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Merge pull request #136 from vcmi/issue/1372-2

issue/1372
This commit is contained in:
ArseniyShestakov
2016-01-31 20:28:54 +03:00
7 changed files with 145 additions and 46 deletions

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@@ -2163,7 +2163,15 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
break; break;
case RISE_DEMONS: case RISE_DEMONS:
if (shere && ourStack && !shere->alive()) if (shere && ourStack && !shere->alive())
legalAction = true; {
if(!(shere->hasBonusOfType(Bonus::UNDEAD)
|| shere->hasBonusOfType(Bonus::NON_LIVING)
|| vstd::contains(shere->state, EBattleStackState::SUMMONED)
|| vstd::contains(shere->state, EBattleStackState::CLONED)
|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
))
legalAction = true;
}
break; break;
} }
if (legalAction) if (legalAction)
@@ -2320,7 +2328,10 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
break; break;
case RISE_DEMONS: case RISE_DEMONS:
cursorType = ECursor::SPELLBOOK; cursorType = ECursor::SPELLBOOK;
realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); }; realizeAction = [=]
{
giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID);
};
break; break;
case CATAPULT: case CATAPULT:
cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT; cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;

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@@ -469,7 +469,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
auto handleWarMachine= [&](int side, ArtifactPosition artslot, CreatureID cretype, BattleHex hex) auto handleWarMachine= [&](int side, ArtifactPosition artslot, CreatureID cretype, BattleHex hex)
{ {
if(heroes[side] && heroes[side]->getArt(artslot)) if(heroes[side] && heroes[side]->getArt(artslot))
stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID(255), hex)); stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), !side, SlotID::WAR_MACHINES_SLOT, hex));
}; };
handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52); handleWarMachine(0, ArtifactPosition::MACH1, CreatureID::BALLISTA, 52);
@@ -526,15 +526,15 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL) if (curB->town && curB->town->fortLevel() >= CGTownInstance::CITADEL)
{ {
// keep tower // keep tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -2); CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -2);
stacks.push_back(stack); stacks.push_back(stack);
if (curB->town->fortLevel() >= CGTownInstance::CASTLE) if (curB->town->fortLevel() >= CGTownInstance::CASTLE)
{ {
// lower tower + upper tower // lower tower + upper tower
CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -4); CStack * stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -4);
stacks.push_back(stack); stacks.push_back(stack);
stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID(255), -3); stack = curB->generateNewStack(CStackBasicDescriptor(CreatureID::ARROW_TOWERS, 1), false, SlotID::ARROW_TOWERS_SLOT, -3);
stacks.push_back(stack); stacks.push_back(stack);
} }
@@ -712,7 +712,7 @@ std::shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile)
BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType) BattlefieldBI::BattlefieldBI BattleInfo::battlefieldTypeToBI(BFieldType bfieldType)
{ {
static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap = static const std::map<BFieldType, BattlefieldBI::BattlefieldBI> theMap =
{ {
{BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD}, {BFieldType::CLOVER_FIELD, BattlefieldBI::CLOVER_FIELD},
{BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND}, {BFieldType::CURSED_GROUND, BattlefieldBI::CURSED_GROUND},
@@ -1141,7 +1141,7 @@ bool CStack::ableToRetaliate() const //FIXME: crash after clone is killed
ui8 CStack::counterAttacksTotal() const ui8 CStack::counterAttacksTotal() const
{ {
//after dispell bonus should remain during current round //after dispell bonus should remain during current round
ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION); ui8 val = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
vstd::amax(counterAttacksTotalCache, val); vstd::amax(counterAttacksTotalCache, val);
return counterAttacksTotalCache; return counterAttacksTotalCache;
@@ -1183,9 +1183,9 @@ ui32 CStack::calculateHealedHealthPoints(ui32 toHeal, const bool resurrect) cons
ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const ui8 CStack::getSpellSchoolLevel(const CSpell * spell, int * outSelectedSchool) const
{ {
int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id)); int skill = valOfBonuses(Selector::typeSubtype(Bonus::SPELLCASTER, spell->id));
vstd::abetween(skill, 0, 3); vstd::abetween(skill, 0, 3);
return skill; return skill;
} }

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@@ -19,6 +19,10 @@
#include "spells/CSpellHandler.h" #include "spells/CSpellHandler.h"
const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2); const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);
const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4);
const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5);
const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253); const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254); const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255); const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);

