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Merge branch 'vcmi:develop' into extended_statistic

This commit is contained in:
Laserlicht 2024-08-14 20:32:47 +02:00 committed by GitHub
commit 81b1704e39
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GPG Key ID: B5690EEEBB952194
172 changed files with 1247 additions and 1091 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
{
@ -245,7 +245,7 @@ AttackPossibility AttackPossibility::evaluate(
std::vector<BattleHex> defenderHex;
if(attackInfo.shooting)
defenderHex = defender->getHexes();
defenderHex.push_back(defender->getPosition());
else
defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);

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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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@ -24,7 +24,7 @@ class HypotheticBattle;
class RNGStub final : public vstd::RNG
{
public:
virtual int nextInt() override
int nextInt() override
{
return 0;
}
@ -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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@ -31,16 +31,14 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
}
}
BuildingID prefixes[] = {BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_FIRST};
for(int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
for(int level = 0; level < developmentInfo.town->town->creatures.size(); level++)
{
logAi->trace("Checking dwelling level %d", level);
BuildingInfo nextToBuild = BuildingInfo();
for(BuildingID prefix : prefixes)
for(int upgradeIndex : {1, 0})
{
BuildingID building = BuildingID(prefix + level);
BuildingID building = BuildingID(BuildingID::getDwellingFromLevel(level, upgradeIndex));
if(!vstd::contains(buildings, building))
continue; // no such building in town
@ -211,8 +209,8 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite(
if(BuildingID::DWELL_FIRST <= toBuild && toBuild <= BuildingID::DWELL_UP_LAST)
{
creatureLevel = (toBuild - BuildingID::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
creatureUpgrade = (toBuild - BuildingID::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
creatureLevel = BuildingID::getLevelFromDwelling(toBuild);
creatureUpgrade = BuildingID::getUpgradedFromDwelling(toBuild);
}
else if(toBuild == BuildingID::HORDE_1 || toBuild == BuildingID::HORDE_1_UPGR)
{

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@ -212,7 +212,7 @@ void CaptureObjectsBehavior::decomposeObjects(
vstd::concatenate(tasksLocal, getVisitGoals(paths, nullkiller, objToVisit, specificObjects));
}
std::lock_guard<std::mutex> lock(sync); // FIXME: consider using tbb::parallel_reduce instead to avoid mutex overhead
std::lock_guard lock(sync); // FIXME: consider using tbb::parallel_reduce instead to avoid mutex overhead
vstd::concatenate(result, tasksLocal);
});
}

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@ -141,12 +141,10 @@ int32_t getResourcesGoldReward(const TResources & res)
{
int32_t result = 0;
for(EGameResID r = EGameResID(0); r < EGameResID::COUNT; r.advance(1))
for(auto r : GameResID::ALL_RESOURCES())
{
if(res[r] > 0)
{
result += r == EGameResID::GOLD ? res[r] : res[r] * 100;
}
}
return result;
@ -350,7 +348,7 @@ uint64_t RewardEvaluator::getArmyReward(
{
for(auto artID : info.reward.artifacts)
{
const CArtifact * art = dynamic_cast<const CArtifact *>(VLC->artifacts()->getById(artID));
const auto * art = dynamic_cast<const CArtifact *>(VLC->artifacts()->getById(artID));
rewardValue += evaluateArtifactArmyValue(art);
}
@ -358,7 +356,7 @@ uint64_t RewardEvaluator::getArmyReward(
if(!info.reward.creatures.empty())
{
for(auto stackInfo : info.reward.creatures)
for(const auto & stackInfo : info.reward.creatures)
{
rewardValue += stackInfo.getType()->getAIValue() * stackInfo.getCount();
}

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@ -321,7 +321,7 @@ void ObjectGraphCalculator::addObjectActor(const CGObjectInstance * obj)
void ObjectGraphCalculator::addJunctionActor(const int3 & visitablePos, bool isVirtualBoat)
{
std::lock_guard<std::mutex> lock(syncLock);
std::lock_guard lock(syncLock);
auto internalCb = temporaryActorHeroes.front()->cb;
auto objectActor = temporaryActorHeroes.emplace_back(std::make_unique<CGHeroInstance>(internalCb)).get();

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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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@ -143,9 +143,9 @@ static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL,
static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 };
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP };
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };

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@ -109,7 +109,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->town->creatures.size());
if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
{
solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));

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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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@ -624,7 +624,7 @@ 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
{

View File

@ -530,7 +530,6 @@ bool AdventureMapShortcuts::optionCanVisitObject()
auto * hero = LOCPLINT->localState->getCurrentHero();
auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
//assert(vstd::contains(objects,hero));
return objects.size() > 1; // there is object other than our hero
}

