell

View File

@ -746,7 +746,7 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
labels.push_back(std::make_shared<CLabel>(232, 520, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->translate("vcmi.battleResultsWindow.applyResultsLabel")));
}
if(br.winner == 0) //attacker won
if(br.winner == BattleSide::ATTACKER)
{
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
}
@ -754,8 +754,8 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
{
labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[411]));
}
if(br.winner == 1)
if(br.winner == BattleSide::DEFENDER)
{
labels.push_back(std::make_shared<CLabel>(412, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
}
@ -770,15 +770,15 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
std::string sideNames[2] = {"N/A", "N/A"};
for(int i = 0; i < 2; i++)
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
auto heroInfo = owner.cb->getBattle(br.battleID)->battleGetHeroInfo(i);
const int xs[] = {21, 392};
if(heroInfo.portraitSource.isValid()) //attacking hero
{
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), heroInfo.getIconIndex(), 0, xs[i], 38));
sideNames[i] = heroInfo.name;
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("PortraitsLarge"), heroInfo.getIconIndex(), 0, xs[static_cast<int>(i)], 38));
sideNames[static_cast<int>(i)] = heroInfo.name;
}
else
{
@ -795,8 +795,8 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
if(best != stacks.end()) //should be always but to be safe...
{
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), (*best)->unitType()->getIconIndex(), 0, xs[i], 38));
sideNames[i] = (*best)->unitType()->getNamePluralTranslated();
icons.push_back(std::make_shared<CAnimImage>(AnimationPath::builtin("TWCRPORT"), (*best)->unitType()->getIconIndex(), 0, xs[static_cast<int>(i)], 38));
sideNames[static_cast<int>(i)] = (*best)->unitType()->getNamePluralTranslated();
}
}
}
@ -806,16 +806,16 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
labels.push_back(std::make_shared<CLabel>(381, 53, FONT_SMALL, ETextAlignment::BOTTOMRIGHT, Colors::WHITE, sideNames[1]));
//printing casualties
for(int step = 0; step < 2; ++step)
for(auto step : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if(br.casualties[step].size()==0)
{
labels.push_back(std::make_shared<CLabel>(235, 360 + 97 * step, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[523]));
labels.push_back(std::make_shared<CLabel>(235, 360 + 97 * static_cast<int>(step), FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[523]));
}
else
{
int xPos = 235 - ((int)br.casualties[step].size()*32 + ((int)br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
int yPos = 344 + step * 97;
int yPos = 344 + static_cast<int>(step) * 97;
for(auto & elem : br.casualties[step])
{
auto creature = CGI->creatures()->getByIndex(elem.first);
@ -842,9 +842,9 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
BattleResultResources BattleResultWindow::getResources(const BattleResult & br)
{
//printing result description
bool weAreAttacker = !(owner.cb->getBattle(br.battleID)->battleGetMySide());
bool weAreAttacker = owner.cb->getBattle(br.battleID)->battleGetMySide() == BattleSide::ATTACKER;
bool weAreDefender = !weAreAttacker;
bool weWon = (br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker);
bool weWon = (br.winner == BattleSide::ATTACKER && weAreAttacker) || (br.winner == BattleSide::DEFENDER && !weAreAttacker);
bool isSiege = owner.cb->getBattle(br.battleID)->battleGetDefendedTown() != nullptr;
BattleResultResources resources;
@ -884,7 +884,7 @@ BattleResultResources BattleResultWindow::getResources(const BattleResult & br)
{
resources.resultText.appendTextID("core.genrltxt.305");
resources.resultText.replaceTextID(ourHero->getNameTranslated());
resources.resultText.replaceNumber(br.exp[weAreAttacker ? 0 : 1]);
resources.resultText.replaceNumber(br.exp[weAreAttacker ? BattleSide::ATTACKER : BattleSide::DEFENDER]);
}
}
else // we lose

View File

@ -102,7 +102,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
{
auto side = owner.getBattle()->playerToSide(owner.curInt->playerID);
if(!oi->visibleForSide(side.value(), owner.getBattle()->battleHasNativeStack(side.value())))
if(!oi->visibleForSide(side, owner.getBattle()->battleHasNativeStack(side)))
continue;
auto animation = GH.renderHandler().loadAnimation(oi->getAppearAnimation(), EImageBlitMode::ALPHA);

View File

@ -174,7 +174,20 @@
"horde1": { "id" : 18, "upgrades" : "dwellingLvl3" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },
"special2": { "type" : "stables", "requires" : [ "dwellingLvl4" ] },
"special2": {
"type" : "configurable",
"requires" : [ "dwellingLvl4" ],
"configuration" : {
"visitMode" : "bonus",
"rewards" : [
{
"message" : "@core.genrltxt.580",
"movePoints" : 400,
"bonuses" : [ { "type" : "MOVEMENT", "subtype" : "heroMovementLand", "val" : 400, "valueType" : "ADDITIVE_VALUE", "duration" : "ONE_WEEK"} ]
}
]
}
},
"special3": { "type" : "brotherhoodOfSword", "upgrades" : "tavern" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }, "bonuses": [ { "type": "MORALE", "val": 2, "propagator": "PLAYER_PROPAGATOR" } ] },

View File

@ -174,9 +174,39 @@
"special1": { "type" : "artifactMerchant", "requires" : [ "marketplace" ] },
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "manaVortex", "requires" : [ "mageGuild1" ] },
"special2": {
"type" : "configurable",
"requires" : [ "mageGuild1" ],
"configuration" : {
"resetParameters" : {
"period" : 7,
"visitors" : true
},
"visitMode" : "hero", // Should be 'once' to match (somewhat buggy) H3 logic
"rewards" : [
{
"limiter" : {
"noneOf" : [ { "manaPercentage" : 200 } ]
},
"message" : "@core.genrltxt.579",
"manaPercentage" : 200
}
]
}
},
"special3": { "type" : "portalOfSummoning" },
"special4": { "type" : "experienceVisitingBonus" },
"special4": {
"type" : "configurable",
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.583",
"heroExperience" : 1000
}
]
}
},
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 },
"bonuses": [ { "type": "PRIMARY_SKILL", "subtype": "primarySkill.spellpower", "val": 12 } ] },

View File

@ -169,7 +169,19 @@
"resourceSilo": { "id" : 15, "requires" : [ "marketplace" ], "produce": { "wood": 1, "ore": 1 } },
"blacksmith": { "id" : 16 },
"special1": { "type" : "defenceVisitingBonus", "requires" : [ "allOf", [ "townHall" ], [ "special2" ] ] },
"special1": {
"type" : "configurable",
"requires" : [ "allOf", [ "townHall" ], [ "special2" ] ],
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.585",
"primary" : { "defence" : 1 }
}
]
}
},
"horde1": { "id" : 18, "upgrades" : "dwellingLvl1" },
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"ship": { "id" : 20, "upgrades" : "shipyard" },

View File

@ -175,7 +175,19 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "spellPowerGarrisonBonus", "requires" : [ "fort" ] },
"special3": { "type" : "castleGate", "requires" : [ "citadel" ] },
"special4": { "type" : "spellPowerVisitingBonus", "requires" : [ "mageGuild1" ] },
"special4": {
"type" : "configurable",
"requires" : [ "mageGuild1" ],
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.582",
"primary" : { "spellpower" : 1 }
}
]
}
},
"horde2": { "id" : 24, "upgrades" : "dwellingLvl3" },
"horde2Upgr": { "id" : 25, "upgrades" : "dwellingUpLvl3", "requires" : [ "horde2" ], "mode" : "auto" },
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 }},

View File

@ -171,7 +171,19 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl1", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "freelancersGuild", "requires" : [ "marketplace" ] },
"special3": { "type" : "ballistaYard", "requires" : [ "blacksmith" ] },
"special4": { "type" : "attackVisitingBonus", "requires" : [ "fort" ] },
"special4": {
"type" : "configurable",
"requires" : [ "fort" ],
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.584",
"primary" : { "attack" : 1 }
}
]
}
},
"grail": { "id" : 26, "mode" : "grail", "produce": { "gold": 5000 },
"bonuses": [ { "type": "PRIMARY_SKILL", "subtype": "primarySkill.attack", "val": 20 } ] },

View File

@ -174,7 +174,19 @@
"horde1Upgr": { "id" : 19, "upgrades" : "dwellingUpLvl2", "requires" : [ "horde1" ], "mode" : "auto" },
"special2": { "type" : "lookoutTower", "height" : "high", "requires" : [ "fort" ] },
"special3": { "type" : "library", "requires" : [ "mageGuild1" ] },
"special4": { "type" : "knowledgeVisitingBonus", "requires" : [ "mageGuild1" ] },
"special4": {
"type" : "configurable",
"requires" : [ "mageGuild1" ],
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.581",
"primary" : { "knowledge" : 1 }
}
]
}
},
"grail": { "height" : "skyship", "produce" : { "gold": 5000 }, "bonuses": [ { "type": "PRIMARY_SKILL", "subtype": "primarySkill.knowledge", "val": 15 } ] },
"dwellingLvl1": { "id" : 30, "requires" : [ "fort" ] },

View File

@ -179,7 +179,10 @@
"description" : "stacking"
},
"description" : {
"type" : "string",
"anyOf" : [
{ "type" : "string" },
{ "type" : "number" }
],
"description" : "description"
}
}

View File

@ -0,0 +1,326 @@
{
"type" : "object",
"$schema" : "http://json-schema.org/draft-04/schema",
"title" : "VCMI map object format",
"description" : "Description of map object class",
"required" : [ "rewards" ],
"additionalProperties" : false,
"definitions" : {
"value" : {
"anyOf" : [
{
"type" : "number"
},
{
"type" : "string" // variable name
},
{
"type" : "array",
"items" : {
"$ref" : "#/definitions/value"
}
},
{
"type" : "object",
"additionalProperties" : true,
"properties" : {
"amount" : { "$ref" : "#/definitions/value" },
"min" : { "$ref" : "#/definitions/value" },
"max" : { "$ref" : "#/definitions/value" }
}
}
]
},
"identifier" : {
"anyOf" : [
{
"type" : "string"
},
{
"type" : "object",
"additionalProperties" : true,
"properties" : {
"type" : {
"$ref" : "#/definitions/identifier"
},
"anyOf" : {
"type" : "array",
"items" : {
"$ref" : "#/definitions/identifier"
}
},
"noneOf" : {
"type" : "array",
"items" : {
"$ref" : "#/definitions/identifier"
}
}
}
}
]
},
"identifierList" : {
"type" : "array",
"items" : {
"$ref" : "#/definitions/identifier"
}
},
"identifierWithValueList" : {
"anyOf" : [
{
"type" : "array",
"items" : {
"allOf" : [
{ "$ref" : "#/definitions/identifier" },
{ "$ref" : "#/definitions/value" }
]
}
},
{
"type" : "object",
"additionalProperties" : {
"$ref" : "#/definitions/value"
}
},
],
},
"reward" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"appearChance" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"dice" : { "type" : "number" },
"min" : { "type" : "number", "minimum" : 0, "exclusiveMaximum" : 100 },
"max" : { "type" : "number", "exclusiveMinimum" : 0, "maximum" : 100 }
}
},
"limiter" : { "$ref" : "#/definitions/limiter" },
"message" : { "$ref" : "#/definitions/message" },
"description" : { "$ref" : "#/definitions/message" },
"heroExperience" : { "$ref" : "#/definitions/value" },
"heroLevel" : { "$ref" : "#/definitions/value" },
"movePercentage" : { "$ref" : "#/definitions/value" },
"movePoints" : { "$ref" : "#/definitions/value" },
"manaPercentage" : { "$ref" : "#/definitions/value" },
"manaPoints" : { "$ref" : "#/definitions/value" },
"manaOverflowFactor" : { "$ref" : "#/definitions/value" },
"removeObject" : { "type" : "boolean" },
"bonuses" : {
"type":"array",
"description": "List of bonuses that will be granted to visiting hero",
"items": { "$ref" : "bonus.json" }
},
"resources" : { "$ref" : "#/definitions/identifierWithValueList" },
"secondary" : { "$ref" : "#/definitions/identifierWithValueList" },
"creatures" : { "$ref" : "#/definitions/identifierWithValueList" },
"primary" : { "$ref" : "#/definitions/identifierWithValueList" },
"artifacts" : { "$ref" : "#/definitions/identifierList" },
"spells" : { "$ref" : "#/definitions/identifierList" },
"spellCast" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"spell" : { "$ref" : "#/definitions/identifier" },
"schoolLevel" : { "type" : "number" }
}
},
"revealTiles" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"hide" : { "type" : "boolean" },
"radius" : { "type" : "number" },
"surface" : { "type" : "number" },
"subterra" : { "type" : "number" },
"water" : { "type" : "number" },
"rock" : { "type" : "number" }
}
},
"changeCreatures" : {
"type" : "object",
"additionalProperties" : { "type" : "string" }
}
}
},
"limiter" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"dayOfWeek" : { "$ref" : "#/definitions/value" },
"daysPassed" : { "$ref" : "#/definitions/value" },
"heroExperience" : { "$ref" : "#/definitions/value" },
"heroLevel" : { "$ref" : "#/definitions/value" },
"manaPercentage" : { "$ref" : "#/definitions/value" },
"manaPoints" : { "$ref" : "#/definitions/value" },
"canLearnSkills" : { "type" : "boolean" },
"resources" : { "$ref" : "#/definitions/identifierWithValueList" },
"secondary" : { "$ref" : "#/definitions/identifierWithValueList" },
"creatures" : { "$ref" : "#/definitions/identifierWithValueList" },
"primary" : { "$ref" : "#/definitions/identifierWithValueList" },
"canLearnSpells" : { "$ref" : "#/definitions/identifierList" },
"heroClasses" : { "$ref" : "#/definitions/identifierList" },
"artifacts" : { "$ref" : "#/definitions/identifierList" },
"spells" : { "$ref" : "#/definitions/identifierList" },
"colors" : { "$ref" : "#/definitions/identifierList" },
"heroes" : { "$ref" : "#/definitions/identifierList" },
"anyOf" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/limiter" }
},
"allOf" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/limiter" }
},
"noneOf" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/limiter" }
},
}
},
"message" : {
"anyOf" : [
{
"type" : "array",
"items" : {
"anyOf" : [
{ "type" : "number" },
{ "type" : "string" }
]
}
},
{
"type" : "number"
},
{
"type" : "string"
}
]
},
"variableList" : {
"type" : "object",
"additionalProperties" : {
"$ref" : "#/definitions/identifier"
}
}
},
"properties" : {
"rewards" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/reward" }
},
"onVisited" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/reward" }
},
"onEmpty" : {
"type" : "array",
"items" : { "$ref" : "#/definitions/reward" }
},
"variables" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"number" : {
"type" : "object",
"additionalProperties" : {
"$ref" : "#/definitions/value"
}
},
"artifact" : {
"$ref" : "#/definitions/variableList"
},
"spell" : {
"$ref" : "#/definitions/variableList"
},
"primarySkill" : {
"$ref" : "#/definitions/variableList"
},
"secondarySkill" : {
"$ref" : "#/definitions/variableList"
},
},
},
"onSelectMessage" : {
"$ref" : "#/definitions/message"
},
"description" : {
"$ref" : "#/definitions/message"
},
"notVisitedTooltip" : {
"$ref" : "#/definitions/message"
},
"visitedTooltip" : {
"$ref" : "#/definitions/message"
},
"onVisitedMessage" : {
"$ref" : "#/definitions/message"
},
"onEmptyMessage" : {
"$ref" : "#/definitions/message"
},
"canRefuse": {
"type" : "boolean"
},
"showScoutedPreview": {
"type" : "boolean"
},
"showInInfobox": {
"type" : "boolean"
},
"visitMode": {
"enum" : [ "unlimited", "once", "hero", "bonus", "limiter", "player" ],
"type" : "string"
},
"visitLimiter": {
"type" : "object"
},
"selectMode": {
"enum" : [ "selectFirst", "selectPlayer", "selectRandom", "selectAll" ],
"type" : "string"
},
"resetParameters" : {
"type" : "object",
"additionalProperties" : false,
"properties" : {
"visitors" : { "type" : "boolean" },
"rewards" : { "type" : "boolean" },
"period" : { "type" : "number" }
}
},
// Properties that might appear since this node is shared with object config
"compatibilityIdentifiers" : { },
"blockedVisitable" : { },
"removable" : { },
"aiValue" : { },
"index" : { },
"base" : { },
"rmg" : { },
"templates" : { },
"battleground" : { },
"sounds" : { }
}
}

