1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-08-10 22:31:40 +02:00
This commit is contained in:
MichalZr6
2024-11-12 07:11:18 +01:00
parent 78845706c9
commit 8c3a417527
39 changed files with 4399 additions and 4410 deletions

View File

@@ -88,7 +88,7 @@ public:
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
//void battleStackMoved(const CStack * stack, BattleHexArray dest, int distance) override;
//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;

View File

@@ -1,49 +1,49 @@
/*
* ExplorationHelper.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
#include "../AIUtility.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/VCMI_Lib.h"
#include "../Goals/AbstractGoal.h"
namespace NKAI
{
class ExplorationHelper
{
private:
const CGHeroInstance * hero;
int sightRadius;
float bestValue;
Goals::TSubgoal bestGoal;
int3 bestTile;
int bestTilesDiscovered;
const Nullkiller * ai;
CCallback * cbp;
const TeamState * ts;
int3 ourPos;
bool allowDeadEndCancellation;
bool useCPathfinderAccessibility;
public:
ExplorationHelper(const CGHeroInstance * hero, const Nullkiller * ai, bool useCPathfinderAccessibility = false);
Goals::TSubgoal makeComposition() const;
bool scanSector(int scanRadius);
bool scanMap();
int howManyTilesWillBeDiscovered(const int3 & pos) const;
private:
void scanTile(const int3 & tile);
bool hasReachableneighbour(const int3 & pos) const;
};
}
/*
* ExplorationHelper.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
#include "../AIUtility.h"
#include "../../../lib/GameConstants.h"
#include "../../../lib/VCMI_Lib.h"
#include "../Goals/AbstractGoal.h"
namespace NKAI
{
class ExplorationHelper
{
private:
const CGHeroInstance * hero;
int sightRadius;
float bestValue;
Goals::TSubgoal bestGoal;
int3 bestTile;
int bestTilesDiscovered;
const Nullkiller * ai;
CCallback * cbp;
const TeamState * ts;
int3 ourPos;
bool allowDeadEndCancellation;
bool useCPathfinderAccessibility;
public:
ExplorationHelper(const CGHeroInstance * hero, const Nullkiller * ai, bool useCPathfinderAccessibility = false);
Goals::TSubgoal makeComposition() const;
bool scanSector(int scanRadius);
bool scanMap();
int howManyTilesWillBeDiscovered(const int3 & pos) const;
private:
void scanTile(const int3 & tile);
bool hasReachableNeighbor(const int3 & pos) const;
};
}

View File

@@ -399,7 +399,7 @@ void AINodeStorage::calculateNeighbours(
#if NKAI_PATHFINDER_TRACE_LEVEL >= 2
logAi->trace(
"Node %s added to neighbours of %s, layer %d",
"Node %s added to neighbors of %s, layer %d",
neighbour.toString(),
source.coord.toString(),
static_cast<int32_t>(layer));