View File

@ -18,10 +18,12 @@
#include "../widgets/ObjectLists.h"
#include "../widgets/RadialMenu.h"
#include "../windows/InfoWindows.h"
#include "../windows/CCastleInterface.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h"
#include "../gui/Shortcut.h"
#include "../gui/WindowHandler.h"
#include "../render/Canvas.h"
#include "../render/Colors.h"
@ -32,6 +34,8 @@
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../CCallback.h"
CList::CListItem::CListItem(CList * Parent)
: CIntObject(LCLICK | SHOW_POPUP | HOVER),
parent(Parent),
@ -229,7 +233,7 @@ CHeroList::CHeroItem::CHeroItem(CHeroList *parent, const CGHeroInstance * Hero)
update();
addUsedEvents(GESTURE);
addUsedEvents(GESTURE | KEYBOARD);
}
void CHeroList::CHeroItem::update()
@ -300,6 +304,55 @@ void CHeroList::CHeroItem::gesture(bool on, const Point & initialPosition, const
GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements, true);
}
void CHeroList::CHeroItem::keyPressed(EShortcut key)
{
if(!hero)
return;
if(parent->selected != this->shared_from_this())
return;
auto & heroes = LOCPLINT->localState->getWanderingHeroes();
if(key == EShortcut::LIST_HERO_DISMISS)
{
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[22], [=](){ LOCPLINT->cb->dismissHero(hero); }, nullptr);
return;
}
if(heroes.size() < 2)
return;
size_t heroPos = vstd::find_pos(heroes, hero);
const CGHeroInstance * heroUpper = (heroPos < 1) ? nullptr : heroes.at(heroPos - 1);
const CGHeroInstance * heroLower = (heroPos > heroes.size() - 2) ? nullptr : heroes.at(heroPos + 1);
switch(key)
{
case EShortcut::LIST_HERO_UP:
if(heroUpper)
LOCPLINT->localState->swapWanderingHero(heroPos, heroPos - 1);
break;
case EShortcut::LIST_HERO_DOWN:
if(heroLower)
LOCPLINT->localState->swapWanderingHero(heroPos, heroPos + 1);
break;
case EShortcut::LIST_HERO_TOP:
if(heroUpper)
for (size_t i = heroPos; i > 0; i--)
LOCPLINT->localState->swapWanderingHero(i, i - 1);
break;
case EShortcut::LIST_HERO_BOTTOM:
if(heroLower)
for (int i = heroPos; i < heroes.size() - 1; i++)
LOCPLINT->localState->swapWanderingHero(i, i + 1);
break;
}
}
std::shared_ptr<CIntObject> CHeroList::createItem(size_t index)
{
if (LOCPLINT->localState->getWanderingHeroes().size() > index)
@ -369,7 +422,7 @@ CTownList::CTownItem::CTownItem(CTownList *parent, const CGTownInstance *Town):
pos = picture->pos;
update();
addUsedEvents(GESTURE);
addUsedEvents(GESTURE | KEYBOARD);
}
std::shared_ptr<CIntObject> CTownList::CTownItem::genSelection()
@ -418,24 +471,77 @@ void CTownList::CTownItem::gesture(bool on, const Point & initialPosition, const
int townUpperPos = (townIndex < 1) ? -1 : townIndex - 1;
int townLowerPos = (townIndex > towns.size() - 2) ? -1 : townIndex + 1;
auto updateList = [](){
for (auto ki : GH.windows().findWindows<CCastleInterface>())
ki->townChange(); //update list
};
std::vector<RadialMenuConfig> menuElements = {
{ RadialMenuConfig::ITEM_ALT_NN, townUpperPos > -1, "altUpTop", "vcmi.radialWheel.moveTop", [townIndex]()
{ RadialMenuConfig::ITEM_ALT_NN, townUpperPos > -1, "altUpTop", "vcmi.radialWheel.moveTop", [updateList, townIndex]()
{
for (int i = townIndex; i > 0; i--)
LOCPLINT->localState->swapOwnedTowns(i, i - 1);
updateList();
} },
{ RadialMenuConfig::ITEM_ALT_NW, townUpperPos > -1, "altUp", "vcmi.radialWheel.moveUp", [townIndex, townUpperPos](){LOCPLINT->localState->swapOwnedTowns(townIndex, townUpperPos); } },
{ RadialMenuConfig::ITEM_ALT_SW, townLowerPos > -1, "altDown", "vcmi.radialWheel.moveDown", [townIndex, townLowerPos](){ LOCPLINT->localState->swapOwnedTowns(townIndex, townLowerPos); } },
{ RadialMenuConfig::ITEM_ALT_SS, townLowerPos > -1, "altDownBottom", "vcmi.radialWheel.moveBottom", [townIndex, towns]()
{ RadialMenuConfig::ITEM_ALT_NW, townUpperPos > -1, "altUp", "vcmi.radialWheel.moveUp", [updateList, townIndex, townUpperPos](){LOCPLINT->localState->swapOwnedTowns(townIndex, townUpperPos); updateList(); } },
{ RadialMenuConfig::ITEM_ALT_SW, townLowerPos > -1, "altDown", "vcmi.radialWheel.moveDown", [updateList, townIndex, townLowerPos](){ LOCPLINT->localState->swapOwnedTowns(townIndex, townLowerPos); updateList(); } },
{ RadialMenuConfig::ITEM_ALT_SS, townLowerPos > -1, "altDownBottom", "vcmi.radialWheel.moveBottom", [updateList, townIndex, towns]()
{
for (int i = townIndex; i < towns.size() - 1; i++)
LOCPLINT->localState->swapOwnedTowns(i, i + 1);
updateList();
} },
};
GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements, true);
}
void CTownList::CTownItem::keyPressed(EShortcut key)
{
if(parent->selected != this->shared_from_this())
return;
const std::vector<const CGTownInstance *> towns = LOCPLINT->localState->getOwnedTowns();
size_t townIndex = vstd::find_pos(towns, town);
if(townIndex + 1 > towns.size() || !towns.at(townIndex))
return;
if(towns.size() < 2)
return;
int townUpperPos = (townIndex < 1) ? -1 : townIndex - 1;
int townLowerPos = (townIndex > towns.size() - 2) ? -1 : townIndex + 1;
switch(key)
{
case EShortcut::LIST_TOWN_UP:
if(townUpperPos > -1)
LOCPLINT->localState->swapOwnedTowns(townIndex, townUpperPos);
break;
case EShortcut::LIST_TOWN_DOWN:
if(townLowerPos > -1)
LOCPLINT->localState->swapOwnedTowns(townIndex, townLowerPos);
break;
case EShortcut::LIST_TOWN_TOP:
if(townUpperPos > -1)
for (int i = townIndex; i > 0; i--)
LOCPLINT->localState->swapOwnedTowns(i, i - 1);
break;
case EShortcut::LIST_TOWN_BOTTOM:
if(townLowerPos > -1)
for (int i = townIndex; i < towns.size() - 1; i++)
LOCPLINT->localState->swapOwnedTowns(i, i + 1);
break;
}
for (auto ki : GH.windows().findWindows<CCastleInterface>())
ki->townChange(); //update list
}
std::string CTownList::CTownItem::getHoverText()
{
return town->getObjectName();

