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Merge pull request #1487 from IvanSavenko/battle_actions_refactoring

Battle actions refactoring
This commit is contained in:
Ivan Savenko
2023-02-03 11:28:14 +02:00
committed by GitHub
15 changed files with 781 additions and 760 deletions

File diff suppressed because it is too large Load Diff

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@@ -14,6 +14,10 @@
VCMI_LIB_NAMESPACE_BEGIN
class BattleAction;
namespace spells {
class Caster;
enum class Mode;
}
VCMI_LIB_NAMESPACE_END
@@ -34,65 +38,87 @@ class BattleActionsController
/// all actions possible to call at the moment by player
std::vector<PossiblePlayerBattleAction> possibleActions;
/// actions possible to take on hovered hex
std::vector<PossiblePlayerBattleAction> localActions;
/// these actions display message in case of illegal target
std::vector<PossiblePlayerBattleAction> illegalActions;
/// action that will be performed on l-click
PossiblePlayerBattleAction currentAction;
/// last action chosen (and saved) by player
PossiblePlayerBattleAction selectedAction;
/// if there are not possible actions to choose from, this action should be show as "illegal" in UI
PossiblePlayerBattleAction illegalAction;
/// if true, stack currently aims to cats a spell
bool creatureCasting;
/// if true, player is choosing destination for his spell - only for GUI / console
bool spellDestSelectMode;
/// spell for which player is choosing destination
std::shared_ptr<BattleAction> spellToCast;
/// spell for which player is choosing destination, pointer for convenience
const CSpell *currentSpell;
/// spell for which player's hero is choosing destination
std::shared_ptr<BattleAction> heroSpellToCast;
/// cached message that was set by this class in status bar
std::string currentConsoleMsg;
/// if true, active stack could possibly cast some target spell
const CSpell * creatureSpellToCast;
bool isCastingPossibleHere (const CStack *sactive, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionSetCursor(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
std::string actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex hoveredHex);
std::string actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex hoveredHex);
void actionRealize(PossiblePlayerBattleAction action, BattleHex hoveredHex);
PossiblePlayerBattleAction selectAction(BattleHex myNumber);
const CStack * getStackForHex(BattleHex myNumber) ;
/// attempts to initialize spellcasting action for stack
/// will silently return if stack is not a spellcaster
void tryActivateStackSpellcasting(const CStack *casterStack);
/// returns spell that is currently being cast by hero or nullptr if none
const CSpell * getHeroSpellToCast() const;
/// if current stack is spellcaster, returns spell being cast, or null othervice
const CSpell * getStackSpellToCast( ) const;
/// returns true if current stack is a spellcaster
bool isActiveStackSpellcaster() const;
public:
BattleActionsController(BattleInterface & owner);
/// initialize list of potential actions for new active stack
void activateStack();
/// initialize potential actions for spells that can be cast by active stack
/// returns true if UI is currently in target selection mode
bool spellcastingModeActive() const;
/// returns true if one of the following is true:
/// - we are casting spell by hero
/// - we are casting spell by creature in targeted mode (F hotkey)
/// - current creature is spellcaster and preferred action for current hex is spellcast
bool currentActionSpellcasting(BattleHex hoveredHex);
/// enter targeted spellcasting mode for creature, e.g. via "F" hotkey
void enterCreatureCastingMode();
/// initialize potential actions for selected spell
/// initialize hero spellcasting mode, e.g. on selecting spell in spellbook
void castThisSpell(SpellID spellID);
/// ends casting spell (eg. when spell has been cast or canceled)
void endCastingSpell();
/// update UI (e.g. status bar/cursor) according to new active hex
void handleHex(BattleHex myNumber, int eventType);
/// update cursor and status bar according to new active hex
void onHexHovered(BattleHex hoveredHex);
/// returns currently selected spell or SpellID::NONE on error
SpellID selectedSpell() const;
/// called when cursor is no longer over battlefield and cursor/battle log should be reset
void onHoverEnded();
/// performs action according to selected hex
void onHexLeftClicked(BattleHex clickedHex);
/// performs action according to selected hex
void onHexRightClicked(BattleHex clickedHex);
const spells::Caster * getCurrentSpellcaster() const;
const CSpell * getCurrentSpell() const;
spells::Mode getCurrentCastMode() const;
/// returns true if UI is currently in target selection mode
bool spellcastingModeActive() const;
/// methods to work with array of possible actions, needed to control special creatures abilities
const std::vector<PossiblePlayerBattleAction> & getPossibleActions() const;
void removePossibleAction(PossiblePlayerBattleAction);