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@@ -236,6 +236,9 @@ class SlotID : public BaseForID<SlotID, si32>
friend class CNonConstInfoCallback; friend class CNonConstInfoCallback;
DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER; DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
DLL_LINKAGE static const SlotID WAR_MACHINES_SLOT; ///<for all war machines during battle
DLL_LINKAGE static const SlotID ARROW_TOWERS_SLOT; ///<for all arrow towers during battle
bool validSlot() const bool validSlot() const
{ {
@@ -443,11 +446,11 @@ namespace ESpellCastProblem
namespace ECastingMode namespace ECastingMode
{ {
enum ECastingMode enum ECastingMode
{ {
HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack HERO_CASTING, AFTER_ATTACK_CASTING, //also includes cast before attack
MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING, MAGIC_MIRROR, CREATURE_ACTIVE_CASTING, ENCHANTER_CASTING,
SPELL_LIKE_ATTACK, SPELL_LIKE_ATTACK,
PASSIVE_CASTING//f.e. opening battle spells PASSIVE_CASTING//f.e. opening battle spells
}; };
} }

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@@ -1633,7 +1633,7 @@ DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
} }
CStackBasicDescriptor csbd(creID, amount); CStackBasicDescriptor csbd(creID, amount);
CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID(255), pos); //TODO: netpacks? CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID::SUMMONED_SLOT_PLACEHOLDER, pos); //TODO: netpacks?
if (summoned) if (summoned)
addedStack->state.insert(EBattleStackState::SUMMONED); addedStack->state.insert(EBattleStackState::SUMMONED);