View File

@ -29,9 +29,10 @@ class CList : public Scrollable
protected:
class CListItem : public CIntObject, public std::enable_shared_from_this<CListItem>
{
CList * parent;
std::shared_ptr<CIntObject> selection;
public:
CList * parent;
CListItem(CList * parent);
~CListItem();
@ -55,9 +56,6 @@ protected:
private:
const size_t size;
//for selection\deselection
std::shared_ptr<CListItem> selected;
void select(std::shared_ptr<CListItem> which);
friend class CListItem;
@ -81,6 +79,9 @@ protected:
void update();
public:
//for selection\deselection
std::shared_ptr<CListItem> selected;
/// functions that will be called when selection changes
CFunctionList<void()> onSelect;
@ -128,6 +129,7 @@ class CHeroList : public CList
void open() override;
void showTooltip() override;
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void keyPressed(EShortcut key) override;
std::string getHoverText() override;
};
@ -162,6 +164,7 @@ class CTownList : public CList
void open() override;
void showTooltip() override;
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void keyPressed(EShortcut key) override;
std::string getHoverText() override;
};

View File

@ -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;

View File

@ -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

@ -433,7 +433,7 @@ QuickSpellPanel::QuickSpellPanel(BattleInterface & owner)
create();
}
std::vector<std::tuple<SpellID, bool>> QuickSpellPanel::getSpells()
std::vector<std::tuple<SpellID, bool>> QuickSpellPanel::getSpells() const
{
std::vector<SpellID> spellIds;
std::vector<bool> spellIdsFromSetting;
@ -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

@ -169,7 +169,7 @@ public:
void create();
std::vector<std::tuple<SpellID, bool>> getSpells();
std::vector<std::tuple<SpellID, bool>> getSpells() const;
void show(Canvas & to) override;
void inputModeChanged(InputMode modi) override;

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

@ -27,7 +27,7 @@ BattleOverlayLogVisualizer::BattleOverlayLogVisualizer(
{
}
void BattleOverlayLogVisualizer::drawText(BattleHex hex, int lineNumber, std::string text)
void BattleOverlayLogVisualizer::drawText(BattleHex hex, int lineNumber, const std::string & text)
{
Point offset = owner.fieldController->hexPositionLocal(hex).topLeft() + Point(20, 20);
int h = graphics->fonts[EFonts::FONT_TINY]->getLineHeight();

View File

@ -24,5 +24,5 @@ private:
public:
BattleOverlayLogVisualizer(BattleRenderer::RendererRef & target, BattleInterface & owner);
void drawText(BattleHex hex, int lineNumber, std::string text) override;
void drawText(BattleHex hex, int lineNumber, const std::string & text) override;
};

View File

@ -212,7 +212,7 @@ class EmptyStatusBar : public IStatusBar
virtual void setEnteredText(const std::string & text){};
};
class ObjectConstruction
class ObjectConstruction : boost::noncopyable
{
public:
ObjectConstruction(CIntObject *obj);

View File

@ -294,5 +294,15 @@ enum class EShortcut
SPELLBOOK_TAB_ADVENTURE,
SPELLBOOK_TAB_COMBAT,
LIST_HERO_UP,
LIST_HERO_DOWN,
LIST_HERO_TOP,
LIST_HERO_BOTTOM,
LIST_HERO_DISMISS,
LIST_TOWN_UP,
LIST_TOWN_DOWN,
LIST_TOWN_TOP,
LIST_TOWN_BOTTOM,
AFTER_LAST
};

View File

@ -275,6 +275,15 @@ EShortcut ShortcutHandler::findShortcut(const std::string & identifier ) const
{"heroCostumeLoad9", EShortcut::HERO_COSTUME_LOAD_9 },
{"spellbookTabAdventure", EShortcut::SPELLBOOK_TAB_ADVENTURE },
{"spellbookTabCombat", EShortcut::SPELLBOOK_TAB_COMBAT },
{"listHeroUp", EShortcut::LIST_HERO_UP },
{"listHeroDown", EShortcut::LIST_HERO_DOWN },
{"listHeroTop", EShortcut::LIST_HERO_TOP },
{"listHeroBottom", EShortcut::LIST_HERO_BOTTOM },
{"listHeroDismiss", EShortcut::LIST_HERO_DISMISS },
{"listTownUp", EShortcut::LIST_TOWN_UP },
{"listTownDown", EShortcut::LIST_TOWN_DOWN },
{"listTownTop", EShortcut::LIST_TOWN_TOP },
{"listTownBottom", EShortcut::LIST_TOWN_BOTTOM },
{"mainMenuHotseat", EShortcut::MAIN_MENU_HOTSEAT },
{"mainMenuHostGame", EShortcut::MAIN_MENU_HOST_GAME },
{"mainMenuJoinGame", EShortcut::MAIN_MENU_JOIN_GAME },

