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ArtInfoWindow on client. Server side
This commit is contained in:
@@ -188,15 +188,15 @@ FinishingBattleHelper::FinishingBattleHelper(const CBattleInfoCallback & info, c
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{
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if (result.winner == BattleSide::ATTACKER)
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{
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winnerHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
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loserHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
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winnerId = info.getBattle()->getSideArmy(BattleSide::ATTACKER)->id;
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loserId = info.getBattle()->getSideArmy(BattleSide::DEFENDER)->id;
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victor = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
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loser = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
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}
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else
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{
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winnerHero = info.getBattle()->getSideHero(BattleSide::DEFENDER);
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loserHero = info.getBattle()->getSideHero(BattleSide::ATTACKER);
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winnerId = info.getBattle()->getSideArmy(BattleSide::DEFENDER)->id;
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loserId = info.getBattle()->getSideArmy(BattleSide::ATTACKER)->id;
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victor = info.getBattle()->getSidePlayer(BattleSide::DEFENDER);
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loser = info.getBattle()->getSidePlayer(BattleSide::ATTACKER);
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}
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@@ -301,20 +301,9 @@ void BattleResultProcessor::endBattle(const CBattleInfoCallback & battle)
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void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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{
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auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::ATTACKER)));
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if(!battleQuery)
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battleQuery = std::dynamic_pointer_cast<CBattleQuery>(gameHandler->queries->topQuery(battle.sideToPlayer(BattleSide::DEFENDER)));
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if(!battleQuery)
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{
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logGlobal->trace("No battle query, battle end was confirmed by another player");
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return;
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}
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auto * battleResult = battleResults.at(battle.getBattle()->getBattleID()).get();
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auto * finishingBattle = finishingBattles.at(battle.getBattle()->getBattleID()).get();
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const EBattleResult result = battleResult->result;
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//calculate casualties before deleting battle
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CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
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CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
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@@ -322,32 +311,35 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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cab1.updateArmy(gameHandler);
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cab2.updateArmy(gameHandler); //take casualties after battle is deleted
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const auto winnerHero = gameHandler->getHero(finishingBattle->winnerId);
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const auto loserHero = gameHandler->getHero(finishingBattle->loserId);
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if(battleResult->winner == BattleSide::DEFENDER
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&& finishingBattle->winnerHero
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&& finishingBattle->winnerHero->visitedTown
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&& !finishingBattle->winnerHero->inTownGarrison
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&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
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&& winnerHero
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&& winnerHero->visitedTown
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&& !winnerHero->inTownGarrison
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&& winnerHero->visitedTown->garrisonHero == winnerHero)
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{
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gameHandler->swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
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gameHandler->swapGarrisonOnSiege(winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
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}
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//give exp
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
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gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && winnerHero)
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gameHandler->giveExperience(winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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// Eagle Eye handling
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if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
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if(!finishingBattle->isDraw() && winnerHero)
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{
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ChangeSpells spells;
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if(auto eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
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if(auto eagleEyeLevel = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
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{
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auto eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
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auto eagleEyeChance = winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
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for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
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{
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auto spell = spellId.toEntity(LIBRARY->spells());
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if(spell
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&& spell->getLevel() <= eagleEyeLevel
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&& !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId())
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&& !winnerHero->spellbookContainsSpell(spell->getId())
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&& gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
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{
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spells.spells.insert(spell->getId());
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@@ -358,12 +350,12 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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if(!spells.spells.empty())
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{
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spells.learn = 1;
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spells.hid = finishingBattle->winnerHero->id;
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spells.hid = finishingBattle->winnerId;
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.player = winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
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iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
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iw.text.replaceRawString(winnerHero->getNameTranslated());
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std::ostringstream names;
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for(int i = 0; i < spells.spells.size(); i++)
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@@ -391,12 +383,10 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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}
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}
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// Artifacts handling
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if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
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if(battleResult->result == EBattleResult::NORMAL && !finishingBattle->isDraw() && winnerHero)
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{
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std::vector<const CArtifactInstance*> arts; // display them in window
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CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
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const auto addArtifactToTransfer = [&artFittingSet, &arts](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
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CArtifactFittingSet artFittingSet(*winnerHero);
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const auto addArtifactToTransfer = [&artFittingSet](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
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{
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assert(art);
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const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
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@@ -405,81 +395,48 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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pack.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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if(ArtifactUtils::isSlotEquipment(dstSlot))
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pack.artsPack0.back().askAssemble = true;
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arts.emplace_back(art);
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artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
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}
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};
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const auto sendArtifacts = [this](BulkMoveArtifacts & bma)
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{
