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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

More fixes for map-specific crashes, fixes #1427 and #733

- if special victory condition is present AND there is only one player
normal victory condition will be disabled
- added new triggered condition, constant value
- if target of CONTROL/DESTROY condition is removed from map, triggered
condition will be replaced with constant
- fixed randomization of armies with random stacks
This commit is contained in:
Ivan Savenko 2014-02-09 12:10:02 +00:00
parent 30aa07f86c
commit 7f07a30d7d
9 changed files with 59 additions and 15 deletions

View File

@ -267,6 +267,8 @@ TSubgoal Win::whatToDoToAchieve()
break; // goal.value = number of days to trigger this
case EventCondition::IS_HUMAN:
break; // Should be only used in calculation of candidates (see toBool lambda)
case EventCondition::CONST_VALUE:
break;
default:
assert(0);
}

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@ -630,7 +630,7 @@ std::string CStackInstance::nodeName() const
oss << "Stack of " << count << " of ";
if(type)
oss << type->namePl;
else if(idRand)
else if(idRand >= 0)
oss << "[no type, idRand=" << idRand << "]";
else
oss << "[UNDEFINED TYPE]";

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@ -41,7 +41,11 @@ class DLL_LINKAGE CStackInstance : public CBonusSystemNode, public CStackBasicDe
protected:
const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
public:
int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
// hlp variable used during loading map, when object (hero or town) have creatures that must have same alignment.
// idRand < 0 -> normal, non-random creature
// idRand / 2 -> level
// idRand % 2 -> upgrade number
int idRand;
const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
TExpType experience;//commander needs same amount of exp as hero

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@ -2464,6 +2464,10 @@ bool CGameState::checkForVictory( PlayerColor player, const EventCondition & con
else
return false;
}
case EventCondition::CONST_VALUE:
{
return condition.value; // just convert to bool
}
}
assert(0);
return false;

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@ -7162,17 +7162,18 @@ void CGLighthouse::giveBonusTo( PlayerColor player ) const
void CArmedInstance::randomizeArmy(int type)
{
int max = VLC->creh->creatures.size();
for (auto & elem : stacks)
{
int randID = elem.second->idRand;
if(randID > max)
int & randID = elem.second->idRand;
if(randID >= 0)
{
int level = (randID-VLC->creh->creatures.size()) / 2 -1;
bool upgrade = !(randID % 2);
int level = randID / 2;
bool upgrade = randID % 2;
elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);
}
randID = -1;
}
assert(elem.second->valid(false));
assert(elem.second->armyObj == this);
}
return;

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@ -358,6 +358,27 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
}
}
for (TriggeredEvent & event : gs->map->triggeredEvents)
{
auto patcher = [&](EventCondition & cond)
{
if (cond.object == obj)
{
if (cond.condition == EventCondition::DESTROY)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 1; // destroyed object, from now on always fulfilled
}
if (cond.condition == EventCondition::CONTROL)
{
cond.condition = EventCondition::CONST_VALUE;
cond.value = 0; // destroyed object, from now on can not be fulfilled
}
}
};
event.trigger.forEach(patcher);
}
gs->map->objects[id.getNum()].dellNull();
}

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@ -117,7 +117,8 @@ struct DLL_LINKAGE EventCondition
DAYS_PASSED, // value - number of days from start of the game
IS_HUMAN, // value - 0 = player is AI, 1 = player is human
DAYS_WITHOUT_TOWN, // value - how long player can live without town, 0=instakill
STANDARD_WIN // normal defeat all enemies condition
STANDARD_WIN, // normal defeat all enemies condition
CONST_VALUE // condition that always evaluates to "value" (0 = false, 1 = true)
};
EventCondition(EWinLoseType condition = STANDARD_WIN);

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@ -337,6 +337,17 @@ void CMapLoaderH3M::readVictoryLossConditions()
bool allowNormalVictory = reader.readBool();
bool appliesToAI = reader.readBool();
if (allowNormalVictory)
{
size_t playersOnMap = boost::range::count_if(mapHeader->players,[](const PlayerInfo & info) { return info.canAnyonePlay();});
if (playersOnMap == 1)
{
logGlobal->warnStream() << "Map " << mapHeader->name << " has only one player but allows normal victory?";
allowNormalVictory = false; // makes sense? Not much. Works as H3? Yes!
}
}
switch(vicCondition)
{
case EVictoryConditionType::ARTIFACT:
@ -1660,7 +1671,8 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
count = reader.readUInt16();
// Empty slot
if(creID == maxID) continue;
if(creID == maxID)
continue;
auto hlp = new CStackInstance();
hlp->count = count;
@ -1668,8 +1680,7 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
if(creID > maxID - 0xf)
{
//this will happen when random object has random army
creID = CreatureID(maxID + 1 - creID + VLC->creh->creatures.size());
hlp->idRand = creID;
hlp->idRand = maxID - creID - 1;
}
else
{

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@ -16,9 +16,9 @@
#include "../VCMI_Lib.h"
static const std::string conditionNames[] = {
"haveArtifact", "haveCreatures", "haveResources", "haveBuilding",
"control", "destroy", "transport",
"daysPassed", "isHuman", "daysWithoutTown", "standardWin"
"haveArtifact", "haveCreatures", "haveResources", "haveBuilding",
"control", "destroy", "transport", "daysPassed",
"isHuman", "daysWithoutTown", "standardWin", "constValue"
};
static const std::string typeNames[] = { "victory", "defeat" };