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@@ -34,6 +34,8 @@
#include "../../lib/CStack.h"
#include "../../lib/spells/ISpellMechanics.h"
#include <SDL_events.h>
BattleFieldController::BattleFieldController(BattleInterface & owner):
owner(owner)
{
@@ -76,20 +78,11 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
auto hex = std::make_shared<ClickableHex>();
hex->myNumber = h;
hex->pos = hexPositionAbsolute(h);
hex->myInterface = &owner;
bfield.push_back(hex);
}
auto accessibility = owner.curInt->cb->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
addUsedEvents(MOVE);
addUsedEvents(LCLICK | RCLICK | MOVE);
LOCPLINT->cingconsole->pos = this->pos;
}
@@ -107,11 +100,38 @@ void BattleFieldController::createHeroes()
void BattleFieldController::mouseMoved(const SDL_MouseMotionEvent &event)
{
BattleHex selectedHex = getHoveredHex();
if (!pos.isInside(event.x, event.y))
{
owner.actionsController->onHoverEnded();
return;
}
owner.actionsController->handleHex(selectedHex, MOVE);
BattleHex selectedHex = getHoveredHex();
owner.actionsController->onHexHovered(selectedHex);
}
void BattleFieldController::clickLeft(tribool down, bool previousState)
{
if(!down)
{
BattleHex selectedHex = getHoveredHex();
if (selectedHex != BattleHex::INVALID)
owner.actionsController->onHexLeftClicked(selectedHex);
}
}
void BattleFieldController::clickRight(tribool down, bool previousState)
{
if(down)
{
BattleHex selectedHex = getHoveredHex();
if (selectedHex != BattleHex::INVALID)
owner.actionsController->onHexRightClicked(selectedHex);
}
}
void BattleFieldController::renderBattlefield(Canvas & canvas)
{
@@ -233,19 +253,9 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
const spells::Caster *caster = nullptr;
const CSpell *spell = nullptr;
spells::Mode mode = spells::Mode::HERO;
if(owner.actionsController->spellcastingModeActive())//hero casts spell
{
spell = owner.actionsController->selectedSpell().toSpell();
caster = owner.getActiveHero();
}
else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
{
spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
caster = owner.stacksController->getActiveStack();
mode = spells::Mode::CREATURE_ACTIVE;
}
spells::Mode mode = owner.actionsController->getCurrentCastMode();
spell = owner.actionsController->getCurrentSpell();
caster = owner.actionsController->getCurrentSpellcaster();
if(caster && spell) //when casting spell
{
@@ -310,7 +320,10 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
auto const & hoveredMouse = owner.actionsController->spellcastingModeActive() ? hoveredSpell : hoveredMove;
if (getHoveredHex() == BattleHex::INVALID)
return;
auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpell : hoveredMove;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
@@ -355,9 +368,31 @@ bool BattleFieldController::isPixelInHex(Point const & position)
BattleHex BattleFieldController::getHoveredHex()
{
for ( auto const & hex : bfield)
if (hex->hovered && hex->strictHovered)
return hex->myNumber;
Point hoverPos = GH.getCursorPosition();
if (owner.attackingHero)
{
if (owner.attackingHero->pos.isInside(hoverPos))
return BattleHex::HERO_ATTACKER;
}
if (owner.defendingHero)
{
if (owner.attackingHero->pos.isInside(hoverPos))
return BattleHex::HERO_DEFENDER;
}
for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
{
Rect hexPosition = hexPositionAbsolute(h);
if (!hexPosition.isInside(hoverPos))
continue;
if (isPixelInHex(hoverPos - hexPosition.topLeft()))
return h;
}
return BattleHex::INVALID;
}
@@ -520,7 +555,7 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
}
default:
assert(0);
return attackTarget.cloneInDirection(BattleHex::LEFT);
return BattleHex::INVALID;
}
}
}

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@@ -20,7 +20,6 @@ class Point;
VCMI_LIB_NAMESPACE_END
class ClickableHex;
class BattleHero;
class Canvas;
class IImage;
@@ -50,8 +49,6 @@ class BattleFieldController : public CIntObject
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
std::vector<std::shared_ptr<ClickableHex>> bfield;
void showHighlightedHex(Canvas & to, BattleHex hex, bool darkBorder);
std::set<BattleHex> getHighlightedHexesStackRange();
@@ -66,9 +63,11 @@ class BattleFieldController : public CIntObject
BattleHex::EDir selectAttackDirection(BattleHex myNumber, const Point & point);
void mouseMoved(const SDL_MouseMotionEvent &event) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
void showAll(SDL_Surface * to) override;
void show(SDL_Surface * to) override;
public:
BattleFieldController(BattleInterface & owner);