View File

@ -31,11 +31,12 @@
"type" : "string"
},
"description" : {
"description" : "Localizable decsription of this building",
"description" : "Localizable description of this building",
"type" : "string"
},
"type" : {
"type" : "string",
"enum" : [ "mysticPond", "artifactMerchant", "freelancersGuild", "magicUniversity", "castleGate", "creatureTransformer", "portalOfSummoning", "ballistaYard", "lookoutTower", "library", "brotherhoodOfSword", "fountainOfFortune", "spellPowerGarrisonBonus", "attackGarrisonBonus", "defenseGarrisonBonus", "escapeTunnel", "lighthouse", "treasury", "thievesGuild", "bank", "configurable" ],
"description" : "Subtype for some special buildings"
},
"mode" : {
@ -56,6 +57,10 @@
"description" : "Optional, indicates that this building upgrades another base building",
"type" : "string"
},
"configuration" : {
"description" : "Configuration of building. Only used if 'type' is set to 'configurable'",
"$ref" : "rewardable.json"
},
"cost" : {
"type" : "object",
"additionalProperties" : false,

View File

@ -341,100 +341,7 @@ Each town requires a set of buildings (Around 30-45 buildings)
```
## Building node
```jsonc
{
// Numeric identifier of this building
"id" : 0,
// Localizable name of this building
"name" : "",
// Localizable decsription of this building
"description" : "",
// Optional, indicates that this building upgrades another base building
"upgrades" : "baseBuilding",
// List of town buildings that must be built before this one. See below for full format
"requires" : [ "allOf", [ "mageGuild1" ], [ "tavern" ] ],
// Resources needed to build building
"cost" : { ... },
// TODO: Document me: Subtype for some special buildings
"type" : "",
// TODO: Document me: Height for lookout towers and some grails
"height" : "average"
// Resources produced each day by this building
"produce" : { ... },
//determine how this building can be built. Possible values are:
// normal - default value. Fulfill requirements, use resources, spend one day
// auto - building appears when all requirements are built
// special - building can not be built manually
// grail - building requires grail to be built
"mode" : "auto",
// Buildings which bonuses should be overridden with bonuses of the current building
"overrides" : [ "anotherBuilding ]
// Bonuses, provided by this special building on build using bonus system
"bonuses" : BONUS_FORMAT
// Bonuses, provided by this special building on hero visit and applied to the visiting hero
"onVisitBonuses" : BONUS_FORMAT
}
```
Building requirements can be described using logical expressions:
```jsonc
"requires" :
[
"allOf", // Normal H3 "build all" mode
[ "mageGuild1" ],
[
"noneOf", // available only when none of these building are built
[ "dwelling5A" ],
[ "dwelling5AUpgrade" ]
],
[
"anyOf", // any non-zero number of these buildings must be built
[ "tavern" ],
[ "blacksmith" ]
]
]
```
See [Town Building Format](Town_Building_Format.md)
## Structure node
```jsonc
{
// Main animation file for this building
"animation" : "",
// Horizontal position on town screen
"x" : 0,
// Vertical position on town screen
"y" : 0,
// used for blit order. Higher value places structure close to screen and drawn on top of buildings with lower values
"z" : 0,
// Path to image with golden border around building, displayed when building is selected
"border" : "",
// Path to image with area that indicate when building is selected
"area" : "",
//TODO: describe me
"builds": "",
// If upgrade, this building will replace parent animation but will not alter its behaviour
"hidden" : false
}
```
See [Town Building Format](Town_Building_Format.md)

View File

@ -0,0 +1,194 @@
# Town Building Format
# Required data
Each building requires following assets:
- Town animation file (1 animation file)
- Selection highlight (1 image)
- Selection area (1 image)
- Town hall icon (1 image)
## Town Building node
```jsonc
{
// Numeric identifier of this building
"id" : 0,
// Localizable name of this building
"name" : "",
// Localizable decsription of this building
"description" : "",
// Optional, indicates that this building upgrades another base building
"upgrades" : "baseBuilding",
// List of town buildings that must be built before this one. See below for full format
"requires" : [ "allOf", [ "mageGuild1" ], [ "tavern" ] ],
// Resources needed to build building
"cost" : {
"wood" : 20,
"ore" : 20,
"gold" : 10000
},
// Allows to define additional functionality of this building, usually using logic of one of original H3 town building
// Generally only needs to be specified for "special" buildings
// See 'List of unique town buildings' section below for detailed description of this field
"type" : "",
// If set, building will have Lookout Tower logic - extend sight radius of a town.
// Possible values:
// low - increases town sight radius by 5 tiles
// average - sight radius extended by 15 tiles
// high - sight radius extended by 20 tiles
// skyship - entire map will be revealed
// If not set, building will not affect sight radius of a town
"height" : "average"
// Resources produced each day by this building
"produce" : {
"sulfur" : 1,
"gold" : 2000
},
//determine how this building can be built. Possible values are:
// normal - default value. Fulfill requirements, use resources, spend one day
// auto - building appears when all requirements are built
// special - building can not be built manually
// grail - building requires grail to be built
"mode" : "auto",
// Buildings which bonuses should be overridden with bonuses of the current building
"overrides" : [ "anotherBuilding ]
// Bonuses, provided by this special building on build using bonus system
"bonuses" : BONUS_FORMAT
// Bonuses, provided by this special building on hero visit and applied to the visiting hero
"onVisitBonuses" : BONUS_FORMAT
}
```
Building requirements can be described using logical expressions:
```jsonc
"requires" :
[
"allOf", // Normal H3 "build all" mode
[ "mageGuild1" ],
[
"noneOf", // available only when none of these building are built
[ "dwelling5A" ],
[ "dwelling5AUpgrade" ]
],
[
"anyOf", // any non-zero number of these buildings must be built
[ "tavern" ],
[ "blacksmith" ]
]
]
```
### List of unique town buildings
Following Heroes III buildings can be used as unique buildings for a town. Their functionality should be identical to a corresponding H3 building:
- `mysticPond`
- `artifactMerchant`
- `freelancersGuild`
- `magicUniversity`
- `castleGate`
- `creatureTransformer`
- `portalOfSummoning`
- `ballistaYard`
- `stables`
- `manaVortex`
- `lookoutTower`
- `library`
- `brotherhoodOfSword`
- `fountainOfFortune`
- `escapeTunnel`
- `lighthouse`
- `treasury`
- `spellPowerGarrisonBonus`
- `attackGarrisonBonus`
- `defenseGarrisonBonus`
Following HotA buildings can be used as unique building for a town. Functionality should match corresponding HotA building:
- `thievesGuild`
- `bank`
In addition to above, it is possible to use same format as [Rewardable](../Map_Objects/Rewardable.md) map objects for town buildings. In order to do that, town building type must be set to `configurable` and configuration of a rewardable object must be placed into `configuration` node
Example 1 - Order of Fire from Inferno:
```jsonc
"special4": { //
"type" : "configurable",
"requires" : [ "mageGuild1" ],
"configuration" : {
"visitMode" : "hero",
"rewards" : [
{
"message" : "@core.genrltxt.582", // NOTE: this forces vcmi to load string from H3 text file. In order to define own string simply write your own message without '@' symbol
"primary" : { "spellpower" : 1 }
}
]
}
}
```
Example 2 - Mana Vortex from Dungeon
```jsonc
"special2": {
"type" : "configurable",
"requires" : [ "mageGuild1" ],
"configuration" : {
"resetParameters" : {
"period" : 7,
"visitors" : true
},
"visitMode" : "once",
"rewards" : [
{
"limiter" : {
"noneOf" : [ { "manaPercentage" : 200 } ]
},
"message" : "@core.genrltxt.579",
"manaPercentage" : 200
}
]
}
}
```
### Town Structure node
```jsonc
{
// Main animation file for this building
"animation" : "",
// Horizontal position on town screen
"x" : 0,
// Vertical position on town screen
"y" : 0,
// used for blit order. Higher value places structure close to screen and drawn on top of buildings with lower values
"z" : 0,
// Path to image with golden border around building, displayed when building is selected
"border" : "",
// Path to image with area that indicate when building is selected
"area" : "",
//TODO: describe me
"builds": "",
// If upgrade, this building will replace parent animation but will not alter its behaviour
"hidden" : false
}
```

View File

@ -168,7 +168,7 @@ void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const Catap
}
void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed)
{
assert(!battleAI);
assert(cbc);

View File

@ -146,7 +146,7 @@ public:
void battleNewRound(const BattleID & battleID) override;
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed) override;
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
void actionStarted(const BattleID & battleID, const BattleAction &action) override;
void battleNewRoundFirst(const BattleID & battleID) override;

View File

@ -403,6 +403,7 @@ set(lib_MAIN_HEADERS
battle/BattleAttackInfo.h
battle/BattleHex.h
battle/BattleInfo.h
battle/BattleSide.h
battle/BattleStateInfoForRetreat.h
battle/BattleProxy.h
battle/CBattleInfoCallback.h

View File

@ -24,7 +24,7 @@ VCMI_LIB_NAMESPACE_BEGIN
///CStack
CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
CStack::CStack(const CStackInstance * Base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
CBonusSystemNode(STACK_BATTLE),
base(Base),
ID(I),
@ -45,7 +45,7 @@ CStack::CStack():
{
}
CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S):
CStack::CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S):
CBonusSystemNode(STACK_BATTLE),
ID(I),
type(stack->type),
@ -367,7 +367,7 @@ uint32_t CStack::unitId() const
return ID;
}
ui8 CStack::unitSide() const
BattleSide CStack::unitSide() const
{
return side;
}

View File

@ -32,7 +32,7 @@ private:
ui32 baseAmount = -1;
PlayerColor owner; //owner - player color (255 for neutrals)
ui8 side = 1;
BattleSide side = BattleSide::NONE;
SlotID slot; //slot - position in garrison (may be 255 for neutrals/called creatures)
@ -41,8 +41,8 @@ public:
BattleHex initialPosition; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
CStack(const CStackInstance * base, const PlayerColor & O, int I, ui8 Side, const SlotID & S);
CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, ui8 Side, const SlotID & S = SlotID(255));
CStack(const CStackInstance * base, const PlayerColor & O, int I, BattleSide Side, const SlotID & S);
CStack(const CStackBasicDescriptor * stack, const PlayerColor & O, int I, BattleSide Side, const SlotID & S = SlotID(255));
CStack();
~CStack();
@ -74,7 +74,7 @@ public:
int32_t unitBaseAmount() const override;
uint32_t unitId() const override;
ui8 unitSide() const override;
BattleSide unitSide() const override;
PlayerColor unitOwner() const override;
SlotID unitSlot() const override;

View File

@ -68,7 +68,7 @@ public:
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
virtual void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack

View File

@ -15,7 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
bool AccessibilityInfo::tileAccessibleWithGate(BattleHex tile, ui8 side) const
bool AccessibilityInfo::tileAccessibleWithGate(BattleHex tile, BattleSide side) const
{
//at(otherHex) != EAccessibility::ACCESSIBLE && (at(otherHex) != EAccessibility::GATE || side != BattleSide::DEFENDER)
if(at(tile) != EAccessibility::ACCESSIBLE)
@ -29,7 +29,7 @@ bool AccessibilityInfo::accessible(BattleHex tile, const battle::Unit * stack) c
return accessible(tile, stack->doubleWide(), stack->unitSide());
}
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, ui8 side) const
bool AccessibilityInfo::accessible(BattleHex tile, bool doubleWide, BattleSide side) const
{
// All hexes that stack would cover if standing on tile have to be accessible.
//do not use getHexes for speed reasons

View File

@ -37,9 +37,9 @@ struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
{
public:
bool accessible(BattleHex tile, const battle::Unit * stack) const; //checks for both tiles if stack is double wide
bool accessible(BattleHex tile, bool doubleWide, ui8 side) const; //checks for both tiles if stack is double wide
bool accessible(BattleHex tile, bool doubleWide, BattleSide side) const; //checks for both tiles if stack is double wide
private:
bool tileAccessibleWithGate(BattleHex tile, ui8 side) const;
bool tileAccessibleWithGate(BattleHex tile, BattleSide side) const;
};
VCMI_LIB_NAMESPACE_END

View File

@ -18,7 +18,7 @@ VCMI_LIB_NAMESPACE_BEGIN
static const int32_t INVALID_UNIT_ID = -1000;
BattleAction::BattleAction():
side(-1),
side(BattleSide::NONE),
stackNumber(-1),