View File

@@ -56,9 +56,9 @@ void ObjectGraphCalculator::calculateConnections()
removeExtraConnections();
}
float ObjectGraphCalculator::getneighbourConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
float ObjectGraphCalculator::getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache)
{
float neighbourCost = std::numeric_limits<float>::max();
float neighborCost = std::numeric_limits<float>::max();
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
@@ -68,24 +68,24 @@ float ObjectGraphCalculator::getneighbourConnectionsCost(const int3 & pos, std::
foreach_neighbour(
ai->cb.get(),
pos,
[this, &neighbourCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbour)
[this, &neighborCost, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
ai->pathfinder->calculatePathInfo(pathCache, neighbour);
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
auto costTotal = this->getConnectionsCost(pathCache);
if(costTotal.connectionsCount > 2 && costTotal.avg < neighbourCost)
if(costTotal.connectionsCount > 2 && costTotal.avg < neighborCost)
{
neighbourCost = costTotal.avg;
neighborCost = costTotal.avg;
if(NKAI_GRAPH_TRACE_LEVEL >= 2)
{
logAi->trace("Better node found at %s", neighbour.toString());
logAi->trace("Better node found at %s", neighbor.toString());
}
}
});
return neighbourCost;
return neighborCost;
}
void ObjectGraphCalculator::addMinimalDistanceJunctions()
@@ -105,9 +105,9 @@ void ObjectGraphCalculator::addMinimalDistanceJunctions()
if(currentCost.connectionsCount <= 2)
return;
float neighbourCost = getneighbourConnectionsCost(pos, paths);
float neighborCost = getNeighborConnectionsCost(pos, paths);
if(currentCost.avg < neighbourCost)
if(currentCost.avg < neighborCost)
{
junctions.insert(pos);
}
@@ -137,17 +137,17 @@ void ObjectGraphCalculator::calculateConnections(const int3 & pos, std::vector<A
foreach_neighbour(
ai->cb.get(),
pos,
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbour)
[this, &pos, &pathCache](const CPlayerSpecificInfoCallback * cb, const int3 & neighbor)
{
if(target->hasNodeAt(neighbour))
if(target->hasNodeAt(neighbor))
{
ai->pathfinder->calculatePathInfo(pathCache, neighbour);
ai->pathfinder->calculatePathInfo(pathCache, neighbor);
for(auto & path : pathCache)
{
if(pos == path.targetHero->visitablePos())
{
target->tryAddConnection(pos, neighbour, path.movementCost(), path.getTotalDanger());
target->tryAddConnection(pos, neighbor, path.movementCost(), path.getTotalDanger());
}
}
}

View File

@@ -1,56 +1,56 @@
/*
* ObjectGraphCalculator.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
#include "ObjectGraph.h"
#include "../AIUtility.h"
namespace NKAI
{
struct ConnectionCostInfo
{
float totalCost = 0;
float avg = 0;
int connectionsCount = 0;
};
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
std::mutex syncLock;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
std::vector<std::unique_ptr<CGBoat>> temporaryBoats;
std::vector<std::unique_ptr<CGHeroInstance>> temporaryActorHeroes;
public:
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai);
void setGraphObjects();
void calculateConnections();
float getneighbourConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache);
void addMinimalDistanceJunctions();
private:
void updatePaths();
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache);
bool isExtraConnection(float direct, float side1, float side2) const;
void removeExtraConnections();
void addObjectActor(const CGObjectInstance * obj);
void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false);
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const;
};
}
/*
* ObjectGraphCalculator.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
#include "ObjectGraph.h"
#include "../AIUtility.h"
namespace NKAI
{
struct ConnectionCostInfo
{
float totalCost = 0;
float avg = 0;
int connectionsCount = 0;
};
class ObjectGraphCalculator
{
private:
ObjectGraph * target;
const Nullkiller * ai;
std::mutex syncLock;
std::map<const CGHeroInstance *, HeroRole> actors;
std::map<const CGHeroInstance *, const CGObjectInstance *> actorObjectMap;
std::vector<std::unique_ptr<CGBoat>> temporaryBoats;
std::vector<std::unique_ptr<CGHeroInstance>> temporaryActorHeroes;
public:
ObjectGraphCalculator(ObjectGraph * target, const Nullkiller * ai);
void setGraphObjects();
void calculateConnections();
float getNeighborConnectionsCost(const int3 & pos, std::vector<AIPath> & pathCache);
void addMinimalDistanceJunctions();
private:
void updatePaths();
void calculateConnections(const int3 & pos, std::vector<AIPath> & pathCache);
bool isExtraConnection(float direct, float side1, float side2) const;
void removeExtraConnections();
void addObjectActor(const CGObjectInstance * obj);
void addJunctionActor(const int3 & visitablePos, bool isVirtualBoat = false);
ConnectionCostInfo getConnectionsCost(std::vector<AIPath> & paths) const;
};
}