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@ -494,7 +494,7 @@ void OptionsTab::SelectionWindow::reopen()
if(type == SelType::HERO && SEL->getStartInfo()->playerInfos.find(color)->second.castle == FactionID::RANDOM)
close();
else{
auto window = std::shared_ptr<SelectionWindow>(new SelectionWindow(color, type, slider ? slider->getValue() : 0));
auto window = std::make_shared<SelectionWindow>(color, type, slider ? slider->getValue() : 0);
close();
if(CSH->isMyColor(color) || CSH->isHost())
GH.windows().pushWindow(window);

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@ -475,7 +475,7 @@ void CMultiMode::joinTCP()
GH.windows().createAndPushWindow<CMultiPlayers>(getPlayersNames(), savedScreenType, false, ELoadMode::MULTI);
}
const std::vector<std::string> CMultiMode::getPlayersNames()
std::vector<std::string> CMultiMode::getPlayersNames()
{
std::vector<std::string> playerNames;

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@ -97,7 +97,7 @@ public:
void joinTCP();
/// Get all configured player names. The first name would always be present and initialized to its default value.
const std::vector<std::string> getPlayersNames();
std::vector<std::string> getPlayersNames();
void onNameChange(std::string newText);
};

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@ -54,8 +54,8 @@ void MapOverlayLogVisualizer::drawLine(int3 start, int3 end)
void MapOverlayLogVisualizer::drawText(
int3 tile,
int lineNumber,
std::string text,
std::optional<ColorRGBA> background)
const std::string & text,
const std::optional<ColorRGBA> & background)
{
const Point offset = Point(6, 6);

View File

@ -29,5 +29,5 @@ private:
public:
MapOverlayLogVisualizer(Canvas & target, std::shared_ptr<MapViewModel> model);
void drawLine(int3 start, int3 end) override;
void drawText(int3 tile, int lineNumber, std::string text, std::optional<ColorRGBA> color) override;
void drawText(int3 tile, int lineNumber, const std::string & text, const std::optional<ColorRGBA> & color) override;
};

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@ -291,7 +291,7 @@ ColorRGBA MapRendererAdventureContext::overlayTextColor(const int3 & coordinates
if (!tile.visitable)
return {};
auto * object = tile.visitableObjects.back();
const auto * object = tile.visitableObjects.back();
if (object->getOwner() == LOCPLINT->playerID)
return { 0, 192, 0};

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@ -188,17 +188,6 @@ CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, size_t Group, i
init();
}
//CAnimImage::CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, size_t Group, int x, int y, ui8 Flags):
// anim(Anim),
// frame(Frame),
// group(Group),
// flags(Flags)
//{
// pos.x += x;
// pos.y += y;
// init();
//}
CAnimImage::CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group, ui8 Flags):
anim(GH.renderHandler().loadAnimation(name, EImageBlitMode::COLORKEY)),
frame(Frame),

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@ -114,7 +114,6 @@ public:
bool visible;
CAnimImage(const AnimationPath & name, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
// CAnimImage(std::shared_ptr<CAnimation> Anim, size_t Frame, size_t Group=0, int x=0, int y=0, ui8 Flags=0);
CAnimImage(const AnimationPath & name, size_t Frame, Rect targetPos, size_t Group=0, ui8 Flags=0);
~CAnimImage();