actionType(EActionType::NO_ACTION)
{
@ -96,7 +96,7 @@ BattleAction BattleAction::makeMove(const battle::Unit * stack, BattleHex dest)
return ba;
}
BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
BattleAction BattleAction::makeEndOFTacticPhase(BattleSide side)
{
BattleAction ba;
ba.side = side;
@ -104,7 +104,7 @@ BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
return ba;
}
BattleAction BattleAction::makeSurrender(ui8 side)
BattleAction BattleAction::makeSurrender(BattleSide side)
{
BattleAction ba;
ba.side = side;
@ -112,7 +112,7 @@ BattleAction BattleAction::makeSurrender(ui8 side)
return ba;
}
BattleAction BattleAction::makeRetreat(ui8 side)
BattleAction BattleAction::makeRetreat(BattleSide side)
{
BattleAction ba;
ba.side = side;

View File

@ -24,7 +24,7 @@ namespace battle
class DLL_LINKAGE BattleAction
{
public:
ui8 side; //who made this action
BattleSide side; //who made this action
ui32 stackNumber; //stack ID, -1 left hero, -2 right hero,
EActionType actionType; //use ActionType enum for values
@ -39,9 +39,9 @@ public:
static BattleAction makeShotAttack(const battle::Unit * shooter, const battle::Unit * target);
static BattleAction makeCreatureSpellcast(const battle::Unit * stack, const battle::Target & target, const SpellID & spellID);
static BattleAction makeMove(const battle::Unit * stack, BattleHex dest);
static BattleAction makeEndOFTacticPhase(ui8 side);
static BattleAction makeRetreat(ui8 side);
static BattleAction makeSurrender(ui8 side);
static BattleAction makeEndOFTacticPhase(BattleSide side);
static BattleAction makeRetreat(BattleSide side);
static BattleAction makeSurrender(BattleSide side);
bool isTacticsAction() const;
bool isUnitAction() const;

View File

@ -184,7 +184,7 @@ void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
ret.push_back(tile);
}
BattleHex BattleHex::getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities)
BattleHex BattleHex::getClosestTile(BattleSide side, BattleHex initialPos, std::set<BattleHex> & possibilities)
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);

View File

@ -9,19 +9,12 @@
*/
#pragma once
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
//TODO: change to enum class
namespace BattleSide
{
enum Type
{
ATTACKER = 0,
DEFENDER = 1
};
}
namespace GameConstants
{
const int BFIELD_WIDTH = 17;
@ -29,8 +22,6 @@ namespace GameConstants
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
}
using BattleSideOpt = std::optional<ui8>;
// for battle stacks' positions
struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class for better code design
{
@ -102,7 +93,7 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
static EDir mutualPosition(BattleHex hex1, BattleHex hex2);
static uint8_t getDistance(BattleHex hex1, BattleHex hex2);
static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
static BattleHex getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
static BattleHex getClosestTile(BattleSide side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
template <typename Handler>
void serialize(Handler &h)

View File

@ -27,10 +27,20 @@
VCMI_LIB_NAMESPACE_BEGIN
///BattleInfo
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, const SlotID & slot, BattleHex position)
const SideInBattle & BattleInfo::getSide(BattleSide side) const
{
PlayerColor owner = sides[side].color;
return sides.at(side);
}
SideInBattle & BattleInfo::getSide(BattleSide side)
{
return sides.at(side);
}
///BattleInfo
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position)
{
PlayerColor owner = getSide(side).color;
assert(!owner.isValidPlayer() || (base.armyObj && base.armyObj->tempOwner == owner));
auto * ret = new CStack(&base, owner, id, side, slot);
@ -39,9 +49,9 @@ CStack * BattleInfo::generateNewStack(uint32_t id, const CStackInstance & base,
return ret;
}
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, const SlotID & slot, BattleHex position)
CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position)
{
PlayerColor owner = sides[side].color;
PlayerColor owner = getSide(side).color;
auto * ret = new CStack(&base, owner, id, side, slot);
ret->initialPosition = position;
stacks.push_back(ret);
@ -50,7 +60,7 @@ CStack * BattleInfo::generateNewStack(uint32_t id, const CStackBasicDescriptor &
void BattleInfo::localInit()
{
for(int i = 0; i < 2; i++)
for(BattleSide i : { BattleSide::ATTACKER, BattleSide::DEFENDER})
{
auto * armyObj = battleGetArmyObject(i);
armyObj->battle = this;
@ -162,12 +172,12 @@ struct RangeGenerator
std::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town)
BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town)
{
CMP_stack cmpst;
auto * curB = new BattleInfo();
for(auto i = 0u; i < curB->sides.size(); i++)
for(auto i : { BattleSide::LEFT_SIDE, BattleSide::RIGHT_SIDE})
curB->sides[i].init(heroes[i], armies[i]);
@ -315,36 +325,32 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
//reading battleStartpos - add creatures AFTER random obstacles are generated
//TODO: parse once to some structure
std::vector<std::vector<int>> looseFormations[2];
std::vector<std::vector<int>> tightFormations[2];
std::vector<std::vector<int>> creBankFormations[2];
std::vector<int> commanderField;
std::vector<int> commanderBank;
BattleSideArray<std::vector<std::vector<int>>> looseFormations;
BattleSideArray<std::vector<std::vector<int>>> tightFormations;
BattleSideArray<std::vector<std::vector<int>>> creBankFormations;
BattleSideArray<int> commanderField;
BattleSideArray<int> commanderBank;
const JsonNode config(JsonPath::builtin("config/battleStartpos.json"));
const JsonVector &positions = config["battle_positions"].Vector();
CGH::readBattlePositions(positions[0]["levels"], looseFormations[0]);
CGH::readBattlePositions(positions[1]["levels"], looseFormations[1]);
CGH::readBattlePositions(positions[2]["levels"], tightFormations[0]);
CGH::readBattlePositions(positions[3]["levels"], tightFormations[1]);
CGH::readBattlePositions(positions[4]["levels"], creBankFormations[0]);
CGH::readBattlePositions(positions[5]["levels"], creBankFormations[1]);
CGH::readBattlePositions(positions[0]["levels"], looseFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[1]["levels"], looseFormations[BattleSide::DEFENDER]);
CGH::readBattlePositions(positions[2]["levels"], tightFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[3]["levels"], tightFormations[BattleSide::DEFENDER]);
CGH::readBattlePositions(positions[4]["levels"], creBankFormations[BattleSide::ATTACKER]);
CGH::readBattlePositions(positions[5]["levels"], creBankFormations[BattleSide::DEFENDER]);
for (auto position : config["commanderPositions"]["field"].Vector())
{
commanderField.push_back(static_cast<int>(position.Float()));
}
for (auto position : config["commanderPositions"]["creBank"].Vector())
{
commanderBank.push_back(static_cast<int>(position.Float()));
}
commanderField[BattleSide::ATTACKER] = config["commanderPositions"]["field"][0].Integer();
commanderField[BattleSide::DEFENDER] = config["commanderPositions"]["field"][1].Integer();
commanderBank[BattleSide::ATTACKER] = config["commanderPositions"]["creBank"][0].Integer();
commanderBank[BattleSide::DEFENDER] = config["commanderPositions"]["creBank"][1].Integer();
//adding war machines
if(!creatureBank)
{
//Checks if hero has artifact and create appropriate stack
auto handleWarMachine = [&](int side, const ArtifactPosition & artslot, BattleHex hex)
auto handleWarMachine = [&](BattleSide side, const ArtifactPosition & artslot, BattleHex hex)
{
const CArtifactInstance * warMachineArt = heroes[side]->getArt(artslot);
@ -357,28 +363,28 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
}
};
if(heroes[0])
if(heroes[BattleSide::ATTACKER])
{
handleWarMachine(0, ArtifactPosition::MACH1, 52);
handleWarMachine(0, ArtifactPosition::MACH2, 18);
handleWarMachine(0, ArtifactPosition::MACH3, 154);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH1, 52);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH2, 18);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH3, 154);
if(town && town->hasFort())
handleWarMachine(0, ArtifactPosition::MACH4, 120);
handleWarMachine(BattleSide::ATTACKER, ArtifactPosition::MACH4, 120);
}
if(heroes[1])
if(heroes[BattleSide::DEFENDER])
{
if(!town) //defending hero shouldn't receive ballista (bug #551)
handleWarMachine(1, ArtifactPosition::MACH1, 66);
handleWarMachine(1, ArtifactPosition::MACH2, 32);
handleWarMachine(1, ArtifactPosition::MACH3, 168);
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH1, 66);
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH2, 32);
handleWarMachine(BattleSide::DEFENDER, ArtifactPosition::MACH3, 168);
}
}
//war machines added
//battleStartpos read
for(int side = 0; side < 2; side++)
for(BattleSide side : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
int formationNo = armies[side]->stacksCount() - 1;
vstd::abetween(formationNo, 0, GameConstants::ARMY_SIZE - 1);
@ -397,14 +403,14 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
BattleHex pos = (k < formationVector->size() ? formationVector->at(k) : 0);
if(creatureBank && i->second->type->isDoubleWide())
pos += side ? BattleHex::LEFT : BattleHex::RIGHT;
pos += side == BattleSide::RIGHT_SIDE ? BattleHex::LEFT : BattleHex::RIGHT;
curB->generateNewStack(curB->nextUnitId(), *i->second, side, i->first, pos);
}
}
//adding commanders
for (int i = 0; i < 2; ++i)
for(BattleSide i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
{
@ -416,14 +422,14 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
{
// keep tower
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_CENTRAL_TOWER);
if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
{
// lower tower + upper tower
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_UPPER_TOWER);
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), 1, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
curB->generateNewStack(curB->nextUnitId(), CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), BattleSide::DEFENDER, SlotID::ARROW_TOWERS_SLOT, BattleHex::CASTLE_BOTTOM_TOWER);
}
//Moat generating is done on server
@ -453,11 +459,9 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
//tactics
bool isTacticsAllowed = !creatureBank; //no tactics in creature banks
constexpr int sideSize = 2;
std::array<int, sideSize> battleRepositionHex = {};
std::array<int, sideSize> battleRepositionHexBlock = {};
for(int i = 0; i < sideSize; i++)
BattleSideArray<int> battleRepositionHex = {};
BattleSideArray<int> battleRepositionHexBlock = {};
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
if(heroes[i])
{
@ -508,14 +512,14 @@ const CGHeroInstance * BattleInfo::getHero(const PlayerColor & player) const
return nullptr;
}
ui8 BattleInfo::whatSide(const PlayerColor & player) const
BattleSide BattleInfo::whatSide(const PlayerColor & player) const
{
for(int i = 0; i < sides.size(); i++)
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(sides[i].color == player)
return i;
logGlobal->warn("BattleInfo::whatSide: Player %s is not in battle!", player.toString());
return -1;
return BattleSide::NONE;
}
CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
@ -529,7 +533,7 @@ BattleInfo::BattleInfo():
town(nullptr),
tile(-1,-1,-1),
battlefieldType(BattleField::NONE),
tacticsSide(0),
tacticsSide(BattleSide::NONE),
tacticDistance(0)
{
setNodeType(BATTLE);
@ -555,7 +559,7 @@ BattleInfo::~BattleInfo()
for (auto & elem : stacks)
delete elem;
for(int i = 0; i < 2; i++)
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
if(auto * _armyObj = battleGetArmyObject(i))
_armyObj->battle = nullptr;
}
@ -600,27 +604,27 @@ IBattleInfo::ObstacleCList BattleInfo::getAllObstacles() const
return ret;
}
PlayerColor BattleInfo::getSidePlayer(ui8 side) const
PlayerColor BattleInfo::getSidePlayer(BattleSide side) const
{
return sides.at(side).color;
return getSide(side).color;
}
const CArmedInstance * BattleInfo::getSideArmy(ui8 side) const
const CArmedInstance * BattleInfo::getSideArmy(BattleSide side) const
{
return sides.at(side).armyObject;
return getSide(side).armyObject;
}
const CGHeroInstance * BattleInfo::getSideHero(ui8 side) const
const CGHeroInstance * BattleInfo::getSideHero(BattleSide side) const
{
return sides.at(side).hero;
return getSide(side).hero;
}
ui8 BattleInfo::getTacticDist() const
uint8_t BattleInfo::getTacticDist() const
{
return tacticDistance;
}
ui8 BattleInfo::getTacticsSide() const
BattleSide BattleInfo::getTacticsSide() const
{
return tacticsSide;
}
@ -640,14 +644,14 @@ EGateState BattleInfo::getGateState() const
return si.gateState;
}
uint32_t BattleInfo::getCastSpells(ui8 side) const
uint32_t BattleInfo::getCastSpells(BattleSide side) const
{
return sides.at(side).castSpellsCount;
return getSide(side).castSpellsCount;
}
int32_t BattleInfo::getEnchanterCounter(ui8 side) const
int32_t BattleInfo::getEnchanterCounter(BattleSide side) const