View File

@@ -1,56 +1,56 @@
/*
* StupidAI.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
#include "../../lib/battle/BattleHex.h"
#include "../../lib/battle/ReachabilityInfo.h"
#include "../../lib/CGameInterface.h"
class EnemyInfo;
class CStupidAI : public CBattleGameInterface
{
BattleSide side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
bool wasWaitingForRealize;
bool wasUnlockingGs;
void print(const std::string &text) const;
public:
CStupidAI();
~CStupidAI();
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(const BattleID & battleID, int distance) override;
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const BattleID & battleID, const CStack * stack, BattleHexArray dest, int distance, bool teleport) override;
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, 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:
BattleAction goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const;
};
/*
* StupidAI.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
#include "../../lib/battle/BattleHex.h"
#include "../../lib/battle/ReachabilityInfo.h"
#include "../../lib/CGameInterface.h"
class EnemyInfo;
class CStupidAI : public CBattleGameInterface
{
BattleSide side;
std::shared_ptr<CBattleCallback> cb;
std::shared_ptr<Environment> env;
bool wasWaitingForRealize;
bool wasUnlockingGs;
void print(const std::string &text) const;
public:
CStupidAI();
~CStupidAI();
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
void yourTacticPhase(const BattleID & battleID, int distance) override;
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(const BattleID & battleID) override; //called at the beginning of each turn before changes are applied;
void battleNewRound(const BattleID & battleID) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const BattleID & battleID, const CStack * stack, BattleHexArray dest, int distance, bool teleport) override;
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, 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:
BattleAction goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const;
};