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@@ -662,8 +662,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(&cs); sendAndApply(&cs);
} }
cab1.takeFromArmy(this); cab1.updateArmy(this);
cab2.takeFromArmy(this); //take casualties after battle is deleted cab2.updateArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him //if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1) if(battleResult.data->winner!=0 && hero1)
@@ -3924,18 +3924,16 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
//TODO: From Strategija: //TODO: From Strategija:
//Summon Demon is a level 2 spell. //Summon Demon is a level 2 spell.
{ {
StartAction start_action(ba);
sendAndApply(&start_action);
const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber), const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false); *destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
BattleStackAdded bsa; BattleStackAdded bsa;
bsa.attacker = summoner->attackerOwned; bsa.attacker = summoner->attackerOwned;
bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream! bsa.creID = summonedType;
ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum()); ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount; ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
ui64 canRiseHp = std::min(targetHealth, risedHp); ui64 canRiseHp = std::min(targetHealth, risedHp);
ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth(); ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
@@ -3947,6 +3945,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
if (bsa.amount) //there's rare possibility single creature cannot rise desired type if (bsa.amount) //there's rare possibility single creature cannot rise desired type
{ {
StartAction start_action(ba);
sendAndApply(&start_action);
BattleStacksRemoved bsr; //remove body BattleStacksRemoved bsr; //remove body
bsr.stackIDs.insert(destStack->ID); bsr.stackIDs.insert(destStack->ID);
sendAndApply(&bsr); sendAndApply(&bsr);
@@ -3958,9 +3959,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
ssp.val = -1; ssp.val = -1;
ssp.absolute = false; ssp.absolute = false;
sendAndApply(&ssp); sendAndApply(&ssp);
}
sendAndApply(&end_action); sendAndApply(&end_action);
}
break; break;
} }
case Battle::MONSTER_SPELL: case Battle::MONSTER_SPELL:
@@ -5895,7 +5896,8 @@ void CGameHandler::duelFinished()
return; return;
} }
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat) CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
army(_army)
{ {
heroWithDeadCommander = ObjectInstanceID(); heroWithDeadCommander = ObjectInstanceID();
@@ -5903,50 +5905,111 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
if(color == PlayerColor::UNFLAGGABLE) if(color == PlayerColor::UNFLAGGABLE)
color = PlayerColor::NEUTRAL; color = PlayerColor::NEUTRAL;
auto killStack = [&, this](const SlotID slot, const CStackInstance * instance)
{
StackLocation sl(army, slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
if(nullptr == instance)
return;
auto c = dynamic_cast <const CCommanderInstance *>(instance);
if (c) //switch commander status to dead
{
auto h = dynamic_cast <const CGHeroInstance *>(army);
if (h && h->commander == c)
heroWithDeadCommander = army->id; //TODO: unify commander handling
}
};
//1. Find removed stacks.
for(const auto & slotInfo : army->stacks)
{
const SlotID slot = slotInfo.first;
const CStackInstance * instance = slotInfo.second;
if(nullptr != instance)//just in case
{
bool found = false;
for(const CStack * sta : bat->stacks)
{
if(sta->base == instance)
{
found = true;
break;
}
}
//stack in this slot was removed == it is dead
if(!found)
killStack(slot, instance);
}
}
for(CStack *st : bat->stacks) for(CStack *st : bat->stacks)
{ {
if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account temporary summoned stacks
continue; continue;
if (st->owner != color) //remove only our stacks if (st->owner != color) //remove only our stacks
continue; continue;
logGlobal->debugStream() << "Calculating casualties for " << st->nodeName();
//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor //FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
st->count = std::max (0, st->count - st->resurrected); st->count = std::max (0, st->count - st->resurrected);
if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts? if(st->slot == SlotID::ARROW_TOWERS_SLOT)
{
//do nothing
logGlobal->debugStream() << "Ignored arrow towers stack";
}
else if(st->slot == SlotID::WAR_MACHINES_SLOT)
{ {
auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber); auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
//catapult artifact remain even if "creature" killed in siege
if(warMachine != ArtifactID::NONE && warMachine != ArtifactID::CATAPULT) if(warMachine == ArtifactID::NONE)
{ {
logGlobal->errorStream() << "Invalid creature in war machine virtual slot: " << st->nodeName();
}
//catapult artifact remain even if "creature" killed in siege
else if(warMachine != ArtifactID::CATAPULT && !st->count)
{
logGlobal->debugStream() << "War machine has been destroyed";
auto hero = dynamic_ptr_cast<CGHeroInstance> (army); auto hero = dynamic_ptr_cast<CGHeroInstance> (army);
if (hero) if (hero)
removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true))); removedWarMachines.push_back (ArtifactLocation(hero, hero->getArtPos(warMachine, true)));
else
logGlobal->errorStream() << "War machine in army without hero";
} }
} }
else if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER)
if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
{ {
StackLocation sl(army, st->slot); if(st->alive() && st->count > 0)
if(st->alive())
newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
else
newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
}
if (st->base && !st->count)
{
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
if (c) //switch commander status to dead
{ {
auto h = dynamic_cast <const CGHeroInstance *>(army); logGlobal->debugStream() << "Stack has been permanently summoned";
if (h && h->commander == c) //this stack was permanently summoned
heroWithDeadCommander = army->id; //TODO: unify commander handling const CreatureID summonedType = st->type->idNumber;
summoned[summonedType] += st->count;
} }
} }
else if(st->base && !army->slotEmpty(st->slot))
{
if(st->count == 0 || !st->alive())
{
killStack(st->slot, st->base);
logGlobal->debugStream() << "Stack has been destroyed";
}
else if(st->count < army->getStackCount(st->slot))
{
StackLocation sl(army, st->slot);
newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
}
}
else
{
logGlobal->warnStream() << "Unhandled stack " << st->nodeName();
}
} }
} }
void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh) void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
{ {
for(TStackAndItsNewCount &ncount : newStackCounts) for(TStackAndItsNewCount &ncount : newStackCounts)
{ {
@@ -5955,6 +6018,21 @@ void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
else else
gh->eraseStack(ncount.first, true); gh->eraseStack(ncount.first, true);
} }
for(auto summoned_iter : summoned)
{
SlotID slot = army->getSlotFor(summoned_iter.first);
if(slot.validSlot())
{
StackLocation location(army, slot);
gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
}
else
{
//even if it will be possible to summon anything permanently it should be checked for free slot
//necromancy is handled separately
gh->complain("No free slot to put summoned creature");
}
}
for (auto al : removedWarMachines) for (auto al : removedWarMachines)
{ {
gh->removeArtifact(al); gh->removeArtifact(al);

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@@ -69,13 +69,16 @@ public:
struct CasualtiesAfterBattle struct CasualtiesAfterBattle
{ {
typedef std::pair<StackLocation, int> TStackAndItsNewCount; typedef std::pair<StackLocation, int> TStackAndItsNewCount;
typedef std::map<CreatureID, TQuantity> TSummoned;
enum {ERASE = -1}; enum {ERASE = -1};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts; std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> removedWarMachines; std::vector<ArtifactLocation> removedWarMachines;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions TSummoned summoned;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat); CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
void takeFromArmy(CGameHandler *gh); void updateArmy(CGameHandler *gh);
}; };
class CGameHandler : public IGameCallback, CBattleInfoCallback class CGameHandler : public IGameCallback, CBattleInfoCallback