{
return sides.at(side).enchanterCounter;
return getSide(side).enchanterCounter;
}
const IBonusBearer * BattleInfo::getBonusBearer() const
@ -685,14 +689,14 @@ bool BattleInfo::isCreatureBank() const
}
std::vector<SpellID> BattleInfo::getUsedSpells(ui8 side) const
std::vector<SpellID> BattleInfo::getUsedSpells(BattleSide side) const
{
return sides.at(side).usedSpellsHistory;
return getSide(side).usedSpellsHistory;
}
void BattleInfo::nextRound()
{
for(int i = 0; i < 2; ++i)
for(auto i : {BattleSide::ATTACKER, BattleSide::DEFENDER})
{
sides.at(i).castSpellsCount = 0;
vstd::amax(--sides.at(i).enchanterCounter, 0);
@ -994,12 +998,12 @@ void BattleInfo::removeObstacle(uint32_t id)
}
}
CArmedInstance * BattleInfo::battleGetArmyObject(ui8 side) const
CArmedInstance * BattleInfo::battleGetArmyObject(BattleSide side) const
{
return const_cast<CArmedInstance*>(CBattleInfoEssentials::battleGetArmyObject(side));
}
CGHeroInstance * BattleInfo::battleGetFightingHero(ui8 side) const
CGHeroInstance * BattleInfo::battleGetFightingHero(BattleSide side) const
{
return const_cast<CGHeroInstance*>(CBattleInfoEssentials::battleGetFightingHero(side));
}
@ -1009,7 +1013,7 @@ scripting::Pool * BattleInfo::getContextPool() const
{
//this is real battle, use global scripting context pool
//TODO: make this line not ugly
return battleGetFightingHero(0)->cb->getGlobalContextPool();
return battleGetFightingHero(BattleSide::ATTACKER)->cb->getGlobalContextPool();
}
#endif
@ -1045,7 +1049,7 @@ bool CMP_stack::operator()(const battle::Unit * a, const battle::Unit * b) const
return false;
}
CMP_stack::CMP_stack(int Phase, int Turn, uint8_t Side):
CMP_stack::CMP_stack(int Phase, int Turn, BattleSide Side):
phase(Phase),
turn(Turn),
side(Side)

View File

@ -25,15 +25,10 @@ class BattleField;
class DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallback, public IBattleState
{
BattleSideArray<SideInBattle> sides; //sides[0] - attacker, sides[1] - defender
public:
BattleID battleID = BattleID(0);
enum BattleSide
{
ATTACKER = 0,
DEFENDER
};
std::array<SideInBattle, 2> sides; //sides[0] - attacker, sides[1] - defender
si32 round;
si32 activeStack;
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
@ -47,7 +42,7 @@ public:
BattleField battlefieldType; //like !!BA:B
TerrainId terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
ui8 tacticsSide; //which side is requested to play tactics phase
BattleSide tacticsSide; //which side is requested to play tactics phase
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
template <typename Handler> void serialize(Handler &h)
@ -92,19 +87,19 @@ public:
ObstacleCList getAllObstacles() const override;
PlayerColor getSidePlayer(ui8 side) const override;
const CArmedInstance * getSideArmy(ui8 side) const override;
const CGHeroInstance * getSideHero(ui8 side) const override;
PlayerColor getSidePlayer(BattleSide side) const override;
const CArmedInstance * getSideArmy(BattleSide side) const override;
const CGHeroInstance * getSideHero(BattleSide side) const override;
ui8 getTacticDist() const override;
ui8 getTacticsSide() const override;
BattleSide getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
EWallState getWallState(EWallPart partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
uint32_t getCastSpells(BattleSide side) const override;
int32_t getEnchanterCounter(BattleSide side) const override;
const IBonusBearer * getBonusBearer() const override;
@ -115,7 +110,7 @@ public:
int3 getLocation() const override;
bool isCreatureBank() const override;
std::vector<SpellID> getUsedSpells(ui8 side) const override;
std::vector<SpellID> getUsedSpells(BattleSide side) const override;
//////////////////////////////////////////////////////////////////////////
// IBattleState
@ -144,19 +139,22 @@ public:
//////////////////////////////////////////////////////////////////////////
CStack * getStack(int stackID, bool onlyAlive = true);
using CBattleInfoEssentials::battleGetArmyObject;
CArmedInstance * battleGetArmyObject(ui8 side) const;
CArmedInstance * battleGetArmyObject(BattleSide side) const;
using CBattleInfoEssentials::battleGetFightingHero;
CGHeroInstance * battleGetFightingHero(ui8 side) const;
CGHeroInstance * battleGetFightingHero(BattleSide side) const;
CStack * generateNewStack(uint32_t id, const CStackInstance & base, ui8 side, const SlotID & slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, ui8 side, const SlotID & slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackInstance & base, BattleSide side, const SlotID & slot, BattleHex position);
CStack * generateNewStack(uint32_t id, const CStackBasicDescriptor & base, BattleSide side, const SlotID & slot, BattleHex position);
const SideInBattle & getSide(BattleSide side) const;
SideInBattle & getSide(BattleSide side);
const CGHeroInstance * getHero(const PlayerColor & player) const; //returns fighting hero that belongs to given player
void localInit();
static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town);
static BattleInfo * setupBattle(const int3 & tile, TerrainId, const BattleField & battlefieldType, BattleSideArray<const CArmedInstance *> armies, BattleSideArray<const CGHeroInstance *> heroes, bool creatureBank, const CGTownInstance * town);
ui8 whatSide(const PlayerColor & player) const;
BattleSide whatSide(const PlayerColor & player) const;
protected:
#if SCRIPTING_ENABLED
@ -169,10 +167,10 @@ class DLL_LINKAGE CMP_stack
{
int phase; //rules of which phase will be used
int turn;
uint8_t side;
BattleSide side;
public:
bool operator()(const battle::Unit * a, const battle::Unit * b) const;
CMP_stack(int Phase = 1, int Turn = 0, uint8_t Side = BattleSide::ATTACKER);
CMP_stack(int Phase = 1, int Turn = 0, BattleSide Side = BattleSide::ATTACKER);
};
VCMI_LIB_NAMESPACE_END

View File

@ -65,17 +65,17 @@ IBattleInfo::ObstacleCList BattleProxy::getAllObstacles() const
return subject->battleGetAllObstacles();
}
PlayerColor BattleProxy::getSidePlayer(ui8 side) const
PlayerColor BattleProxy::getSidePlayer(BattleSide side) const
{
return subject->sideToPlayer(side);
}
const CArmedInstance * BattleProxy::getSideArmy(ui8 side) const
const CArmedInstance * BattleProxy::getSideArmy(BattleSide side) const
{
return subject->battleGetArmyObject(side);
}
const CGHeroInstance * BattleProxy::getSideHero(ui8 side) const
const CGHeroInstance * BattleProxy::getSideHero(BattleSide side) const
{
return subject->battleGetFightingHero(side);
}
@ -85,7 +85,7 @@ ui8 BattleProxy::getTacticDist() const
return subject->battleTacticDist();
}
ui8 BattleProxy::getTacticsSide() const
BattleSide BattleProxy::getTacticsSide() const
{
return subject->battleGetTacticsSide();
}
@ -105,12 +105,12 @@ EGateState BattleProxy::getGateState() const
return subject->battleGetGateState();
}
uint32_t BattleProxy::getCastSpells(ui8 side) const
uint32_t BattleProxy::getCastSpells(BattleSide side) const
{
return subject->battleCastSpells(side);
}
int32_t BattleProxy::getEnchanterCounter(ui8 side) const
int32_t BattleProxy::getEnchanterCounter(BattleSide side) const
{
return subject->battleGetEnchanterCounter(side);
}

View File

@ -38,19 +38,19 @@ public:
ObstacleCList getAllObstacles() const override;
PlayerColor getSidePlayer(ui8 side) const override;
const CArmedInstance * getSideArmy(ui8 side) const override;
const CGHeroInstance * getSideHero(ui8 side) const override;
PlayerColor getSidePlayer(BattleSide side) const override;
const CArmedInstance * getSideArmy(BattleSide side) const override;
const CGHeroInstance * getSideHero(BattleSide side) const override;
ui8 getTacticDist() const override;
ui8 getTacticsSide() const override;
BattleSide getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
EWallState getWallState(EWallPart partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;
int32_t getEnchanterCounter(ui8 side) const override;
uint32_t getCastSpells(BattleSide side) const override;
int32_t getEnchanterCounter(BattleSide side) const override;
const IBonusBearer * getBonusBearer() const override;
protected:

53
lib/battle/BattleSide.h Normal file
View File

@ -0,0 +1,53 @@
/*
* BattleSide.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
VCMI_LIB_NAMESPACE_BEGIN
enum class BattleSide : int8_t
{
NONE = -1,
INVALID = -2,
ALL_KNOWING = -3,
ATTACKER = 0,
DEFENDER = 1,
// Aliases for convenience
LEFT_SIDE = ATTACKER,
RIGHT_SIDE = DEFENDER,
};
template<typename T>
class BattleSideArray : public std::array<T, 2>
{
public:
const T & at(BattleSide side) const
{
return std::array<T, 2>::at(static_cast<int>(side));
}
T & at(BattleSide side)
{
return std::array<T, 2>::at(static_cast<int>(side));
}
const T & operator[](BattleSide side) const
{
return std::array<T, 2>::at(static_cast<int>(side));
}
T & operator[](BattleSide side)
{
return std::array<T, 2>::at(static_cast<int>(side));
}
};
VCMI_LIB_NAMESPACE_END

View File

@ -23,7 +23,7 @@ BattleStateInfoForRetreat::BattleStateInfoForRetreat():
isLastTurnBeforeDie(false),
ourHero(nullptr),
enemyHero(nullptr),
ourSide(-1)
ourSide(BattleSide::NONE)
{
}

View File

@ -9,6 +9,8 @@
*/
#pragma once
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace battle
@ -24,7 +26,7 @@ public:
bool canFlee;
bool canSurrender;
bool isLastTurnBeforeDie;
ui8 ourSide;
BattleSide ourSide;
std::vector<const battle::Unit *> ourStacks;
std::vector<const battle::Unit *> enemyStacks;
const CGHeroInstance * ourHero;

View File

@ -110,9 +110,9 @@ ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster *
}
const PlayerColor player = caster->getCasterOwner();
const auto side = playerToSide(player);
if(!side)
if(side == BattleSide::NONE)
return ESpellCastProblem::INVALID;
if(!battleDoWeKnowAbout(side.value()))
if(!battleDoWeKnowAbout(side))
{
logGlobal->warn("You can't check if enemy can cast given spell!");
return ESpellCastProblem::INVALID;
@ -125,7 +125,7 @@ ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster *
{
case spells::Mode::HERO:
{
if(battleCastSpells(side.value()) > 0)
if(battleCastSpells(side) > 0)
return ESpellCastProblem::CASTS_PER_TURN_LIMIT;
const auto * hero = dynamic_cast<const CGHeroInstance *>(caster);
@ -376,7 +376,7 @@ battle::Units CBattleInfoCallback::battleAliveUnits() const
});
}
battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
battle::Units CBattleInfoCallback::battleAliveUnits(BattleSide side) const
{
return battleGetUnitsIf([=](const battle::Unit * unit)
{
@ -388,7 +388,7 @@ using namespace battle;
//T is battle::Unit descendant
template <typename T>
const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, BattleSide & sideThatLastMoved, int phase)
{
const T * returnedUnit = nullptr;
size_t currentUnitIndex = 0;
@ -417,13 +417,13 @@ const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t &
}
else if(currentUnitInitiative == returnedUnitInitiative)
{
if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
if(sideThatLastMoved == BattleSide::NONE && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
{
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
else if(sideThatLastMoved != BattleSide::NONE && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = currentUnit;
@ -438,7 +438,7 @@ const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t &
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != BattleSide::NONE && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = currentUnit;
@ -458,7 +458,7 @@ const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t &
return returnedUnit;
}
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, BattleSide sideThatLastMoved) const
{
RETURN_IF_NOT_BATTLE();
@ -500,7 +500,7 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
//its first or current turn, turn priority for active stack side
//TODO: what if active stack mind-controlled?
if(turn <= 0 && sideThatLastMoved < 0)
if(turn <= 0 && sideThatLastMoved == BattleSide::NONE)
sideThatLastMoved = activeUnit->unitSide();
}
@ -560,7 +560,7 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
}
}
if(sideThatLastMoved < 0)
if(sideThatLastMoved == BattleSide::NONE)
sideThatLastMoved = BattleSide::ATTACKER;
if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
@ -887,7 +887,7 @@ bool CBattleInfoCallback::handleObstacleTriggersForUnit(SpellCastEnvironment & s
spellEnv.apply(&bocp);
};
const auto side = unit.unitSide();
auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, (BattlePerspective::BattlePerspective)side);
auto shouldReveal = !spellObstacle->hidden || !battleIsObstacleVisibleForSide(*obstacle, side);
const auto * hero = battleGetFightingHero(spellObstacle->casterSide);
auto caster = spells::ObstacleCasterProxy(getBattle()->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
@ -1098,7 +1098,7 @@ bool CBattleInfoCallback::isInObstacle(
return false;
}
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