View File

@@ -1,448 +1,448 @@
/*
* Explore.cpp, 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
*
*/
#include "StdInc.h"
#include "Goals.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/CPlayerState.h"
using namespace Goals;
namespace Goals
{
struct ExplorationHelper
{
HeroPtr hero;
int sightRadius;
float bestValue;
TSubgoal bestGoal;
VCAI * aip;
CCallback * cbp;
const TeamState * ts;
int3 ourPos;
bool allowDeadEndCancellation;
bool allowGatherArmy;
ExplorationHelper(HeroPtr h, bool gatherArmy)
{
cbp = cb;
aip = ai;
hero = h;
ts = cbp->getPlayerTeam(ai->playerID);
sightRadius = hero->getSightRadius();
bestGoal = sptr(Goals::Invalid());
bestValue = 0;
ourPos = h->visitablePos();
allowDeadEndCancellation = true;
allowGatherArmy = gatherArmy;
}
void scanSector(int scanRadius)
{
int3 tile = int3(0, 0, ourPos.z);
const auto & slice = ts->fogOfWarMap[ourPos.z];
for(tile.x = ourPos.x - scanRadius; tile.x <= ourPos.x + scanRadius; tile.x++)
{
for(tile.y = ourPos.y - scanRadius; tile.y <= ourPos.y + scanRadius; tile.y++)
{
if(cbp->isInTheMap(tile) && slice[tile.x][tile.y])
{
scanTile(tile);
}
}
}
}
void scanMap()
{
int3 mapSize = cbp->getMapSize();
int perimeter = 2 * sightRadius * (mapSize.x + mapSize.y);
std::vector<int3> from;
std::vector<int3> to;
from.reserve(perimeter);
to.reserve(perimeter);
foreach_tile_pos([&](const int3 & pos)
{
if(ts->fogOfWarMap[pos.z][pos.x][pos.y])
{
bool hasInvisibleneighbour = false;
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
{
if(!ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
{
hasInvisibleneighbour = true;
}
});
if(hasInvisibleneighbour)
from.push_back(pos);
}
});
logAi->debug("Exploration scan visible area perimeter for hero %s", hero.name);
for(const int3 & tile : from)
{
scanTile(tile);
}
if(!bestGoal->invalid())
{
return;
}
allowDeadEndCancellation = false;
for(int i = 0; i < sightRadius; i++)
{
getVisibleNeighbours(from, to);
vstd::concatenate(from, to);
vstd::removeDuplicates(from);
}
logAi->debug("Exploration scan all possible tiles for hero %s", hero.name);
for(const int3 & tile : from)
{
scanTile(tile);
}
}
void scanTile(const int3 & tile)
{
if(tile == ourPos
|| !aip->ah->isTileAccessible(hero, tile)) //shouldn't happen, but it does
return;
int tilesDiscovered = howManyTilesWillBeDiscovered(tile);
if(!tilesDiscovered)
return;
auto waysToVisit = aip->ah->howToVisitTile(hero, tile, allowGatherArmy);
for(auto goal : waysToVisit)
{
if(goal->evaluationContext.movementCost <= 0.0) // should not happen
continue;
float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{
auto obj = cb->getTopObj(tile);
// picking up resources does not yield any exploration at all.
// if it blocks the way to some explorable tile AIPathfinder will take care of it
if(obj && obj->isBlockedVisitable())
{
continue;
}
if(isSafeToVisit(hero, tile))
{
bestGoal = goal;
bestValue = ourValue;
}
}
}
}
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out) const
{
for(const int3 & tile : tiles)
{
foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
{
if(ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
{
out.push_back(neighbour);
}
});
}
}
int howManyTilesWillBeDiscovered(const int3 & pos) const
{
int ret = 0;
int3 npos = int3(0, 0, pos.z);
const auto & slice = ts->fogOfWarMap[pos.z];
for(npos.x = pos.x - sightRadius; npos.x <= pos.x + sightRadius; npos.x++)
{
for(npos.y = pos.y - sightRadius; npos.y <= pos.y + sightRadius; npos.y++)
{
if(cbp->isInTheMap(npos)
&& pos.dist2d(npos) - 0.5 < sightRadius
&& !slice[npos.x][npos.y])
{
if(allowDeadEndCancellation
&& !hasReachableneighbour(npos))
{
continue;
}
ret++;
}
}
}
return ret;
}
bool hasReachableneighbour(const int3 &pos) const
{
for(crint3 dir : int3::getDirs())
{
int3 tile = pos + dir;
if(cbp->isInTheMap(tile))
{
auto isAccessible = aip->ah->isTileAccessible(hero, tile);
if(isAccessible)
return true;
}
}
return false;
}
};
}
bool Explore::operator==(const Explore & other) const
{
return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
}
std::string Explore::completeMessage() const
{
return "Hero " + hero.get()->getNameTranslated() + " completed exploration";
}
TSubgoal Explore::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if(hero)
{
heroes.push_back(hero.h);
}
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
return true;
if(!ai->isAbleToExplore(h))
return true;
return !h->movementPointsRemaining(); //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(!vstd::contains(ai->alreadyVisited, obj))
{
switch(obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back(obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back(obj);