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@ -163,7 +163,7 @@ void CBuildingRect::showPopupWindow(const Point & cursorPosition)
}
else
{
int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN;
int level = BuildingID::getLevelFromDwelling(bid);
GH.windows().createAndPushWindow<CDwellingInfoBox>(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h /2, town, level);
}
}
@ -237,7 +237,7 @@ std::string CBuildingRect::getSubtitle()//hover text for building
return town->town->buildings.at(getBuilding()->bid)->getNameTranslated();
else//dwellings - recruit %creature%
{
auto & availableCreatures = town->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second;
auto & availableCreatures = town->creatures[(bid-30)%town->town->creatures.size()].second;
if(availableCreatures.size())
{
int creaID = availableCreatures.back();//taking last of available creatures
@ -688,7 +688,7 @@ void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuil
if (building >= BuildingID::DWELL_FIRST)
{
enterDwelling((building-BuildingID::DWELL_FIRST)%GameConstants::CREATURES_PER_TOWN);
enterDwelling((BuildingID::getLevelFromDwelling(building)));
}
else
{
@ -800,10 +800,10 @@ void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuil
break;
case BuildingSubID::PORTAL_OF_SUMMONING:
if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
if (town->creatures[town->town->creatures.size()].second.empty())//No creatures
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
else
enterDwelling(GameConstants::CREATURES_PER_TOWN);
enterDwelling(town->town->creatures.size());
break;
case BuildingSubID::BALLISTA_YARD:
@ -921,8 +921,8 @@ void CCastleBuildings::enterDwelling(int level)
void CCastleBuildings::enterToTheQuickRecruitmentWindow()
{
const auto beginIt = town->creatures.cbegin();
const auto afterLastIt = town->creatures.size() > GameConstants::CREATURES_PER_TOWN
? std::next(beginIt, GameConstants::CREATURES_PER_TOWN)
const auto afterLastIt = town->creatures.size() > town->town->creatures.size()
? std::next(beginIt, town->town->creatures.size())
: town->creatures.cend();
const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt,
[](const auto & creatureInfo) { return creatureInfo.first > 0; });
@ -1759,7 +1759,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
{
OBJECT_CONSTRUCTION;
ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
fortSize--;
const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6));
@ -1777,25 +1777,25 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
if(fortSize == GameConstants::CREATURES_PER_TOWN)
{
positions.push_back(Point(206,421));
positions.push_back(Point(10, 421));
positions.push_back(Point(404,421));
}
else
{
positions.push_back(Point(10, 421));
positions.push_back(Point(404,421));
positions.push_back(Point(206,421));
}
for(ui32 i=0; i<fortSize; i++)
{
BuildingID buildingID;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
if(fortSize == town->town->creatures.size())
{
BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i;
BuildingID dwelling = BuildingID::getDwellingFromLevel(i, 1);
if(vstd::contains(town->builtBuildings, dwelling))
buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
buildingID = BuildingID(BuildingID::getDwellingFromLevel(i, 1));
else
buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
buildingID = BuildingID(BuildingID::getDwellingFromLevel(i, 0));
}
else
{
@ -1817,13 +1817,13 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
ImagePath CFortScreen::getBgName(const CGTownInstance * town)
{
ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
fortSize--;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
return ImagePath::builtin("TPCASTL7");
else
return ImagePath::builtin("TPCASTL8");
else
return ImagePath::builtin("TPCASTL7");
}
void CFortScreen::creaturesChangedEventHandler()
@ -1897,9 +1897,9 @@ const CCreature * CFortScreen::RecruitArea::getMyCreature()
const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
{
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST + level);
BuildingID myID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
if (level == GameConstants::CREATURES_PER_TOWN)
if (level == town->town->creatures.size())
return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);
if (!town->town->buildings.count(myID))
@ -1910,7 +1910,7 @@ const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
{
if (town->hasBuilt(myID))
build = town->town->buildings.at(myID);
myID.advance(GameConstants::CREATURES_PER_TOWN);
myID.advance(town->town->creatures.size());
}
return build;
}

View File

@ -41,7 +41,7 @@
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/texts/TextOperations.h"
CMapOverview::CMapOverview(std::string mapName, std::string fileName, std::string date, std::string author, std::string version, ResourcePath resource, ESelectionScreen tabType)
CMapOverview::CMapOverview(const std::string & mapName, const std::string & fileName, const std::string & date, const std::string & author, const std::string & version, const ResourcePath & resource, ESelectionScreen tabType)
: CWindowObject(BORDERED | RCLICK_POPUP), resource(resource), mapName(mapName), fileName(fileName), date(date), author(author), version(version), tabType(tabType)
{

View File

@ -57,5 +57,5 @@ public:
const std::string version;
const ESelectionScreen tabType;
CMapOverview(std::string mapName, std::string fileName, std::string date, std::string author, std::string version, ResourcePath resource, ESelectionScreen tabType);
CMapOverview(const std::string & mapName, const std::string & fileName, const std::string & date, const std::string & author, const std::string & version, const ResourcePath & resource, ESelectionScreen tabType);
};

View File

@ -54,7 +54,7 @@ CPuzzleWindow::CPuzzleWindow(const int3 & GrailPos, double discoveredRatio)
{
const SPuzzleInfo & info = elem;
auto piece = std::make_shared<CPicture>(info.filename, info.x, info.y);
auto piece = std::make_shared<CPicture>(info.filename, info.position.x, info.position.y);
//piece that will slowly disappear
if(info.whenUncovered <= GameConstants::PUZZLE_MAP_PIECES * discoveredRatio)

View File

@ -98,7 +98,7 @@ public:
}
};
CSpellWindow::CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells, std::function<void(SpellID)> onSpellSelect):
CSpellWindow::CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells, const std::function<void(SpellID)> & onSpellSelect):
CWindowObject(PLAYER_COLORED | (settings["gameTweaks"]["enableLargeSpellbook"].Bool() ? BORDERED : 0)),
battleSpellsOnly(openOnBattleSpells),
selectedTab(4),

View File

@ -119,7 +119,7 @@ class CSpellWindow : public CWindowObject
std::function<void(SpellID)> onSpellSelect; //external processing of selected spell
public:
CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true, std::function<void(SpellID)> onSpellSelect = nullptr);
CSpellWindow(const CGHeroInstance * _myHero, CPlayerInterface * _myInt, bool openOnBattleSpells = true, const std::function<void(SpellID)> & onSpellSelect = nullptr);
~CSpellWindow();
void fexitb();