std::set<BattleHex> CBattleInfoCallback::getStoppers(BattleSide whichSidePerspective) const
{
std::set<BattleHex> ret;
RETURN_IF_NOT_BATTLE(ret);
@ -1161,7 +1161,7 @@ std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(
return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
}
BattleHex CBattleInfoCallback::getAvailableHex(const CreatureID & creID, ui8 side, int initialPos) const
BattleHex CBattleInfoCallback::getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos) const
{
bool twoHex = VLC->creatures()->getById(creID)->isDoubleWide();
@ -1208,8 +1208,13 @@ bool CBattleInfoCallback::isInTacticRange(BattleHex dest) const
auto side = battleGetTacticsSide();
auto dist = battleGetTacticDist();
return ((!side && dest.getX() > 0 && dest.getX() <= dist)
|| (side && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1));
if (side == BattleSide::ATTACKER && dest.getX() > 0 && dest.getX() <= dist)
return true;
if (side == BattleSide::DEFENDER && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - dist - 1)
return true;
return false;
}
ReachabilityInfo CBattleInfoCallback::getReachability(const battle::Unit * unit) const
@ -1452,7 +1457,7 @@ std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack*
return attackedCres;
}
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide side )
{
static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
@ -1477,7 +1482,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
if (attackerHex < 0 ) //turret
return false;
if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
if(isHexInFront(attackerHex, defenderHex, attacker->unitSide()))
return false;
auto defenderOtherHex = defenderHex;
@ -1487,7 +1492,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
{
defenderOtherHex = battle::Unit::occupiedHex(defenderHex, true, defender->unitSide());
if(isHexInFront(attackerHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
if(isHexInFront(attackerHex, defenderOtherHex, attacker->unitSide()))
return false;
}
@ -1495,7 +1500,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
{
attackerOtherHex = battle::Unit::occupiedHex(attackerHex, true, attacker->unitSide());
if(isHexInFront(attackerOtherHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
if(isHexInFront(attackerOtherHex, defenderHex, attacker->unitSide()))
return false;
}
@ -1503,7 +1508,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
if (attacker->doubleWide() && defender->doubleWide())
{
if(isHexInFront(attackerOtherHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
if(isHexInFront(attackerOtherHex, defenderOtherHex, attacker->unitSide()))
return false;
}
return true;
@ -1762,7 +1767,7 @@ SpellID CBattleInfoCallback::getRandomBeneficialSpell(vstd::RNG & rand, const ba
case SpellID::PROTECTION_FROM_FIRE:
case SpellID::PROTECTION_FROM_WATER:
{
const ui8 enemySide = 1 - subject->unitSide();
const BattleSide enemySide = otherSide(subject->unitSide());
//todo: only if enemy has spellbook
if (!battleHasHero(enemySide)) //only if there is enemy hero
continue;
@ -1853,10 +1858,9 @@ int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) cons
if(!battleCanSurrender(Player))
return -1;
const auto sideOpt = playerToSide(Player);
if(!sideOpt)
const BattleSide side = playerToSide(Player);
if(side == BattleSide::NONE)
return -1;
const auto side = sideOpt.value();
int ret = 0;
double discount = 0;
@ -1872,7 +1876,7 @@ int CBattleInfoCallback::battleGetSurrenderCost(const PlayerColor & Player) cons
return ret;
}
si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
si8 CBattleInfoCallback::battleMinSpellLevel(BattleSide side) const
{
const IBonusBearer * node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
@ -1890,7 +1894,7 @@ si8 CBattleInfoCallback::battleMinSpellLevel(ui8 side) const
return 0;
}
si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
si8 CBattleInfoCallback::battleMaxSpellLevel(BattleSide side) const
{
const IBonusBearer *node = nullptr;
if(const CGHeroInstance * h = battleGetFightingHero(side))
@ -1909,21 +1913,21 @@ si8 CBattleInfoCallback::battleMaxSpellLevel(ui8 side) const
return GameConstants::SPELL_LEVELS;
}
std::optional<int> CBattleInfoCallback::battleIsFinished() const
std::optional<BattleSide> CBattleInfoCallback::battleIsFinished() const
{
auto units = battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->alive() && !unit->isTurret() && !unit->hasBonusOfType(BonusType::SIEGE_WEAPON);
});
std::array<bool, 2> hasUnit = {false, false}; //index is BattleSide
BattleSideArray<bool> hasUnit = {false, false}; //index is BattleSide
for(auto & unit : units)
{
//todo: move SIEGE_WEAPON check to Unit state
hasUnit.at(unit->unitSide()) = true;
if(hasUnit[0] && hasUnit[1])
if(hasUnit[BattleSide::ATTACKER] && hasUnit[BattleSide::DEFENDER])
return std::nullopt;
}
@ -1937,12 +1941,12 @@ std::optional<int> CBattleInfoCallback::battleIsFinished() const
}
}
if(!hasUnit[0] && !hasUnit[1])
return 2;
if(!hasUnit[1])
return 0;
if(!hasUnit[BattleSide::ATTACKER] && !hasUnit[BattleSide::DEFENDER])
return BattleSide::NONE;
if(!hasUnit[BattleSide::DEFENDER])
return BattleSide::ATTACKER;
else
return 1;
return BattleSide::DEFENDER;
}
VCMI_LIB_NAMESPACE_END

View File

@ -56,7 +56,7 @@ struct DLL_LINKAGE BattleClientInterfaceData
class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
{
public:
std::optional<int> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
std::optional<BattleSide> battleIsFinished() const override; //return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const override;
std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const std::set<BattleHex> & passed) const override;
@ -70,9 +70,9 @@ public:
///returns all alive units excluding turrets
battle::Units battleAliveUnits() const;
///returns all alive units from particular side excluding turrets
battle::Units battleAliveUnits(ui8 side) const;
battle::Units battleAliveUnits(BattleSide side) const;
void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, BattleSide lastMoved = BattleSide::NONE) const;
///returns reachable hexes (valid movement destinations), DOES contain stack current position
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool obtainMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const;
@ -116,8 +116,8 @@ public:
bool isWallPartAttackable(EWallPart wallPart) const; // returns true if the wall part is actually attackable, false if not
std::vector<BattleHex> getAttackableBattleHexes() const;
si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
si8 battleMinSpellLevel(BattleSide side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
si8 battleMaxSpellLevel(BattleSide side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
@ -163,12 +163,12 @@ public:
AccessibilityInfo getAccessibility(const std::vector<BattleHex> & accessibleHexes) const; //given hexes will be marked as accessible
std::pair<const battle::Unit *, BattleHex> getNearestStack(const battle::Unit * closest) const;
BattleHex getAvailableHex(const CreatureID & creID, ui8 side, int initialPos = -1) const; //find place for adding new stack
BattleHex getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos = -1) const; //find place for adding new stack
protected:
ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters & params) const;
ReachabilityInfo makeBFS(const AccessibilityInfo & accessibility, const ReachabilityInfo::Parameters & params) const;
bool isInObstacle(BattleHex hex, const std::set<BattleHex> & obstacles, const ReachabilityInfo::Parameters & params) const;
std::set<BattleHex> getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
std::set<BattleHex> getStoppers(BattleSide whichSidePerspective) const; //get hexes with stopping obstacles (quicksands)
};
VCMI_LIB_NAMESPACE_END

View File

@ -35,13 +35,13 @@ BattleField CBattleInfoEssentials::battleGetBattlefieldType() const
return getBattle()->getBattlefieldType();
}
int32_t CBattleInfoEssentials::battleGetEnchanterCounter(ui8 side) const
int32_t CBattleInfoEssentials::battleGetEnchanterCounter(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(0);
return getBattle()->getEnchanterCounter(side);
}
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(std::optional<BattlePerspective::BattlePerspective> perspective) const
std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoEssentials::battleGetAllObstacles(std::optional<BattleSide> perspective) const
{
std::vector<std::shared_ptr<const CObstacleInstance> > ret;
RETURN_IF_NOT_BATTLE(ret);
@ -82,13 +82,13 @@ std::shared_ptr<const CObstacleInstance> CBattleInfoEssentials::battleGetObstacl
return std::shared_ptr<const CObstacleInstance>();
}
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const
bool CBattleInfoEssentials::battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
return side == BattlePerspective::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
return side == BattleSide::ALL_KNOWING || coi.visibleForSide(side, battleHasNativeStack(side));
}
bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
bool CBattleInfoEssentials::battleHasNativeStack(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
@ -160,18 +160,18 @@ const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
return getBattle()->getDefendedTown();
}
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
BattleSide CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
RETURN_IF_NOT_BATTLE(BattleSide::INVALID);
if(!getPlayerID() || getPlayerID()->isSpectator())
return BattlePerspective::ALL_KNOWING;
return BattleSide::ALL_KNOWING;
if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::ATTACKER))
return BattlePerspective::LEFT_SIDE;
return BattleSide::LEFT_SIDE;
if(*getPlayerID() == getBattle()->getSidePlayer(BattleSide::DEFENDER))
return BattlePerspective::RIGHT_SIDE;
return BattleSide::RIGHT_SIDE;
logGlobal->error("Cannot find player %s in battle!", getPlayerID()->toString());
return BattlePerspective::INVALID;
return BattleSide::INVALID;
}
const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive) const
@ -189,11 +189,11 @@ const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive)
return stacks[0];
}
bool CBattleInfoEssentials::battleDoWeKnowAbout(ui8 side) const
bool CBattleInfoEssentials::battleDoWeKnowAbout(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
auto p = battleGetMySide();
return p == BattlePerspective::ALL_KNOWING || p == side;
return p == BattleSide::ALL_KNOWING || p == side;
}
si8 CBattleInfoEssentials::battleTacticDist() const
@ -202,16 +202,16 @@ si8 CBattleInfoEssentials::battleTacticDist() const
return getBattle()->getTacticDist();
}
si8 CBattleInfoEssentials::battleGetTacticsSide() const
BattleSide CBattleInfoEssentials::battleGetTacticsSide() const
{
RETURN_IF_NOT_BATTLE(-1);
RETURN_IF_NOT_BATTLE(BattleSide::NONE);
return getBattle()->getTacticsSide();
}
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) const
const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
@ -226,10 +226,10 @@ const CGHeroInstance * CBattleInfoEssentials::battleGetFightingHero(ui8 side) co
return getBattle()->getSideHero(side);
}
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) const
const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(nullptr);
if(side > 1)
if(side != BattleSide::DEFENDER && side != BattleSide::ATTACKER)
{
logGlobal->error("FIXME: %s wrong argument!", __FUNCTION__);
return nullptr;
@ -242,7 +242,7 @@ const CArmedInstance * CBattleInfoEssentials::battleGetArmyObject(ui8 side) cons
return getBattle()->getSideArmy(side);
}
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(BattleSide side) const
{
const auto * hero = getBattle()->getSideHero(side);
if(!hero)
@ -253,7 +253,7 @@ InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo(ui8 side) const
return InfoAboutHero(hero, infoLevel);
}
uint32_t CBattleInfoEssentials::battleCastSpells(ui8 side) const
uint32_t CBattleInfoEssentials::battleCastSpells(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(-1);
return getBattle()->getCastSpells(side);
@ -268,10 +268,10 @@ bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
if(side == BattleSide::NONE)
return false;
const CGHeroInstance * myHero = battleGetFightingHero(side.value());
const CGHeroInstance * myHero = battleGetFightingHero(side);
//current player have no hero
if(!myHero)
@ -292,28 +292,28 @@ bool CBattleInfoEssentials::battleCanFlee(const PlayerColor & player) const
return true;
}
BattleSideOpt CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
BattleSide CBattleInfoEssentials::playerToSide(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(std::nullopt);
RETURN_IF_NOT_BATTLE(BattleSide::NONE);
if(getBattle()->getSidePlayer(BattleSide::ATTACKER) == player)
return BattleSideOpt(BattleSide::ATTACKER);
return BattleSide::ATTACKER;
if(getBattle()->getSidePlayer(BattleSide::DEFENDER) == player)
return BattleSideOpt(BattleSide::DEFENDER);