break;
}
}
else
{
switch(obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
for(auto h : heroes)
{
for(auto obj : objs) //double loop, performance risk?
{
auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
vstd::concatenate(ret, waysToVisitObj);
}
TSubgoal goal = exploreNearestNeighbour(h);
if(!goal->invalid())
{
ret.push_back(goal);
}
}
if(ret.empty())
{
for(auto h : heroes)
{
logAi->trace("Exploration searching for a new point for hero %s", h->getNameTranslated());
TSubgoal goal = explorationNewPoint(h);
if(goal->invalid())
{
ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
}
else
{
ret.push_back(goal);
}
}
}
//we either don't have hero yet or none of heroes can explore
if((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
{
throw goalFulfilledException(sptr(Explore().sethero(hero)));
}
return ret;
}
bool Explore::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == EXPLORE)
{
if(goal->hero)
return hero == goal->hero;
else
return true; //cancel ALL exploration
}
return false;
}
TSubgoal Explore::explorationBestNeighbour(int3 hpos, HeroPtr h) const
{
ExplorationHelper scanResult(h, allowGatherArmy);
for(crint3 dir : int3::getDirs())
{
int3 tile = hpos + dir;
if(cb->isInTheMap(tile))
{
scanResult.scanTile(tile);
}
}
return scanResult.bestGoal;
}
TSubgoal Explore::explorationNewPoint(HeroPtr h) const
{
ExplorationHelper scanResult(h, allowGatherArmy);
scanResult.scanSector(10);
if(!scanResult.bestGoal->invalid())
{
return scanResult.bestGoal;
}
scanResult.scanMap();
return scanResult.bestGoal;
}
TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
{
TimeCheck tc("where to explore");
int3 hpos = h->visitablePos();
//look for nearby objs -> visit them if they're close enough
const int DIST_LIMIT = 3;
const float COST_LIMIT = .2f; //todo: fine tune
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
{
for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
{
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
{
if(ai->isGoodForVisit(obj, h, COST_LIMIT))
{
nearbyVisitableObjs.push_back(obj);
}
}
}
}
if(nearbyVisitableObjs.size())
{
vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
if(!pickupNearestObj->invalid())
{
return pickupNearestObj;
}
}
//check if nearby tiles allow us to reveal anything - this is quick
return explorationBestNeighbour(hpos, h);
}
/*
* Explore.cpp, 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
*
*/
#include "StdInc.h"
#include "Goals.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/CPlayerState.h"
using namespace Goals;
namespace Goals
{
struct ExplorationHelper
{
HeroPtr hero;
int sightRadius;
float bestValue;
TSubgoal bestGoal;
VCAI * aip;
CCallback * cbp;
const TeamState * ts;
int3 ourPos;
bool allowDeadEndCancellation;
bool allowGatherArmy;
ExplorationHelper(HeroPtr h, bool gatherArmy)
{
cbp = cb;
aip = ai;
hero = h;
ts = cbp->getPlayerTeam(ai->playerID);
sightRadius = hero->getSightRadius();
bestGoal = sptr(Goals::Invalid());
bestValue = 0;
ourPos = h->visitablePos();
allowDeadEndCancellation = true;
allowGatherArmy = gatherArmy;
}
void scanSector(int scanRadius)
{
int3 tile = int3(0, 0, ourPos.z);
const auto & slice = ts->fogOfWarMap[ourPos.z];
for(tile.x = ourPos.x - scanRadius; tile.x <= ourPos.x + scanRadius; tile.x++)
{
for(tile.y = ourPos.y - scanRadius; tile.y <= ourPos.y + scanRadius; tile.y++)
{
if(cbp->isInTheMap(tile) && slice[tile.x][tile.y])
{
scanTile(tile);
}
}
}
}
void scanMap()
{
int3 mapSize = cbp->getMapSize();
int perimeter = 2 * sightRadius * (mapSize.x + mapSize.y);
std::vector<int3> from;
std::vector<int3> to;
from.reserve(perimeter);
to.reserve(perimeter);
foreach_tile_pos([&](const int3 & pos)
{
if(ts->fogOfWarMap[pos.z][pos.x][pos.y])
{
bool hasInvisibleNeighbor = false;
foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
{
if(!ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
{
hasInvisibleNeighbor = true;
}
});
if(hasInvisibleNeighbor)
from.push_back(pos);
}
});
logAi->debug("Exploration scan visible area perimeter for hero %s", hero.name);
for(const int3 & tile : from)
{
scanTile(tile);
}
if(!bestGoal->invalid())
{
return;
}
allowDeadEndCancellation = false;
for(int i = 0; i < sightRadius; i++)
{
getVisibleNeighbours(from, to);
vstd::concatenate(from, to);
vstd::removeDuplicates(from);
}
logAi->debug("Exploration scan all possible tiles for hero %s", hero.name);
for(const int3 & tile : from)
{
scanTile(tile);
}
}
void scanTile(const int3 & tile)
{
if(tile == ourPos
|| !aip->ah->isTileAccessible(hero, tile)) //shouldn't happen, but it does
return;
int tilesDiscovered = howManyTilesWillBeDiscovered(tile);
if(!tilesDiscovered)
return;