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@@ -54,7 +54,6 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
, attackerInt(att)
, defenderInt(defen)
, curInt(att)
, myTurn(false)
, moveSoundHander(-1)
{
for ( auto & event : animationEvents)
@@ -267,7 +266,6 @@ void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
if(!tacticsMode)
{
logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
myTurn = false;
stacksController->setActiveStack(nullptr);
givenCommand.setn(command);
}
@@ -278,6 +276,7 @@ void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
stacksController->setActiveStack(nullptr);
//next stack will be activated when action ends
}
CCS->curh->set(Cursor::Combat::POINTER);
}
const CGHeroInstance * BattleInterface::getActiveHero()
@@ -553,7 +552,6 @@ void BattleInterface::activateStack()
if(!s)
return;
myTurn = true;
windowObject->updateQueue();
windowObject->blockUI(false);
fieldController->redrawBackgroundWithHexes();
@@ -561,6 +559,11 @@ void BattleInterface::activateStack()
GH.fakeMouseMove();
}
bool BattleInterface::makingTurn() const
{
return stacksController->getActiveStack() != nullptr;
}
void BattleInterface::endAction(const BattleAction* action)
{
const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);

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@@ -37,7 +37,6 @@ class Canvas;
class BattleResultWindow;
class StackQueue;
class CPlayerInterface;
class ClickableHex;
class CAnimation;
struct BattleEffect;
class IImage;
@@ -146,7 +145,8 @@ public:
static CondSh<BattleAction *> givenCommand; //data != nullptr if we have i.e. moved current unit
bool myTurn; //if true, interface is active (commands can be ordered)
bool makingTurn() const;
int moveSoundHander; // sound handler used when moving a unit
BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);

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@@ -30,7 +30,6 @@
#include "../widgets/Images.h"
#include "../widgets/TextControls.h"
#include "../windows/CMessage.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CSpellWindow.h"
#include "../render/CAnimation.h"
#include "../adventureMap/CInGameConsole.h"
@@ -274,50 +273,29 @@ void BattleHero::setPhase(EHeroAnimType newPhase)
nextPhase = EHeroAnimType::HOLDING;
}
void BattleHero::hover(bool on)
{
//TODO: BROKEN CODE
if (on)
CCS->curh->set(Cursor::Combat::HERO);
else
CCS->curh->set(Cursor::Combat::POINTER);
}
void BattleHero::clickLeft(tribool down, bool previousState)
void BattleHero::heroLeftClicked()
{
if(owner.actionsController->spellcastingModeActive()) //we are casting a spell
return;
if(boost::logic::indeterminate(down))
return;
if(!hero || down || !owner.myTurn)
if(!hero || !owner.makingTurn())
return;
if(owner.getCurrentPlayerInterface()->cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK) //check conditions
{
BattleHex hoveredHex = owner.fieldController->getHoveredHex();
//do nothing when any hex is hovered - hero's animation overlaps battlefield
if ( hoveredHex != BattleHex::INVALID )
return;
CCS->curh->set(Cursor::Map::POINTER);
GH.pushIntT<CSpellWindow>(hero, owner.getCurrentPlayerInterface());
}
}
void BattleHero::clickRight(tribool down, bool previousState)
void BattleHero::heroRightClicked()
{
if(boost::logic::indeterminate(down))
return;
Point windowPosition;
windowPosition.x = (!defender) ? owner.fieldController->pos.left() + 1 : owner.fieldController->pos.right() - 79;
windowPosition.y = owner.fieldController->pos.y + 135;
InfoAboutHero targetHero;
if(down && (owner.myTurn || settings["session"]["spectate"].Bool()))
if(owner.makingTurn() || settings["session"]["spectate"].Bool())
{
auto h = defender ? owner.defendingHeroInstance : owner.attackingHeroInstance;
targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);
@@ -374,8 +352,6 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
flagAnimation->preload();
flagAnimation->playerColored(hero->tempOwner);
addUsedEvents(LCLICK | RCLICK | HOVER);
switchToNextPhase();
play();
}
@@ -681,68 +657,6 @@ void BattleResultWindow::bExitf()
CCS->videoh->close();
}
void ClickableHex::hover(bool on)
{
hovered = on;
//Hoverable::hover(on);
if(!on && setAlterText)
{
GH.statusbar->clear();
setAlterText = false;
}
}
ClickableHex::ClickableHex() : setAlterText(false), myNumber(-1), strictHovered(false), myInterface(nullptr)
{
addUsedEvents(LCLICK | RCLICK | HOVER | MOVE);
}
void ClickableHex::mouseMoved(const SDL_MouseMotionEvent &sEvent)
{
strictHovered = myInterface->fieldController->isPixelInHex(Point(sEvent.x-pos.x, sEvent.y-pos.y));
if(hovered && strictHovered) //print attacked creature to console
{
const CStack * attackedStack = myInterface->getCurrentPlayerInterface()->cb->battleGetStackByPos(myNumber);
if( attackedStack != nullptr &&
attackedStack->owner != myInterface->getCurrentPlayerInterface()->playerID &&
attackedStack->alive())
{
MetaString text;
text.addTxt(MetaString::GENERAL_TXT, 220);
attackedStack->addNameReplacement(text);
GH.statusbar->write(text.toString());
setAlterText = true;
}
}
else if(setAlterText)
{
GH.statusbar->clear();
setAlterText = false;
}
}
void ClickableHex::clickLeft(tribool down, bool previousState)
{
if(!down && hovered && strictHovered) //we've been really clicked!
{
myInterface->actionsController->handleHex(myNumber, LCLICK);
}
}
void ClickableHex::clickRight(tribool down, bool previousState)
{
const CStack * myst = myInterface->getCurrentPlayerInterface()->cb->battleGetStackByPos(myNumber); //stack info
if(hovered && strictHovered && myst!=nullptr)
{
if(!myst->alive()) return;
if(down)
{
GH.pushIntT<CStackWindow>(myst, true);
}
}
}
StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
: embedded(Embedded),
owner(owner)