View File

@ -51,7 +51,7 @@ void QuickRecruitmentWindow::setCreaturePurchaseCards()
{
int availableAmount = getAvailableCreatures();
Point position = Point((pos.w - 100*availableAmount - 8*(availableAmount-1))/2,64);
for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
for (int i = 0; i < town->town->creatures.size(); i++)
{
if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
{
@ -106,7 +106,16 @@ void QuickRecruitmentWindow::purchaseUnits()
{
if(selected->slider->getValue())
{
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, selected->creatureOnTheCard->getLevel()-1); };
int level = 0;
int i = 0;
for(auto c : town->town->creatures)
{
for(auto c2 : c)
if(c2 == selected->creatureOnTheCard->getId())
level = i;
i++;
}
auto onRecruit = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level); };
CreatureID crid = selected->creatureOnTheCard->getId();
SlotID dstslot = town -> getSlotFor(crid);
if(!dstslot.validSlot())
@ -120,7 +129,7 @@ void QuickRecruitmentWindow::purchaseUnits()
int QuickRecruitmentWindow::getAvailableCreatures()
{
int creaturesAmount = 0;
for (int i=0; i< GameConstants::CREATURES_PER_TOWN; i++)
for (int i=0; i< town->town->creatures.size(); i++)
if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first)
creaturesAmount++;
return creaturesAmount;

View File

@ -2,7 +2,7 @@
"campaign_regions": [
{
"prefix": "G1",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 57, "y": 314 },
{ "infix": "B", "x": 137, "y": 309 },
@ -12,7 +12,7 @@
{
"prefix": "G2",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 56, "y": 90 },
{ "infix": "B", "x": 316, "y": 49 },
@ -23,7 +23,7 @@
{
"prefix": "G3",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 289, "y": 376 },
{ "infix": "B", "x": 60, "y": 147 },
@ -33,7 +33,7 @@
{
"prefix": "E1",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 270, "y": 332 },
{ "infix": "B", "x": 138, "y": 113 },
@ -47,7 +47,7 @@
{
"prefix": "E2",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 131, "y": 202 },
{ "infix": "B", "x": 60, "y": 145 },
@ -58,7 +58,7 @@
{
"prefix": "N1",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 42, "y": 94 },
{ "infix": "B", "x": 309, "y": 290 },
@ -68,7 +68,7 @@
{
"prefix": "S1",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 263, "y": 199 },
{ "infix": "B", "x": 182, "y": 210 },
@ -78,7 +78,7 @@
{
"prefix": "BR",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 18, "y": 233 },
{ "infix": "B", "x": 125, "y": 381 },
@ -89,7 +89,7 @@
{
"prefix": "IS",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 294, "y": 399 },
{ "infix": "B", "x": 183, "y": 293 },
@ -100,7 +100,7 @@
{
"prefix": "KR",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 148, "y": 323 },
{ "infix": "B", "x": 192, "y": 235 },
@ -111,7 +111,7 @@
{
"prefix": "NI",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 118, "y": 111 },
{ "infix": "B", "x": 223, "y": 145 },
@ -122,7 +122,7 @@
{
"prefix": "TA",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 228, "y": 233 },
{ "infix": "B", "x": 147, "y": 194 },
@ -132,7 +132,7 @@
{
"prefix": "AR",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 135, "y": 238 },
{ "infix": "B", "x": 135, "y": 121 },
@ -147,7 +147,7 @@
{
"prefix": "HS",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 141, "y": 326 },
{ "infix": "B", "x": 238, "y": 275 },
@ -158,7 +158,7 @@
{
"prefix": "BB",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 167, "y": 342 },
{ "infix": "B", "x": 217, "y": 263 },
@ -170,7 +170,7 @@
{
"prefix": "NB",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 6, "y": 292 },
{ "infix": "B", "x": 161, "y": 334 },
@ -181,7 +181,7 @@
{
"prefix": "EL",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 11, "y": 73 },
{ "infix": "B", "x": 0, "y": 241 },
@ -192,7 +192,7 @@
{
"prefix": "RN",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 84, "y": 319 },
{ "infix": "B", "x": 194, "y": 275 },
@ -203,7 +203,7 @@
{
"prefix": "UA",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 157, "y": 409 },
{ "infix": "B", "x": 62, "y": 346 },
@ -222,7 +222,7 @@
{
"prefix": "SP",
"color_suffix_length": 2,
"colorSuffixLength": 2,
"desc": [
{ "infix": "A", "x": 7, "y": 295 },
{ "infix": "B", "x": 44, "y": 141 },

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@ -243,6 +243,15 @@
"townOpenThievesGuild": "G",
"townOpenVisitingHero": "Ctrl+H",
"townSwapArmies": "Space",
"listHeroUp": "Ctrl+PageUp",
"listHeroDown": "Ctrl+PageDown",
"listHeroTop": "Ctrl+Home",
"listHeroBottom": "Ctrl+End",
"listHeroDismiss": "Delete",
"listTownUp": "Ctrl+PageUp",
"listTownDown": "Ctrl+PageDown",
"listTownTop": "Ctrl+Home",
"listTownBottom": "Ctrl+End",
// Controller-specific
"mouseCursorX": [],