auto waysToVisit = aip->ah->howToVisitTile(hero, tile, allowGatherArmy);
for(auto goal : waysToVisit)
{
if(goal->evaluationContext.movementCost <= 0.0) // should not happen
continue;
float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{
auto obj = cb->getTopObj(tile);
// picking up resources does not yield any exploration at all.
// if it blocks the way to some explorable tile AIPathfinder will take care of it
if(obj && obj->isBlockedVisitable())
{
continue;
}
if(isSafeToVisit(hero, tile))
{
bestGoal = goal;
bestValue = ourValue;
}
}
}
}
void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out) const
{
for(const int3 & tile : tiles)
{
foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
{
if(ts->fogOfWarMap[neighbour.z][neighbour.x][neighbour.y])
{
out.push_back(neighbour);
}
});
}
}
int howManyTilesWillBeDiscovered(const int3 & pos) const
{
int ret = 0;
int3 npos = int3(0, 0, pos.z);
const auto & slice = ts->fogOfWarMap[pos.z];
for(npos.x = pos.x - sightRadius; npos.x <= pos.x + sightRadius; npos.x++)
{
for(npos.y = pos.y - sightRadius; npos.y <= pos.y + sightRadius; npos.y++)
{
if(cbp->isInTheMap(npos)
&& pos.dist2d(npos) - 0.5 < sightRadius
&& !slice[npos.x][npos.y])
{
if(allowDeadEndCancellation
&& !hasReachableNeighbor(npos))
{
continue;
}
ret++;
}
}
}
return ret;
}
bool hasReachableNeighbor(const int3 &pos) const
{
for(crint3 dir : int3::getDirs())
{
int3 tile = pos + dir;
if(cbp->isInTheMap(tile))
{
auto isAccessible = aip->ah->isTileAccessible(hero, tile);
if(isAccessible)
return true;
}
}
return false;
}
};
}
bool Explore::operator==(const Explore & other) const
{
return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
}
std::string Explore::completeMessage() const
{
return "Hero " + hero.get()->getNameTranslated() + " completed exploration";
}
TSubgoal Explore::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if(hero)
{
heroes.push_back(hero.h);
}
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
return true;
if(!ai->isAbleToExplore(h))
return true;
return !h->movementPointsRemaining(); //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(!vstd::contains(ai->alreadyVisited, obj))
{
switch(obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back(obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back(obj);
break;
}
}
else
{
switch(obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
for(auto h : heroes)
{
for(auto obj : objs) //double loop, performance risk?
{
auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
vstd::concatenate(ret, waysToVisitObj);
}
TSubgoal goal = exploreNearestNeighbour(h);
if(!goal->invalid())
{
ret.push_back(goal);
}
}
if(ret.empty())
{
for(auto h : heroes)
{
logAi->trace("Exploration searching for a new point for hero %s", h->getNameTranslated());
TSubgoal goal = explorationNewPoint(h);
if(goal->invalid())
{
ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
}
else
{
ret.push_back(goal);
}
}
}
//we either don't have hero yet or none of heroes can explore
if((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
{
throw goalFulfilledException(sptr(Explore().sethero(hero)));
}
return ret;
}
bool Explore::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == EXPLORE)
{
if(goal->hero)
return hero == goal->hero;
else
return true; //cancel ALL exploration
}
return false;
}
TSubgoal Explore::explorationBestNeighbour(int3 hpos, HeroPtr h) const
{
ExplorationHelper scanResult(h, allowGatherArmy);
for(crint3 dir : int3::getDirs())
{
int3 tile = hpos + dir;
if(cb->isInTheMap(tile))
{
scanResult.scanTile(tile);
}
}
return scanResult.bestGoal;
}
TSubgoal Explore::explorationNewPoint(HeroPtr h) const
{
ExplorationHelper scanResult(h, allowGatherArmy);
scanResult.scanSector(10);
if(!scanResult.bestGoal->invalid())
{
return scanResult.bestGoal;
}
scanResult.scanMap();
return scanResult.bestGoal;
}
TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
{
TimeCheck tc("where to explore");
int3 hpos = h->visitablePos();
//look for nearby objs -> visit them if they're close enough
const int DIST_LIMIT = 3;
const float COST_LIMIT = .2f; //todo: fine tune
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
{
for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
{
for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
{
if(ai->isGoodForVisit(obj, h, COST_LIMIT))
{
nearbyVisitableObjs.push_back(obj);
}
}
}
}
if(nearbyVisitableObjs.size())
{
vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
if(!pickupNearestObj->invalid())
{
return pickupNearestObj;
}
}
//check if nearby tiles allow us to reveal anything - this is quick
return explorationBestNeighbour(hpos, h);
}