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@@ -122,9 +122,9 @@ public:
void pause();
void play();
void hover(bool on) override;
void clickLeft(tribool down, bool previousState) override; //call-in
void clickRight(tribool down, bool previousState) override; //call-in
void heroLeftClicked();
void heroRightClicked();
BattleHero(const BattleInterface & owner, const CGHeroInstance * hero, bool defender);
};
@@ -172,24 +172,6 @@ public:
void show(SDL_Surface * to = 0) override;
};
/// Class which stands for a single hex field on a battlefield
class ClickableHex : public CIntObject
{
private:
bool setAlterText; //if true, this hex has set alternative text in console and will clean it
public:
ui32 myNumber; //number of hex in commonly used format
bool strictHovered; //for determining if hex is hovered by mouse (this is different problem than hex's graphic hovering)
BattleInterface * myInterface; //interface that owns me
//for user interactions
void hover (bool on) override;
void mouseMoved (const SDL_MouseMotionEvent &sEvent) override;
void clickLeft(tribool down, bool previousState) override;
void clickRight(tribool down, bool previousState) override;
ClickableHex();
};
/// Shows the stack queue
class StackQueue : public CIntObject
{

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@@ -73,8 +73,6 @@ BattleStacksController::BattleStacksController(BattleInterface & owner):
activeStack(nullptr),
stackToActivate(nullptr),
selectedStack(nullptr),
stackCanCastSpell(false),
creatureSpellToCast(uint32_t(-1)),
animIDhelper(0)
{
//preparing graphics for displaying amounts of creatures
@@ -738,25 +736,6 @@ void BattleStacksController::activateStack()
const CStack * s = getActiveStack();
if(!s)
return;
//set casting flag to true if creature can use it to not check it every time
const auto spellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::SPELLCASTER));
const auto randomSpellcaster = s->getBonusLocalFirst(Selector::type()(Bonus::RANDOM_SPELLCASTER));
if(s->canCast() && (spellcaster || randomSpellcaster))
{
stackCanCastSpell = true;
if(randomSpellcaster)
creatureSpellToCast = -1; //spell will be set later on cast
else
creatureSpellToCast = owner.curInt->cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
//TODO: what if creature can cast BOTH random genie spell and aimed spell?
//TODO: faerie dragon type spell should be selected by server
}
else
{
stackCanCastSpell = false;
creatureSpellToCast = -1;
}
}
void BattleStacksController::setSelectedStack(const CStack *stack)
@@ -779,18 +758,6 @@ bool BattleStacksController::facingRight(const CStack * stack) const
return stackFacingRight.at(stack->ID);
}
bool BattleStacksController::activeStackSpellcaster()
{
return stackCanCastSpell;
}
SpellID BattleStacksController::activeStackSpellToCast()
{
if (!stackCanCastSpell)
return SpellID::NONE;
return SpellID(creatureSpellToCast);
}
Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const
{
Point ret(-500, -500); //returned value
@@ -910,21 +877,11 @@ std::vector<const CStack *> BattleStacksController::selectHoveredStacks()
const spells::Caster *caster = nullptr;
const CSpell *spell = nullptr;
spells::Mode mode = spells::Mode::HERO;
spells::Mode mode = owner.actionsController->getCurrentCastMode();
spell = owner.actionsController->getCurrentSpell();
caster = owner.actionsController->getCurrentSpellcaster();
if(owner.actionsController->spellcastingModeActive())//hero casts spell
{
spell = owner.actionsController->selectedSpell().toSpell();
caster = owner.getActiveHero();
}
else if(owner.stacksController->activeStackSpellToCast() != SpellID::NONE)//stack casts spell
{
spell = SpellID(owner.stacksController->activeStackSpellToCast()).toSpell();
caster = owner.stacksController->getActiveStack();
mode = spells::Mode::CREATURE_ACTIVE;
}
if(caster && spell) //when casting spell
if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell
{
spells::Target target;
target.emplace_back(hoveredHex);