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@ -182,8 +182,10 @@ Predefined campaign regions are located in file `campaign_regions.json`
```js
{
"background": "ownRegionBackground.png",
"suffix": ["Enabled", "Selected", "Conquered"],
"prefix": "G3",
"color_suffix_length": 1,
"colorSuffixLength": 1,
"desc": [
{ "infix": "A", "x": 289, "y": 376 },
{ "infix": "B", "x": 60, "y": 147 },
@ -192,9 +194,11 @@ Predefined campaign regions are located in file `campaign_regions.json`
},
```
- `"prefix"` used to identify all images related to campaign. In this example, background picture will be `G3_BG`
- `"inflix"` ised to identify all images related to region. In this example, it will be pictures starting from `G3A_..., G3B_..., G3C_..."`
- `"color_suffix_length"` identifies suffix length for region colourful frames. 1 is used for `R, B, N, G, O, V, T, P`, value 2 is used for `Re, Bl, Br, Gr, Or, Vi, Te, Pi`
- `"background"` optional - use own image name for background instead of adding "_BG" to the prefix as name
- `"prefix"` used to identify all images related to campaign. In this example (if background parameter wouldn't exists), background picture will be `G3_BG`
- `"suffix"` optional - use other suffixes than the default `En`, `Se` and `Co` for the three different images
- `"infix"` used to identify all images related to region. In this example, it will be pictures whose files names begin with `G3A_..., G3B_..., G3C_..."`
- `"colorSuffixLength"` identifies suffix length for region colourful frames. 0 is no color suffix (no colorisation), 1 is used for `R, B, N, G, O, V, T, P`, value 2 is used for `Re, Bl, Br, Gr, Or, Vi, Te, Pi`
## Packing campaign

View File

@ -760,7 +760,7 @@ const CArtifactInstance * CArtifactSet::getArtByInstanceId(const ArtifactInstanc
return nullptr;
}
const ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance * artInst) const
ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance * artInst) const
{
if(artInst)
{

View File

@ -207,7 +207,7 @@ public:
/// Looks for equipped artifact with given ID and returns its slot ID or -1 if none
/// (if more than one such artifact lower ID is returned)
ArtifactPosition getArtPos(const ArtifactID & aid, bool onlyWorn = true, bool allowLocked = true) const;
const ArtifactPosition getArtPos(const CArtifactInstance * art) const;
ArtifactPosition getArtPos(const CArtifactInstance * art) const;
std::vector<ArtifactPosition> getAllArtPositions(const ArtifactID & aid, bool onlyWorn, bool allowLocked, bool getAll) const;
std::vector<ArtifactPosition> getBackpackArtPositions(const ArtifactID & aid) const;
const CArtifactInstance * getArtByInstanceId(const ArtifactInstanceID & artInstId) const;

View File

@ -168,6 +168,7 @@ LONG WINAPI onUnhandledException(EXCEPTION_POINTERS* exception)
#endif
#ifdef NDEBUG
[[noreturn]] static void onTerminate()
{
logGlobal->error("Disaster happened.");
@ -205,6 +206,7 @@ LONG WINAPI onUnhandledException(EXCEPTION_POINTERS* exception)
#endif
std::abort();
}
#endif
void CConsoleHandler::setColor(EConsoleTextColor::EConsoleTextColor color)
{
@ -296,14 +298,14 @@ CConsoleHandler::CConsoleHandler():
GetConsoleScreenBufferInfo(handleErr, &csbi);
defErrColor = csbi.wAttributes;
#ifndef _DEBUG
#ifdef NDEBUG
SetUnhandledExceptionFilter(onUnhandledException);
#endif
#else
defColor = "\x1b[0m";
#endif
#ifndef _DEBUG
#ifdef NDEBUG
std::set_terminate(onTerminate);
#endif
}

View File

@ -765,7 +765,7 @@ void CCreatureHandler::loadCrExpBon(CBonusSystemNode & globalEffects)
auto addBonusForTier = [&](int tier, std::shared_ptr<Bonus> b) {
assert(vstd::iswithin(tier, 1, 7));
//bonuses from level 7 are given to high-level creatures too
auto max = tier == GameConstants::CREATURES_PER_TOWN ? std::numeric_limits<int>::max() : tier + 1;
auto max = tier == 7 ? std::numeric_limits<int>::max() : tier + 1;
auto limiter = std::make_shared<CreatureLevelLimiter>(tier, max);
b->addLimiter(limiter);
globalEffects.addNewBonus(b);

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@ -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);

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@ -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

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@ -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);
@ -173,6 +173,9 @@ bool CBattleInfoCallback::battleIsInsideWalls(BattleHex from) const
bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
{
if (!from.isAvailable() || !dest.isAvailable())
throw std::runtime_error("Invalid hex (" + std::to_string(from.hex) + " and " + std::to_string(dest.hex) + ") received in battleHasPenaltyOnLine!" );
auto isTileBlocked = [&](BattleHex tile)
{
EWallPart wallPart = battleHexToWallPart(tile);
@ -373,7 +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)
{
@ -385,7 +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;
@ -414,13 +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;
@ -435,7 +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;
@ -455,7 +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();
@ -497,7 +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();
}
@ -557,7 +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))
@ -884,7 +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);
@ -1095,7 +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);
@ -1158,7 +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();
@ -1205,8 +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
@ -1449,7 +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 };
@ -1474,7 +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;
@ -1484,7 +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;
}
@ -1492,7 +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;
}
@ -1500,7 +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;
@ -1759,7 +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;
@ -1850,10 +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;
@ -1869,7 +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))
@ -1887,7 +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))
@ -1906,21 +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;
}
@ -1934,12 +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;

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

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@ -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;

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@ -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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@ -222,7 +222,7 @@ namespace BonusDuration //when bonus is automatically removed
{
// We use uint16_t directly because std::bitset<11> eats whole 8 byte word.
using Type = uint16_t;
constexpr static size_t Size = 11;
constexpr size_t Size = 11;
enum BonusDuration : Type {
PERMANENT = 1 << 0,