View File

@@ -1,66 +1,66 @@
/*
* Explore.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
#include "CGoal.h"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
struct ExplorationHelper;
class DLL_EXPORT Explore : public CGoal<Explore>
{
private:
bool allowGatherArmy;
public:
Explore(bool allowGatherArmy)
: CGoal(Goals::EXPLORE), allowGatherArmy(allowGatherArmy)
{
priority = 1;
}
Explore()
: Explore(true)
{
}
Explore(HeroPtr h)
: CGoal(Goals::EXPLORE)
{
hero = h;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
bool operator==(const Explore & other) const override;
private:
TSubgoal exploreNearestNeighbour(HeroPtr h) const;
TSubgoal explorationNewPoint(HeroPtr h) const;
TSubgoal explorationBestNeighbour(int3 hpos, HeroPtr h) const;
void explorationScanTile(const int3 & tile, ExplorationHelper & scanResult) const;
bool hasReachableneighbour(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const;
void getVisibleNeighbours(
const std::vector<int3> & tiles,
std::vector<int3> & out,
CCallback * cbp,
const TeamState * ts) const;
int howManyTilesWillBeDiscovered(const int3 & pos, ExplorationHelper & scanResult) const;
};
}
/*
* Explore.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
#include "CGoal.h"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
struct ExplorationHelper;
class DLL_EXPORT Explore : public CGoal<Explore>
{
private:
bool allowGatherArmy;
public:
Explore(bool allowGatherArmy)
: CGoal(Goals::EXPLORE), allowGatherArmy(allowGatherArmy)
{
priority = 1;
}
Explore()
: Explore(true)
{
}
Explore(HeroPtr h)
: CGoal(Goals::EXPLORE)
{
hero = h;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
bool operator==(const Explore & other) const override;
private:
TSubgoal exploreNearestNeighbour(HeroPtr h) const;
TSubgoal explorationNewPoint(HeroPtr h) const;
TSubgoal explorationBestNeighbour(int3 hpos, HeroPtr h) const;
void explorationScanTile(const int3 & tile, ExplorationHelper & scanResult) const;
bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const;
void getVisibleNeighbours(
const std::vector<int3> & tiles,
std::vector<int3> & out,
CCallback * cbp,
const TeamState * ts) const;
int howManyTilesWillBeDiscovered(const int3 & pos, ExplorationHelper & scanResult) const;
};
}

View File

@@ -819,6 +819,9 @@ BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
bool BattleFieldController::isTileAttackable(const BattleHex & number) const
{
if(!number.isValid())
return false;
for (auto & elem : occupiableHexes)
{
if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)