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if(!bma.artsPack0.empty())
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gameHandler->sendAndApply(bma);
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};
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BulkMoveArtifacts packHero(finishingBattle->winnerHero->getOwner(), ObjectInstanceID::NONE, finishingBattle->winnerHero->id, false);
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if(finishingBattle->loserHero)
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if(loserHero)
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{
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packHero.srcArtHolder = finishingBattle->loserHero->id;
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auto & packHero = finishingBattle->artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
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packHero.srcArtHolder = finishingBattle->loserId;
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for(const auto & slot : ArtifactUtils::commonWornSlots())
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{
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if(const auto artSlot = finishingBattle->loserHero->artifactsWorn.find(slot);
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artSlot != finishingBattle->loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
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if(const auto artSlot = loserHero->artifactsWorn.find(slot); artSlot != loserHero->artifactsWorn.end() && ArtifactUtils::isArtRemovable(*artSlot))
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{
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addArtifactToTransfer(packHero, artSlot->first, artSlot->second.getArt());
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}
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}
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for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
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for(const auto & artSlot : loserHero->artifactsInBackpack)
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{
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if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
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addArtifactToTransfer(packHero, finishingBattle->loserHero->getArtPos(art), art);
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addArtifactToTransfer(packHero, loserHero->getArtPos(art), art);
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}
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if(finishingBattle->loserHero->commander)
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if(loserHero->commander)
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{
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BulkMoveArtifacts packCommander(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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packCommander.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
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auto & packCommander = finishingBattle->artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
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packCommander.srcCreature = loserHero->findStack(loserHero->commander);
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for(const auto & artSlot : loserHero->commander->artifactsWorn)
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addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
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sendArtifacts(packCommander);
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}
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auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
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for(const auto & armySlot : armyObj->stacks)
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{
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BulkMoveArtifacts packsArmy(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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auto & packsArmy = finishingBattle->artifacts.emplace_back(finishingBattle->victor, finishingBattle->loserId, finishingBattle->winnerId, false);
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packsArmy.srcArtHolder = armyObj->id;
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packsArmy.srcCreature = armySlot.first;
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for(const auto & artSlot : armySlot.second->artifactsWorn)
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addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
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sendArtifacts(packsArmy);
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}
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}
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// Display loot
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if(!arts.empty())
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{
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
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for(const auto art : arts) //TODO; separate function to display loot for various objects?
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{
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if(art->isScroll())
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iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
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else
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iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
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if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
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{
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gameHandler->sendAndApply(iw);
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iw.components.clear();
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}
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}
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gameHandler->sendAndApply(iw);
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}
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if(!packHero.artsPack0.empty())
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sendArtifacts(packHero);
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}
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// Remove beaten hero
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if(finishingBattle->loserHero)
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if(loserHero)
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{
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//add statistics
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if(!finishingBattle->isDraw())
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@@ -488,18 +445,18 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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for(auto & hero : gameHandler->gameState()->getPlayerState(finishingBattle->loser)->getHeroes())
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if(!strongestHero || hero->exp > strongestHero->exp)
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strongestHero = hero;
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if(strongestHero->id == finishingBattle->loserHero->id && strongestHero->level > 5)
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if(strongestHero->id == finishingBattle->loserId && strongestHero->level > 5)
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gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->victor].lastDefeatedStrongestHeroDay = gameHandler->gameState()->getDate(Date::DAY);
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}
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RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
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gameHandler->sendAndApply(ro);
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gameHandler->removeAfterVisit(finishingBattle->loserId);
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}
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// For draw case both heroes should be removed
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if(finishingBattle->isDraw() && finishingBattle->winnerHero)
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if(finishingBattle->isDraw() && winnerHero)
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{
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RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
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gameHandler->sendAndApply(ro);
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gameHandler->removeAfterVisit(finishingBattle->winnerId);
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if(gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
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gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, winnerHero);
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}
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// add statistic
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@@ -525,9 +482,9 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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raccepted.heroResult[BattleSide::ATTACKER].exp = battleResult->exp[BattleSide::ATTACKER];
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raccepted.heroResult[BattleSide::DEFENDER].exp = battleResult->exp[BattleSide::DEFENDER];
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raccepted.winnerSide = finishingBattle->winnerSide;
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raccepted.artifacts = finishingBattle->artifacts;
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gameHandler->sendAndApply(raccepted);
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gameHandler->queries->popIfTop(battleQuery);
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//--> continuation (battleAfterLevelUp) occurs after level-up gameHandler->queries are handled or on removing query
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}
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@@ -541,6 +498,9 @@ void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const
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auto & finishingBattle = finishingBattles[battleID];
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const auto winnerHero = gameHandler->getHero(finishingBattle->winnerId);
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const auto loserHero = gameHandler->getHero(finishingBattle->loserId);
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finishingBattle->remainingBattleQueriesCount--;
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logGlobal->trace("Decremented gameHandler->queries count to %d", finishingBattle->remainingBattleQueriesCount);
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@@ -553,21 +513,22 @@ void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const
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// Still, it looks like a hole.