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@ -604,15 +604,15 @@ std::vector< std::vector<ui8> > CampaignHandler::getFile(std::unique_ptr<CInputS
if (magic == zipHeaderMagic) // ZIP archive - assume VCMP format
{
CInputStream * buffer(file.get());
std::shared_ptr<CIOApi> ioApi(new CProxyROIOApi(buffer));
auto ioApi = std::make_shared<CProxyROIOApi>(buffer);
CZipLoader loader("", "_", ioApi);
// load header
JsonPath resource = JsonPath::builtin(VCMP_HEADER_FILE_NAME);
if(!loader.existsResource(resource))
throw std::runtime_error(resource.getName() + " not found in " + filename);
auto data = loader.load(resource)->readAll();
ret.push_back(std::vector<ui8>(data.first.get(), data.first.get() + data.second));
JsonPath jsonPath = JsonPath::builtin(VCMP_HEADER_FILE_NAME);
if(!loader.existsResource(jsonPath))
throw std::runtime_error(jsonPath.getName() + " not found in " + filename);
auto data = loader.load(jsonPath)->readAll();
ret.emplace_back(data.first.get(), data.first.get() + data.second);
if(headerOnly)
return ret;
@ -621,11 +621,11 @@ std::vector< std::vector<ui8> > CampaignHandler::getFile(std::unique_ptr<CInputS
JsonNode header(reinterpret_cast<const std::byte*>(data.first.get()), data.second, VCMP_HEADER_FILE_NAME);
for(auto scenario : header["scenarios"].Vector())
{
ResourcePath resource = ResourcePath(scenario["map"].String(), EResType::MAP);
if(!loader.existsResource(resource))
throw std::runtime_error(resource.getName() + " not found in " + filename);
auto data = loader.load(resource)->readAll();
ret.push_back(std::vector<ui8>(data.first.get(), data.first.get() + data.second));
ResourcePath mapPath(scenario["map"].String(), EResType::MAP);
if(!loader.existsResource(mapPath))
throw std::runtime_error(mapPath.getName() + " not found in " + filename);
auto data = loader.load(mapPath)->readAll();
ret.emplace_back(data.first.get(), data.first.get() + data.second);
}
return ret;

View File

@ -45,7 +45,9 @@ CampaignRegions CampaignRegions::fromJson(const JsonNode & node)
{
CampaignRegions cr;
cr.campPrefix = node["prefix"].String();
cr.colorSuffixLength = static_cast<int>(node["color_suffix_length"].Float());
cr.colorSuffixLength = static_cast<int>(node["colorSuffixLength"].Float());
cr.campSuffix = node["suffix"].isNull() ? std::vector<std::string>() : std::vector<std::string>{node["suffix"].Vector()[0].String(), node["suffix"].Vector()[1].String(), node["suffix"].Vector()[2].String()};
cr.campBackground = node["background"].isNull() ? "" : node["background"].String();
for(const JsonNode & desc : node["desc"].Vector())
cr.regions.push_back(CampaignRegions::RegionDescription::fromJson(desc));
@ -68,7 +70,10 @@ CampaignRegions CampaignRegions::getLegacy(int campId)
ImagePath CampaignRegions::getBackgroundName() const
{
return ImagePath::builtin(campPrefix + "_BG.BMP");
if(campBackground.empty())
return ImagePath::builtin(campPrefix + "_BG.BMP");
else
return ImagePath::builtin(campBackground);
}
Point CampaignRegions::getPosition(CampaignScenarioID which) const
@ -81,30 +86,39 @@ ImagePath CampaignRegions::getNameFor(CampaignScenarioID which, int colorIndex,
{
auto const & region = regions[which.getNum()];
static const std::string colors[2][8] =
{
{"R", "B", "N", "G", "O", "V", "T", "P"},
{"Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi"}
};
static const std::array<std::array<std::string, 8>, 3> colors = {{
{ "", "", "", "", "", "", "", "" },
{ "R", "B", "N", "G", "O", "V", "T", "P" },
{ "Re", "Bl", "Br", "Gr", "Or", "Vi", "Te", "Pi" }
}};
std::string color = colors[colorSuffixLength - 1][colorIndex];
std::string color = colors[colorSuffixLength][colorIndex];
return ImagePath::builtin(campPrefix + region.infix + "_" + type + color + ".BMP");
}
ImagePath CampaignRegions::getAvailableName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "En");
if(campSuffix.empty())
return getNameFor(which, color, "En");
else
return getNameFor(which, color, campSuffix[0]);
}
ImagePath CampaignRegions::getSelectedName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "Se");
if(campSuffix.empty())
return getNameFor(which, color, "Se");
else
return getNameFor(which, color, campSuffix[1]);
}
ImagePath CampaignRegions::getConqueredName(CampaignScenarioID which, int color) const
{
return getNameFor(which, color, "Co");
if(campSuffix.empty())
return getNameFor(which, color, "Co");
else
return getNameFor(which, color, campSuffix[2]);
}

View File

@ -33,6 +33,8 @@ class IGameCallback;
class DLL_LINKAGE CampaignRegions
{
std::string campPrefix;
std::vector<std::string> campSuffix;
std::string campBackground;
int colorSuffixLength;
struct DLL_LINKAGE RegionDescription
@ -67,6 +69,11 @@ public:
h & campPrefix;
h & colorSuffixLength;
h & regions;
if (h.version >= Handler::Version::CAMPAIGN_REGIONS)
{
h & campSuffix;
h & campBackground;
}
}
static CampaignRegions fromJson(const JsonNode & node);

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