return BattleSide::DEFENDER;
logGlobal->warn("Cannot find side for player %s", player.toString());
return std::nullopt;
return BattleSide::INVALID;
}
PlayerColor CBattleInfoEssentials::sideToPlayer(ui8 side) const
PlayerColor CBattleInfoEssentials::sideToPlayer(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
return getBattle()->getSidePlayer(side);
}
ui8 CBattleInfoEssentials::otherSide(ui8 side) const
BattleSide CBattleInfoEssentials::otherSide(BattleSide side)
{
if(side == BattleSide::ATTACKER)
return BattleSide::DEFENDER;
@ -326,19 +326,19 @@ PlayerColor CBattleInfoEssentials::otherPlayer(const PlayerColor & player) const
RETURN_IF_NOT_BATTLE(PlayerColor::CANNOT_DETERMINE);
auto side = playerToSide(player);
if(!side)
if(side == BattleSide::NONE)
return PlayerColor::CANNOT_DETERMINE;
return getBattle()->getSidePlayer(otherSide(side.value()));
return getBattle()->getSidePlayer(otherSide(side));
}
bool CBattleInfoEssentials::playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(side)
if(side != BattleSide::NONE)
{
auto opponentSide = otherSide(side.value());
auto opponentSide = otherSide(side);
if(getBattle()->getSideHero(opponentSide) == h)
return true;
}
@ -355,14 +355,14 @@ bool CBattleInfoEssentials::battleCanSurrender(const PlayerColor & player) const
{
RETURN_IF_NOT_BATTLE(false);
const auto side = playerToSide(player);
if(!side)
if(side == BattleSide::NONE)
return false;
bool iAmSiegeDefender = (side.value() == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr);
bool iAmSiegeDefender = (side == BattleSide::DEFENDER && getBattle()->getDefendedTown() != nullptr);
//conditions like for fleeing (except escape tunnel presence) + enemy must have a hero
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side.value()));
return battleCanFlee(player) && !iAmSiegeDefender && battleHasHero(otherSide(side));
}
bool CBattleInfoEssentials::battleHasHero(ui8 side) const
bool CBattleInfoEssentials::battleHasHero(BattleSide side) const
{
RETURN_IF_NOT_BATTLE(false);
return getBattle()->getSideHero(side) != nullptr;
@ -413,9 +413,9 @@ const CGHeroInstance * CBattleInfoEssentials::battleGetOwnerHero(const battle::U
{
RETURN_IF_NOT_BATTLE(nullptr);
const auto side = playerToSide(battleGetOwner(unit));
if(!side)
if(side == BattleSide::NONE)
return nullptr;
return getBattle()->getSideHero(side.value());
return getBattle()->getSideHero(side);
}
bool CBattleInfoEssentials::battleMatchOwner(const battle::Unit * attacker, const battle::Unit * defender, const boost::logic::tribool positivness) const

View File

@ -9,6 +9,7 @@
*/
#pragma once
#include "IBattleInfoCallback.h"
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -22,21 +23,10 @@ class CArmedInstance;
using TStacks = std::vector<const CStack *>;
using TStackFilter = std::function<bool (const CStack *)>;
namespace BattlePerspective
{
enum BattlePerspective
{
INVALID = -2,
ALL_KNOWING = -1,
LEFT_SIDE,
RIGHT_SIDE
};
}
class DLL_LINKAGE CBattleInfoEssentials : public IBattleInfoCallback
{
protected:
bool battleDoWeKnowAbout(ui8 side) const;
bool battleDoWeKnowAbout(BattleSide side) const;
public:
enum EStackOwnership
@ -45,14 +35,14 @@ public:
};
bool duringBattle() const;
BattlePerspective::BattlePerspective battleGetMySide() const;
BattleSide battleGetMySide() const;
const IBonusBearer * getBonusBearer() const override;
TerrainId battleTerrainType() const override;
BattleField battleGetBattlefieldType() const override;
int32_t battleGetEnchanterCounter(ui8 side) const;
int32_t battleGetEnchanterCounter(BattleSide side) const;
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstacles(std::optional<BattlePerspective::BattlePerspective> perspective = std::nullopt) const; //returns all obstacles on the battlefield
std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstacles(std::optional<BattleSide> perspective = std::nullopt) const; //returns all obstacles on the battlefield
std::shared_ptr<const CObstacleInstance> battleGetObstacleByID(uint32_t ID) const;
@ -70,27 +60,27 @@ public:
uint32_t battleNextUnitId() const override;
bool battleHasNativeStack(ui8 side) const;
bool battleHasNativeStack(BattleSide side) const;
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
si8 battleTacticDist() const override; //returns tactic distance in current tactics phase; 0 if not in tactics phase
si8 battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
BattleSide battleGetTacticsSide() const override; //returns which side is in tactics phase, undefined if none (?)
bool battleCanFlee(const PlayerColor & player) const;
bool battleCanSurrender(const PlayerColor & player) const;
ui8 otherSide(ui8 side) const;
static BattleSide otherSide(BattleSide side);
PlayerColor otherPlayer(const PlayerColor & player) const;
BattleSideOpt playerToSide(const PlayerColor & player) const;
PlayerColor sideToPlayer(ui8 side) const;
BattleSide playerToSide(const PlayerColor & player) const;
PlayerColor sideToPlayer(BattleSide side) const;
bool playerHasAccessToHeroInfo(const PlayerColor & player, const CGHeroInstance * h) const;
ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
bool battleHasHero(ui8 side) const;
uint32_t battleCastSpells(ui8 side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //deprecated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(ui8 side) const;
InfoAboutHero battleGetHeroInfo(ui8 side) const;
bool battleHasHero(BattleSide side) const;
uint32_t battleCastSpells(BattleSide side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(BattleSide side) const; //deprecated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(BattleSide side) const;
InfoAboutHero battleGetHeroInfo(BattleSide side) const;
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
@ -103,7 +93,7 @@ public:
TStacks battleGetAllStacks(bool includeTurrets = false) const;
const CStack * battleGetStackByID(int ID, bool onlyAlive = true) const; //returns stack info by given ID
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattlePerspective::BattlePerspective side) const;
bool battleIsObstacleVisibleForSide(const CObstacleInstance & coi, BattleSide side) const;
///returns player that controls given stack; mind control included
PlayerColor battleGetOwner(const battle::Unit * unit) const;

View File

@ -52,7 +52,7 @@ std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
}
}
bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
bool CObstacleInstance::visibleForSide(BattleSide side, bool hasNativeStack) const
{
//by default obstacle is visible for everyone
return true;
@ -134,7 +134,7 @@ SpellCreatedObstacle::SpellCreatedObstacle()
: turnsRemaining(-1),
casterSpellPower(0),
spellLevel(0),
casterSide(0),
casterSide(BattleSide::NONE),
hidden(false),
passable(false),
trigger(false),
@ -148,7 +148,7 @@ SpellCreatedObstacle::SpellCreatedObstacle()
obstacleType = SPELL_CREATED;
}
bool SpellCreatedObstacle::visibleForSide(ui8 side, bool hasNativeStack) const
bool SpellCreatedObstacle::visibleForSide(BattleSide side, bool hasNativeStack) const
{
//we hide mines and not discovered quicksands
//quicksands are visible to the caster or if owned unit stepped into that particular patch

View File

@ -50,7 +50,7 @@ struct DLL_LINKAGE CObstacleInstance : public Serializeable
virtual SpellID getTrigger() const;
virtual std::vector<BattleHex> getAffectedTiles() const;
virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
virtual bool visibleForSide(BattleSide side, bool hasNativeStack) const; //0 attacker
virtual void battleTurnPassed(){};
@ -80,7 +80,7 @@ struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
int32_t casterSpellPower;
int32_t spellLevel;
int32_t minimalDamage; //How many damage should it do regardless of power and level of caster
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
BattleSide casterSide;
SpellID trigger;
@ -102,7 +102,7 @@ struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
SpellCreatedObstacle();
std::vector<BattleHex> getAffectedTiles() const override;
bool visibleForSide(ui8 side, bool hasNativeStack) const override;
bool visibleForSide(BattleSide side, bool hasNativeStack) const override;
bool blocksTiles() const override;
bool stopsMovement() const override;

View File

@ -76,7 +76,7 @@ const CGHeroInstance * CPlayerBattleCallback::battleGetMyHero() const
InfoAboutHero CPlayerBattleCallback::battleGetEnemyHero() const
{
return battleGetHeroInfo(!battleGetMySide());
return battleGetHeroInfo(otherSide(battleGetMySide()));
}

View File

@ -921,7 +921,7 @@ uint32_t CUnitStateDetached::unitId() const
return unit->unitId();
}
ui8 CUnitStateDetached::unitSide() const
BattleSide CUnitStateDetached::unitSide() const
{
return unit->unitSide();
}

View File

@ -289,7 +289,7 @@ public:
CUnitStateDetached & operator= (const CUnitState & other);
uint32_t unitId() const override;
ui8 unitSide() const override;
BattleSide unitSide() const override;
const CCreature * unitType() const override;
PlayerColor unitOwner() const override;

View File

@ -65,10 +65,10 @@ public:
virtual BattleField battleGetBattlefieldType() const = 0;
///return none if battle is ongoing; otherwise the victorious side (0/1) or 2 if it is a draw
virtual std::optional<int> battleIsFinished() const = 0;
virtual std::optional<BattleSide> battleIsFinished() const = 0;
virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
virtual si8 battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
virtual BattleSide battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
virtual uint32_t battleNextUnitId() const = 0;

View File

@ -55,17 +55,17 @@ public:
virtual EWallState getWallState(EWallPart partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(ui8 side) const = 0;
virtual const CArmedInstance * getSideArmy(ui8 side) const = 0;
virtual const CGHeroInstance * getSideHero(ui8 side) const = 0;
virtual PlayerColor getSidePlayer(BattleSide side) const = 0;
virtual const CArmedInstance * getSideArmy(BattleSide side) const = 0;
virtual const CGHeroInstance * getSideHero(BattleSide side) const = 0;
/// Returns list of all spells used by specified side (and that can be learned by opposite hero)
virtual std::vector<SpellID> getUsedSpells(ui8 side) const = 0;
virtual std::vector<SpellID> getUsedSpells(BattleSide side) const = 0;
virtual uint32_t getCastSpells(ui8 side) const = 0;
virtual int32_t getEnchanterCounter(ui8 side) const = 0;
virtual uint32_t getCastSpells(BattleSide side) const = 0;
virtual int32_t getEnchanterCounter(BattleSide side) const = 0;
virtual ui8 getTacticDist() const = 0;
virtual ui8 getTacticsSide() const = 0;
virtual BattleSide getTacticsSide() const = 0;
virtual uint32_t nextUnitId() const = 0;

View File

@ -11,6 +11,7 @@
#pragma once
#include "../GameConstants.h"
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -35,7 +36,7 @@ public:
virtual int32_t unitBaseAmount() const = 0;
virtual uint32_t unitId() const = 0;
virtual ui8 unitSide() const = 0;
virtual BattleSide unitSide() const = 0;
virtual PlayerColor unitOwner() const = 0;
virtual SlotID unitSlot() const = 0;

View File

@ -15,7 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition):
perspective(static_cast<BattlePerspective::BattlePerspective>(Stack->unitSide())),
perspective(static_cast<BattleSide>(Stack->unitSide())),
startPosition(StartPosition),
doubleWide(Stack->doubleWide()),
side(Stack->unitSide()),

View File

@ -25,14 +25,14 @@ struct DLL_LINKAGE ReachabilityInfo
struct DLL_LINKAGE Parameters
{
ui8 side = 0;
BattleSide side = BattleSide::NONE;
bool doubleWide = false;
bool flying = false;
bool ignoreKnownAccessible = false; //Ignore obstacles if it is in accessible hexes
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
BattleHex startPosition; //assumed position of stack
BattlePerspective::BattlePerspective perspective = BattlePerspective::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side
BattleSide perspective = BattleSide::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side
Parameters() = default;
Parameters(const battle::Unit * Stack, BattleHex StartPosition);

View File

@ -41,7 +41,7 @@ bool Unit::isTurret() const
std::string Unit::getDescription() const
{
boost::format fmt("Unit %d of side %d");
fmt % unitId() % unitSide();
fmt % unitId() % static_cast<int>(unitSide());
return fmt.str();
}
@ -58,7 +58,7 @@ std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex assumedPosition) cons
return getSurroundingHexes(hex, doubleWide(), unitSide());
}
std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex position, bool twoHex, ui8 side)
std::vector<BattleHex> Unit::getSurroundingHexes(BattleHex position, bool twoHex, BattleSide side)
{
std::vector<BattleHex> hexes;
if(twoHex)
@ -135,7 +135,7 @@ std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos) const
return getHexes(assumedPos, doubleWide(), unitSide());
}