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// Necromancy if applicable.
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const CStackBasicDescriptor raisedStack = finishingBattle->winnerHero ? finishingBattle->winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
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const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(result) : CStackBasicDescriptor();
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// Give raised units to winner and show dialog, if any were raised,
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// units will be given after casualties are taken
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const SlotID necroSlot = raisedStack.getCreature() ? finishingBattle->winnerHero->getSlotFor(raisedStack.getCreature()) : SlotID();
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const SlotID necroSlot = raisedStack.getCreature() ? winnerHero->getSlotFor(raisedStack.getCreature()) : SlotID();
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if (necroSlot != SlotID() && !finishingBattle->isDraw())
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{
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finishingBattle->winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
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gameHandler->addToSlot(StackLocation(finishingBattle->winnerHero->id, necroSlot), raisedStack.getCreature(), raisedStack.count);
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winnerHero->showNecromancyDialog(raisedStack, gameHandler->getRandomGenerator());
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gameHandler->addToSlot(StackLocation(finishingBattle->winnerId, necroSlot), raisedStack.getCreature(), raisedStack.count);
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}
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BattleResultsApplied resultsApplied;
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resultsApplied.battleID = battleID;
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resultsApplied.victor = finishingBattle->victor;
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resultsApplied.loser = finishingBattle->loser;
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resultsApplied.artifacts = finishingBattle->artifacts;
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gameHandler->sendAndApply(resultsApplied);
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//handle victory/loss of engaged players
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@@ -577,23 +538,13 @@ void BattleResultProcessor::battleAfterLevelUp(const BattleID & battleID, const
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if (result.result == EBattleResult::SURRENDER)
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{
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gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroSurrendered++;
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gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, finishingBattle->loserHero);
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gameHandler->heroPool->onHeroSurrendered(finishingBattle->loser, loserHero);
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}
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if (result.result == EBattleResult::ESCAPE)
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{
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gameHandler->gameState()->statistic.accumulatedValues[finishingBattle->loser].numHeroEscaped++;
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gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, finishingBattle->loserHero);
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}
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if (result.winner != BattleSide::NONE && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty()
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&& (!finishingBattle->winnerHero->commander || !finishingBattle->winnerHero->commander->alive))
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{
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RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->winnerHero->getOwner());
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gameHandler->sendAndApply(ro);
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if (gameHandler->getSettings().getBoolean(EGameSettings::HEROES_RETREAT_ON_WIN_WITHOUT_TROOPS))
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gameHandler->heroPool->onHeroEscaped(finishingBattle->victor, finishingBattle->winnerHero);
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gameHandler->heroPool->onHeroEscaped(finishingBattle->loser, loserHero);
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}
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finishingBattles.erase(battleID);
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@@ -17,6 +17,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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struct SideInBattle;
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struct BattleResult;
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struct BulkMoveArtifacts;
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class CBattleInfoCallback;
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class CGHeroInstance;
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class CArmedInstance;
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@@ -46,19 +47,21 @@ struct FinishingBattleHelper
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inline bool isDraw() const {return winnerSide == BattleSide::NONE;}
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const CGHeroInstance *winnerHero, *loserHero;
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ObjectInstanceID winnerId, loserId;
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PlayerColor victor, loser;
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BattleSide winnerSide;
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std::vector<BulkMoveArtifacts> artifacts;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h)
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{
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h & winnerHero;
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h & loserHero;
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h & winnerId;
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h & loserId;
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h & victor;
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h & loser;
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h & winnerSide;
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h & artifacts;
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h & remainingBattleQueriesCount;
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}
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};
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