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@@ -79,10 +79,6 @@ class BattleStacksController
/// stack that was selected for multi-target spells - Teleport / Sacrifice
const CStack *selectedStack;
/// if true, active stack could possibly cast some target spell
bool stackCanCastSpell;
si32 creatureSpellToCast;
/// for giving IDs for animations
ui32 animIDhelper;
@@ -123,9 +119,6 @@ public:
void startAction(const BattleAction* action);
void endAction(const BattleAction* action);
bool activeStackSpellcaster();
SpellID activeStackSpellToCast();
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void setActiveStack(const CStack *stack);

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@@ -391,7 +391,7 @@ void BattleWindow::bSpellf()
if (owner.actionsController->spellcastingModeActive())
return;
if (!owner.myTurn)
if (!owner.makingTurn())
return;
auto myHero = owner.currentHero();

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@@ -78,10 +78,7 @@ float AnimationControls::getCreatureAnimationSpeed(const CCreature * creature, c
return baseSpeed;
case ECreatureAnimType::HOLDING:
if ( creature->animation.idleAnimationTime > 0.01)
return speed / creature->animation.idleAnimationTime;
else
return 0.f; // this animation is disabled for current creature
return creature->animation.idleAnimationTime;
case ECreatureAnimType::SHOOT_UP:
case ECreatureAnimType::SHOOT_FRONT:

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@@ -39,6 +39,10 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
static const si16 CASTLE_BOTTOM_TOWER = -3;
static const si16 CASTLE_UPPER_TOWER = -4;
// hexes for interaction with heroes
static const si16 HERO_ATTACKER = 0;
static const si16 HERO_DEFENDER = GameConstants::BFIELD_WIDTH - 1;
// helpers for rendering
static const si16 HEX_BEFORE_ALL = std::numeric_limits<si16>::min();
static const si16 HEX_AFTER_ALL = std::numeric_limits<si16>::max();

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@@ -44,13 +44,28 @@ struct DLL_LINKAGE AttackableTiles
enum class PossiblePlayerBattleAction // actions performed at l-click
{
INVALID = -1, CREATURE_INFO,
MOVE_TACTICS, CHOOSE_TACTICS_STACK,
MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
NO_LOCATION, ANY_LOCATION, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
CATAPULT, HEAL,
AIMED_SPELL_CREATURE
INVALID = -1,
CREATURE_INFO,
HERO_INFO,
MOVE_TACTICS,
CHOOSE_TACTICS_STACK,
MOVE_STACK,
ATTACK,
WALK_AND_ATTACK,
ATTACK_AND_RETURN,
SHOOT,
CATAPULT,
HEAL,
NO_LOCATION, // massive spells that affect every possible target, automatic casts
ANY_LOCATION,
OBSTACLE,
TELEPORT,
SACRIFICE,
RANDOM_GENIE_SPELL, // random spell on a friendly creature
FREE_LOCATION, // used with Force Field and Fire Wall - all tiles affected by spell must be free
AIMED_SPELL_CREATURE, // spell targeted at creature
};
struct DLL_LINKAGE BattleClientInterfaceData

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@@ -4448,7 +4448,7 @@ void CGameHandler::updateGateState()
bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false) != nullptr;
bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
BattleUpdateGateState db;