std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos, bool twoHex, ui8 side)
std::vector<BattleHex> Unit::getHexes(BattleHex assumedPos, bool twoHex, BattleSide side)
{
std::vector<BattleHex> hexes;
hexes.push_back(assumedPos);
@ -156,7 +156,7 @@ BattleHex Unit::occupiedHex(BattleHex assumedPos) const
return occupiedHex(assumedPos, doubleWide(), unitSide());
}
BattleHex Unit::occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side)
BattleHex Unit::occupiedHex(BattleHex assumedPos, bool twoHex, BattleSide side)
{
if(twoHex)
{

View File

@ -129,17 +129,17 @@ public:
std::vector<BattleHex> getSurroundingHexes(BattleHex assumedPosition = BattleHex::INVALID) const; // get six or 8 surrounding hexes depending on creature size
std::vector<BattleHex> getAttackableHexes(const Unit * attacker) const;
static std::vector<BattleHex> getSurroundingHexes(BattleHex position, bool twoHex, ui8 side);
static std::vector<BattleHex> getSurroundingHexes(BattleHex position, bool twoHex, BattleSide side);
bool coversPos(BattleHex position) const; //checks also if unit is double-wide
std::vector<BattleHex> getHexes() const; //up to two occupied hexes, starting from front
std::vector<BattleHex> getHexes(BattleHex assumedPos) const; //up to two occupied hexes, starting from front
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, ui8 side);
static std::vector<BattleHex> getHexes(BattleHex assumedPos, bool twoHex, BattleSide side);
BattleHex occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
BattleHex occupiedHex(BattleHex assumedPos) const; //returns number of occupied hex (not the position) if stack is double wide and would stand on assumedPos; otherwise -1
static BattleHex occupiedHex(BattleHex assumedPos, bool twoHex, ui8 side);
static BattleHex occupiedHex(BattleHex assumedPos, bool twoHex, BattleSide side);
///MetaStrings
void addText(MetaString & text, EMetaText type, int32_t serial, const boost::logic::tribool & plural = boost::logic::indeterminate) const;
@ -166,7 +166,7 @@ public:
uint32_t id = 0;
TQuantity count = 0;
CreatureID type;
ui8 side = 0;
BattleSide side = BattleSide::NONE;
BattleHex position;
bool summoned = false;

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@ -84,11 +84,9 @@ bool IBonusBearer::hasBonusOfType(BonusType type, BonusSubtypeID subtype) const
bool IBonusBearer::hasBonusFrom(BonusSource source, BonusSourceID sourceID) const
{
boost::format fmt("source_%did_%s");
fmt % static_cast<int>(source) % sourceID.toString();
return hasBonus(Selector::source(source,sourceID), fmt.str());
return hasBonus(Selector::source(source,sourceID));
}
std::shared_ptr<const Bonus> IBonusBearer::getBonus(const CSelector &selector) const
{
auto bonuses = getAllBonuses(selector, Selector::all);

View File

@ -203,7 +203,8 @@ namespace MappedKeys
{ "lighthouse", BuildingSubID::LIGHTHOUSE },
{ "treasury", BuildingSubID::TREASURY },
{ "thievesGuild", BuildingSubID::THIEVES_GUILD },
{ "bank", BuildingSubID::BANK }
{ "bank", BuildingSubID::BANK },
{ "configurable", BuildingSubID::CUSTOM_VISITING_REWARD}
};
static const std::map<std::string, EMarketMode> MARKET_NAMES_TO_TYPES =

View File

@ -80,7 +80,7 @@ BuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
std::string CTown::getGreeting(BuildingSubID::EBuildingSubID subID) const
{
return CTownHandler::getMappedValue<const std::string, BuildingSubID::EBuildingSubID>(subID, std::string(), specialMessages, false);
return vstd::find_or(specialMessages, subID, std::string());
}
void CTown::setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const

View File

@ -324,7 +324,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
assert(!source.getModScope().empty());
auto * ret = new CBuilding();
ret->bid = getMappedValue<BuildingID, std::string>(stringID, BuildingID::NONE, MappedKeys::BUILDING_NAMES_TO_TYPES, false);
ret->bid = vstd::find_or(MappedKeys::BUILDING_NAMES_TO_TYPES, stringID, BuildingID::NONE);
ret->subId = BuildingSubID::NONE;
if(ret->bid == BuildingID::NONE && !source["id"].isNull())
@ -339,9 +339,9 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
ret->mode = ret->bid == BuildingID::GRAIL
? CBuilding::BUILD_GRAIL
: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, CBuilding::MODES);
: vstd::find_or(CBuilding::MODES, source["mode"].String(), CBuilding::BUILD_NORMAL);
ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, CBuilding::TOWER_TYPES);
ret->height = vstd::find_or(CBuilding::TOWER_TYPES, source["height"].String(), CBuilding::HEIGHT_NO_TOWER);
ret->identifier = stringID;
ret->modScope = source.getModScope();
@ -361,7 +361,7 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
if(ret->buildingBonuses.empty())
{
ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, MappedKeys::SPECIAL_BUILDINGS);
ret->subId = vstd::find_or(MappedKeys::SPECIAL_BUILDINGS, source["type"].String(), BuildingSubID::NONE);
addBonusesForVanilaBuilding(ret);
}
@ -376,11 +376,8 @@ void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, cons
bonus->sid = BonusSourceID(ret->getUniqueTypeID());
}
if(source["type"].String() == "configurable" && ret->subId == BuildingSubID::NONE)
{
ret->subId = BuildingSubID::CUSTOM_VISITING_REWARD;
ret->rewardableObjectInfo.init(source, ret->getBaseTextID());
}
if(ret->subId == BuildingSubID::CUSTOM_VISITING_REWARD)
ret->rewardableObjectInfo.init(source["configuration"], ret->getBaseTextID());
}
//MODS COMPATIBILITY FOR 0.96
if(!ret->produce.nonZero())

View File

@ -68,11 +68,6 @@ class DLL_LINKAGE CTownHandler : public CHandlerBase<FactionID, Faction, CFactio
void loadRandomFaction();
public:
template<typename R, typename K>
static R getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required = true);
template<typename R>
static R getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required = true);
CTown * randomTown;
CFaction * randomFaction;
@ -98,25 +93,4 @@ protected:
std::shared_ptr<CFaction> loadFromJson(const std::string & scope, const JsonNode & data, const std::string & identifier, size_t index) override;
};
template<typename R, typename K>
R CTownHandler::getMappedValue(const K key, const R defval, const std::map<K, R> & map, bool required)
{
auto it = map.find(key);
if(it != map.end())
return it->second;
if(required)
logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);
return defval;
}
template<typename R>
R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required)
{
if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)
return getMappedValue<R, std::string>(node.String(), defval, map, required);
return defval;
}
VCMI_LIB_NAMESPACE_END

View File

@ -1020,7 +1020,7 @@ const BattleInfo * CGameState::getBattle(const PlayerColor & player) const
return nullptr;
for (const auto & battlePtr : currentBattles)
if (battlePtr->sides[0].color == player || battlePtr->sides[1].color == player)
if (battlePtr->getSide(BattleSide::ATTACKER).color == player || battlePtr->getSide(BattleSide::DEFENDER).color == player)
return battlePtr.get();
return nullptr;

View File

@ -10,6 +10,7 @@
#include "StdInc.h"
#include "CRewardableConstructor.h"
#include "../json/JsonUtils.h"
#include "../mapObjects/CRewardableObject.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
@ -23,6 +24,8 @@ void CRewardableConstructor::initTypeData(const JsonNode & config)
if (!config["name"].isNull())
VLC->generaltexth->registerString( config.getModScope(), getNameTextID(), config["name"].String());
JsonUtils::validate(config, "vcmi:rewardable", getJsonKey());
}

View File

@ -387,7 +387,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
if (result.winner == BattleSide::ATTACKER)
{
doVisit(hero);
}

View File

@ -480,12 +480,12 @@ void CGCreature::flee( const CGHeroInstance * h ) const
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
if(result.winner == BattleSide::ATTACKER)
{
giveReward(hero);
cb->removeObject(this, hero->getOwner());
}
else if(result.winner > 1) // draw
else if(result.winner == BattleSide::NONE) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this, hero->getOwner());

View File

@ -510,7 +510,7 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
if (result.winner == BattleSide::ATTACKER)
{
onHeroVisit(hero);
}

View File

@ -31,6 +31,7 @@
#include "../StartInfo.h"
#include "CGTownInstance.h"
#include "../entities/faction/CTownHandler.h"
#include "../battle/CBattleInfoEssentials.h"
#include "../campaign/CampaignState.h"
#include "../json/JsonBonus.h"
#include "../pathfinder/TurnInfo.h"
@ -880,7 +881,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<CreatureID,si32> &casualties = battleResult.casualties[!battleResult.winner];
const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
// figure out what to raise - pick strongest creature meeting requirements
CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
int requiredCasualtyLevel = 1;

View File

@ -180,7 +180,7 @@ void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
if(result.winner == BattleSide::ATTACKER)
{
CRewardableObject::onHeroVisit(hero);
}

View File

@ -476,7 +476,7 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
cb->showBlockingDialog(&sd);
};
if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
if(!town->hasBuilt(bID))
return;
if(!wasVisitedBefore(h))

View File

@ -322,8 +322,9 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
cb->heroVisitCastle(this, h);
}
}
else if(h->visitablePos() == visitablePos())
else
{
assert(h->visitablePos() == this->visitablePos());
bool commander_recover = h->commander && !h->commander->alive;
if (commander_recover) // rise commander from dead
{
@ -344,10 +345,6 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
cb->showInfoDialog(&iw);
}
}
else
{
logGlobal->error("%s visits allied town of %s from different pos?", h->getNameTranslated(), getNameTranslated());
}
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
@ -556,14 +553,6 @@ void CGTownInstance::newTurn(vstd::RNG & rand) const
for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
cb->setObjPropertyValue(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//get Mana Vortex or Stables bonuses
//same code is in the CGameHandler::buildStructure method
if (garrisonHero != nullptr) //garrison hero first - consistent with original H3 Mana Vortex and Battle Scholar Academy levelup windows order
cb->visitCastleObjects(this, garrisonHero);
if (visitingHero != nullptr)
cb->visitCastleObjects(this, visitingHero);
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
{
std::vector<SlotID> nativeCrits; //slots

View File

@ -205,7 +205,7 @@ ui32 CGMine::getProducedQuantity() const
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
if(result.winner == BattleSide::ATTACKER) //attacker won
{
if(isAbandoned())
{
@ -344,7 +344,7 @@ void CGResource::collectRes(const PlayerColor & player) const
void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
if(result.winner == BattleSide::ATTACKER) //attacker won
collectRes(hero->getOwner());
}
@ -911,7 +911,7 @@ BattleField CGArtifact::getBattlefield() const
void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
if(result.winner == BattleSide::ATTACKER) //attacker won
pick(hero);
}
@ -1010,7 +1010,7 @@ bool CGGarrison::passableFor(PlayerColor player) const
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
if (result.winner == BattleSide::ATTACKER)
onHeroVisit(hero);
}

View File

@ -44,8 +44,7 @@ DisposedHero::DisposedHero() : heroId(0), portrait(255)
}
CMapEvent::CMapEvent()
: players(0)
, humanAffected(false)
: humanAffected(false)
, computerAffected(false)
, firstOccurrence(0)
, nextOccurrence(0)
@ -53,21 +52,51 @@ CMapEvent::CMapEvent()
}
bool CMapEvent::earlierThan(const CMapEvent & other) const
bool CMapEvent::occursToday(int currentDay) const
{
return firstOccurrence < other.firstOccurrence;
if (currentDay == firstOccurrence + 1)
return true;
if (nextOccurrence == 0)
return false;
if (currentDay < firstOccurrence)
return false;
return (currentDay - firstOccurrence - 1) % nextOccurrence == 0;
}
bool CMapEvent::earlierThanOrEqual(const CMapEvent & other) const
bool CMapEvent::affectsPlayer(PlayerColor color, bool isHuman) const
{
return firstOccurrence <= other.firstOccurrence;
if (players.count(color) == 0)
return false;
if (!isHuman && !computerAffected)
return false;
if (isHuman && !humanAffected)
return false;
return true;
}
void CMapEvent::serializeJson(JsonSerializeFormat & handler)
{
handler.serializeString("name", name);
handler.serializeStruct("message", message);
handler.serializeInt("players", players);
if (!handler.saving && handler.getCurrent()["players"].isNumber())
{
// compatibility for old maps
int playersMask = 0;
handler.serializeInt("players", playersMask);
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
else
{
handler.serializeIdArray("players", players);
}
handler.serializeInt("humanAffected", humanAffected);
handler.serializeInt("computerAffected", computerAffected);
handler.serializeInt("firstOccurrence", firstOccurrence);

View File

@ -136,7 +136,7 @@ public:
std::set<SpellID> allowedSpells;
std::set<ArtifactID> allowedArtifact;
std::set<SecondarySkill> allowedAbilities;
std::list<CMapEvent> events;
std::vector<CMapEvent> events;
int3 grailPos;
int grailRadius;

View File

@ -30,13 +30,13 @@ public:
CMapEvent();
virtual ~CMapEvent() = default;
bool earlierThan(const CMapEvent & other) const;
bool earlierThanOrEqual(const CMapEvent & other) const;
bool occursToday(int currentDay) const;
bool affectsPlayer(PlayerColor player, bool isHuman) const;
std::string name;
MetaString message;
TResources resources;
ui8 players; // affected players, bit field?
std::set<PlayerColor> players;
bool humanAffected;
bool computerAffected;
ui32 firstOccurrence;
@ -48,7 +48,18 @@ public:
h & name;
h & message;
h & resources;
h & players;
if (h.version >= Handler::Version::EVENTS_PLAYER_SET)
{
h & players;
}
else
{
ui8 playersMask = 0;
h & playersMask;
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
h & humanAffected;
h & computerAffected;
h & firstOccurrence;

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@ -2244,7 +2244,7 @@ CGObjectInstance * CMapLoaderH3M::readTown(const int3 & position, std::shared_pt
reader->readResources(event.resources);
event.players = reader->readUInt8();
reader->readBitmaskPlayers(event.players, false);
if(features.levelSOD)
event.humanAffected = reader->readBool();
else
@ -2313,7 +2313,7 @@ void CMapLoaderH3M::readEvents()
event.message.appendTextID(readLocalizedString(TextIdentifier("event", eventID, "description")));
reader->readResources(event.resources);
event.players = reader->readUInt8();
reader->readBitmaskPlayers(event.players, false);
if(features.levelSOD)
{
event.humanAffected = reader->readBool();

View File

@ -55,8 +55,6 @@ public:
virtual void visitSetCommanderProperty(SetCommanderProperty & pack) {}
virtual void visitAddQuest(AddQuest & pack) {}
virtual void visitUpdateArtHandlerLists(UpdateArtHandlerLists & pack) {}
virtual void visitUpdateMapEvents(UpdateMapEvents & pack) {}
virtual void visitUpdateCastleEvents(UpdateCastleEvents & pack) {}
virtual void visitChangeFormation(ChangeFormation & pack) {}
virtual void visitRemoveObject(RemoveObject & pack) {}
virtual void visitTryMoveHero(TryMoveHero & pack) {}

View File

@ -225,16 +225,6 @@ void UpdateArtHandlerLists::visitTyped(ICPackVisitor & visitor)
visitor.visitUpdateArtHandlerLists(*this);
}
void UpdateMapEvents::visitTyped(ICPackVisitor & visitor)
{
visitor.visitUpdateMapEvents(*this);
}
void UpdateCastleEvents::visitTyped(ICPackVisitor & visitor)
{
visitor.visitUpdateCastleEvents(*this);
}
void ChangeFormation::visitTyped(ICPackVisitor & visitor)
{
visitor.visitChangeFormation(*this);
@ -907,17 +897,6 @@ void UpdateArtHandlerLists::applyGs(CGameState * gs) const
gs->allocatedArtifacts = allocatedArtifacts;
}
void UpdateMapEvents::applyGs(CGameState * gs) const
{
gs->map->events = events;
}
void UpdateCastleEvents::applyGs(CGameState * gs) const
{
auto * t = gs->getTown(town);
t->events = events;
}
void ChangeFormation::applyGs(CGameState * gs) const
{
gs->getHero(hid)->setFormation(formation);
@ -2114,7 +2093,7 @@ void BattleResultAccepted::applyGs(CGameState * gs) const
res.hero->removeBonusesRecursive(Bonus::OneBattle);
}
if(winnerSide != 2)
if(winnerSide != BattleSide::NONE)
{
// Grow up growing artifacts
const auto hero = heroResult[winnerSide].hero;
@ -2135,10 +2114,10 @@ void BattleResultAccepted::applyGs(CGameState * gs) const
if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
{
if(heroResult[0].army)
heroResult[0].army->giveStackExp(heroResult[0].exp);
if(heroResult[1].army)
heroResult[1].army->giveStackExp(heroResult[1].exp);
if(heroResult[BattleSide::ATTACKER].army)
heroResult[BattleSide::ATTACKER].army->giveStackExp(heroResult[BattleSide::ATTACKER].exp);
if(heroResult[BattleSide::DEFENDER].army)
heroResult[BattleSide::DEFENDER].army->giveStackExp(heroResult[BattleSide::DEFENDER].exp);
CBonusSystemNode::treeHasChanged();
}
@ -2242,19 +2221,14 @@ void StartAction::applyGs(CGameState *gs)
else
{
if(ba.actionType == EActionType::HERO_SPELL)
gs->getBattle(battleID)->sides[ba.side].usedSpellsHistory.push_back(ba.spell);
gs->getBattle(battleID)->getSide(ba.side).usedSpellsHistory.push_back(ba.spell);
}
}
void BattleSpellCast::applyGs(CGameState * gs) const
{
if(castByHero)
{
if(side < 2)
{
gs->getBattle(battleID)->sides[side].castSpellsCount++;
}
}
if(castByHero && side != BattleSide::NONE)
gs->getBattle(battleID)->getSide(side).castSpellsCount++;
}
void SetStackEffect::applyGs(CGameState *gs)
@ -2388,7 +2362,7 @@ void BattleSetStackProperty::applyGs(CGameState * gs) const
}
case ENCHANTER_COUNTER:
{
auto & counter = gs->getBattle(battleID)->sides[gs->getBattle(battleID)->whatSide(stack->unitOwner())].enchanterCounter;
auto & counter = gs->getBattle(battleID)->getSide(gs->getBattle(battleID)->whatSide(stack->unitOwner())).enchanterCounter;
if(absolute)
counter = val;
else
@ -2457,11 +2431,26 @@ void EntitiesChanged::applyGs(CGameState * gs)
void SetRewardableConfiguration::applyGs(CGameState * gs)
{
auto * objectPtr = gs->getObjInstance(objectID);
auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
assert(rewardablePtr);
if (!buildingID.hasValue())
{
auto * rewardablePtr = dynamic_cast<CRewardableObject *>(objectPtr);
assert(rewardablePtr);
rewardablePtr->configuration = configuration;
}
else
{
auto * townPtr = dynamic_cast<CGTownInstance*>(objectPtr);
CGTownBuilding * buildingPtr = nullptr;
rewardablePtr->configuration = configuration;
for (CGTownBuilding * building : townPtr->bonusingBuildings)
if (building->getBuildingType() == buildingID)
buildingPtr = building;
auto * rewardablePtr = dynamic_cast<CTownRewardableBuilding *>(buildingPtr);
assert(rewardablePtr);
rewardablePtr->configuration = configuration;
}
}
void SetBankConfiguration::applyGs(CGameState * gs)

View File

@ -545,34 +545,6 @@ struct DLL_LINKAGE UpdateArtHandlerLists : public CPackForClient
}
};
struct DLL_LINKAGE UpdateMapEvents : public CPackForClient
{
std::list<CMapEvent> events;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & events;
}
};
struct DLL_LINKAGE UpdateCastleEvents : public CPackForClient
{
ObjectInstanceID town;
std::vector<CCastleEvent> events;
void applyGs(CGameState * gs) const;
void visitTyped(ICPackVisitor & visitor) override;
template <typename Handler> void serialize(Handler & h)
{
h & town;
h & events;
}
};
struct DLL_LINKAGE ChangeFormation : public CPackForClient
{
ObjectInstanceID hid;

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@ -109,8 +109,8 @@ struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
};
BattleID battleID = BattleID::NONE;
std::array<HeroBattleResults, 2> heroResult;
ui8 winnerSide;
BattleSideArray<HeroBattleResults> heroResult;
BattleSide winnerSide;
template <typename Handler> void serialize(Handler & h)
{
@ -127,9 +127,9 @@ struct DLL_LINKAGE BattleResult : public Query
BattleID battleID = BattleID::NONE;
EBattleResult result = EBattleResult::NORMAL;
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<CreatureID, si32> casualties[2]; //first => casualties of attackers - map crid => number
TExpType exp[2] = {0, 0}; //exp for attacker and defender
BattleSide winner = BattleSide::NONE; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
BattleSideArray<std::map<CreatureID, si32>> casualties; //first => casualties of attackers - map crid => number
BattleSideArray<TExpType> exp{0,0}; //exp for attacker and defender
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
void visitTyped(ICPackVisitor & visitor) override;
@ -140,8 +140,7 @@ struct DLL_LINKAGE BattleResult : public Query
h & queryID;
h & result;
h & winner;
h & casualties[0];
h & casualties[1];
h & casualties;
h & exp;
h & artifacts;
assert(battleID != BattleID::NONE);
@ -369,7 +368,7 @@ struct DLL_LINKAGE BattleSpellCast : public CPackForClient
BattleID battleID = BattleID::NONE;
bool activeCast = true;
ui8 side = 0; //which hero did cast spell: 0 - attacker, 1 - defender
BattleSide side = BattleSide::NONE; //which hero did cast spell
SpellID spellID; //id of spell
ui8 manaGained = 0; //mana channeling ability
BattleHex tile; //destination tile (may not be set in some global/mass spells

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@ -44,8 +44,6 @@ void registerTypesClientPacks(Serializer &s)
s.template registerType<CPackForClient, PlayerReinitInterface>();
s.template registerType<CPackForClient, RemoveBonus>();
s.template registerType<CPackForClient, UpdateArtHandlerLists>();
s.template registerType<CPackForClient, UpdateMapEvents>();
s.template registerType<CPackForClient, UpdateCastleEvents>();
s.template registerType<CPackForClient, ChangeFormation>();
s.template registerType<CPackForClient, RemoveObject>();
s.template registerType<CPackForClient, TryMoveHero>();

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@ -50,6 +50,7 @@ enum class ESerializationVersion : int32_t
BANK_UNIT_PLACEMENT, // 843 Banks have unit placement flag
RELEASE_152 = BANK_UNIT_PLACEMENT,
RELEASE_156 = BANK_UNIT_PLACEMENT,
COMPACT_STRING_SERIALIZATION, // 844 - optimized serialization of previously encountered strings
COMPACT_INTEGER_SERIALIZATION, // 845 - serialize integers in forms similar to protobuf
@ -61,6 +62,7 @@ enum class ESerializationVersion : int32_t
PLAYER_HANDICAP, // 851 - player handicap selection at game start
STATISTICS, // 852 - removed random number generators from library classes
CAMPAIGN_REGIONS, // 853 - configurable campaign regions
EVENTS_PLAYER_SET, // 854 - map & town events use std::set instead of bitmask to store player list
CURRENT = CAMPAIGN_REGIONS
CURRENT = EVENTS_PLAYER_SET
};

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@ -193,16 +193,16 @@ bool BattleSpellMechanics::canBeCast(Problem & problem) const
return adaptProblem(ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL, problem);
const PlayerColor player = caster->getCasterOwner();
const auto side = battle()->playerToSide(player);
const BattleSide side = battle()->playerToSide(player);
if(!side)
if(side == BattleSide::NONE)
return adaptProblem(ESpellCastProblem::INVALID, problem);
//effect like Recanter's Cloak. Blocks also passive casting.
//TODO: check creature abilities to block
//TODO: check any possible caster
if(battle()->battleMaxSpellLevel(side.value()) < getSpellLevel() || battle()->battleMinSpellLevel(side.value()) > getSpellLevel())
if(battle()->battleMaxSpellLevel(side) < getSpellLevel() || battle()->battleMinSpellLevel(side) > getSpellLevel())
return adaptProblem(ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED, problem);
return effects->applicable(problem, this);
@ -284,7 +284,7 @@ void BattleSpellMechanics::cast(ServerCallback * server, const Target & target)
const CGHeroInstance * otherHero = nullptr;
{
//check it there is opponent hero
const ui8 otherSide = battle()->otherSide(casterSide);
const BattleSide otherSide = battle()->otherSide(casterSide);
if(battle()->battleHasHero(otherSide))
otherHero = battle()->battleGetFightingHero(otherSide);

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@ -397,7 +397,7 @@ std::unique_ptr<ISpellMechanicsFactory> ISpellMechanicsFactory::get(const CSpell
///Mechanics
Mechanics::Mechanics()
: caster(nullptr),
casterSide(0)
casterSide(BattleSide::NONE)
{
}
@ -413,8 +413,7 @@ BaseMechanics::BaseMechanics(const IBattleCast * event):
{
caster = event->getCaster();
//FIXME: do not crash on invalid side
casterSide = cb->playerToSide(caster->getCasterOwner()).value();
casterSide = cb->playerToSide(caster->getCasterOwner());
{
auto value = event->getSpellLevel();

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@ -252,7 +252,7 @@ public:
const Caster * caster;
ui8 casterSide;
BattleSide casterSide;
protected:
Mechanics();

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@ -134,7 +134,7 @@ void Moat::placeObstacles(ServerCallback * server, const Mechanics * m, const Ef
BattleObstaclesChanged pack;
pack.battleID = m->battle()->getBattle()->getBattleID();
auto all = m->battle()->battleGetAllObstacles(BattlePerspective::ALL_KNOWING);
auto all = m->battle()->battleGetAllObstacles(BattleSide::ALL_KNOWING);
int obstacleIdToGive = 1;
for(auto & one : all)

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@ -274,7 +274,7 @@ void Obstacle::placeObstacles(ServerCallback * server, const Mechanics * m, cons
BattleObstaclesChanged pack;
pack.battleID = m->battle()->getBattle()->getBattleID();
auto all = m->battle()->battleGetAllObstacles(BattlePerspective::ALL_KNOWING);
auto all = m->battle()->battleGetAllObstacles(BattleSide::ALL_KNOWING);
int obstacleIdToGive = 1;
for(auto & one : all)

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