View File

@@ -1,141 +1,141 @@
/*
* BattleFieldController.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
#include "../../lib/battle/BattleHexArray.h"
#include "../../lib/Point.h"
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class Rect;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class CAnimation;
class Canvas;
class IImage;
class BattleInterface;
/// Handles battlefield grid as well as rendering of background layer of battle interface
class BattleFieldController : public CIntObject
{
BattleInterface & owner;
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
std::shared_ptr<IImage> cellShade;
std::shared_ptr<CAnimation> rangedFullDamageLimitImages;
std::shared_ptr<CAnimation> shootingRangeLimitImages;
std::shared_ptr<CAnimation> attackCursors;
std::shared_ptr<CAnimation> spellCursors;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
std::unique_ptr<Canvas> backgroundWithHexes;
/// direction which will be used to perform attack with current cursor position
Point currentAttackOriginPoint;
/// hex currently under mouse hover
BattleHex hoveredHex;
/// hexes to which currently active stack can move
BattleHexArray occupiableHexes;
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
void showHighlightedHex(Canvas & to, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder);
BattleHexArray getHighlightedHexesForActiveStack();
BattleHexArray getMovementRangeForHoveredStack();
BattleHexArray getHighlightedHexesForSpellRange();
BattleHexArray getHighlightedHexesForMovementTarget();
// Range limit highlight helpers
/// get all hexes within a certain distance of given hex
BattleHexArray getRangeHexes(BattleHex sourceHex, uint8_t distance);
/// get only hexes at the limit of a range
BattleHexArray getRangeLimitHexes(BattleHex hoveredHex, BattleHexArray hexRange, uint8_t distanceToLimit);
/// calculate if a hex is in range limit and return its index in range
bool IsHexInRangeLimit(BattleHex hex, BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit);
/// get an array that has for each hex in range, an array with all directions where an outside neighbour hex exists
std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(BattleHexArray rangeHexes, BattleHexArray rangeLimitHexes);
/// calculates what image to use as range limit, depending on the direction of neighbours
/// a mask is used internally to mark the directions of all neighbours
/// based on this mask the corresponding image is selected
std::vector<std::shared_ptr<IImage>> calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages);
/// calculates all hexes for a range limit and what images to be shown as highlight for each of the hexes
void calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, BattleHexArray & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighlights);
void showBackground(Canvas & canvas);
void showBackgroundImage(Canvas & canvas);
void showBackgroundImageWithHexes(Canvas & canvas);
void showHighlightedHexes(Canvas & canvas);
void updateAccessibleHexes();
BattleHex getHexAtPosition(Point hoverPosition);
/// Checks whether selected pixel is transparent, uses local coordinates of a hex
bool isPixelInHex(Point const & position);
size_t selectBattleCursor(BattleHex myNumber);
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
void mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance) override;
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void activate() override;
void showAll(Canvas & to) override;
void show(Canvas & to) override;
void tick(uint32_t msPassed) override;
bool receiveEvent(const Point & position, int eventType) const override;
public:
BattleFieldController(BattleInterface & owner);
void createHeroes();
void redrawBackgroundWithHexes();
void renderBattlefield(Canvas & canvas);
/// Returns position of hex relative to owner (BattleInterface)
Rect hexPositionLocal(BattleHex hex) const;
/// Returns position of hex relative to game window
Rect hexPositionAbsolute(BattleHex hex) const;
/// Returns ID of currently hovered hex or BattleHex::INVALID if none
BattleHex getHoveredHex();
/// Returns the currently hovered stack
const CStack* getHoveredStack();
/// returns true if selected tile can be attacked in melee by current stack
bool isTileAttackable(const BattleHex & number) const;
/// returns true if stack should render its stack count image in default position - outside own hex
bool stackCountOutsideHex(const BattleHex & number) const;
BattleHex::EDir selectAttackDirection(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
};
/*
* BattleFieldController.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
#include "../../lib/battle/BattleHexArray.h"
#include "../../lib/Point.h"
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
class Rect;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class CAnimation;
class Canvas;
class IImage;
class BattleInterface;
/// Handles battlefield grid as well as rendering of background layer of battle interface
class BattleFieldController : public CIntObject
{
BattleInterface & owner;
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
std::shared_ptr<IImage> cellShade;
std::shared_ptr<CAnimation> rangedFullDamageLimitImages;
std::shared_ptr<CAnimation> shootingRangeLimitImages;
std::shared_ptr<CAnimation> attackCursors;
std::shared_ptr<CAnimation> spellCursors;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
std::unique_ptr<Canvas> backgroundWithHexes;
/// direction which will be used to perform attack with current cursor position
Point currentAttackOriginPoint;
/// hex currently under mouse hover
BattleHex hoveredHex;
/// hexes to which currently active stack can move
BattleHexArray occupiableHexes;
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
void showHighlightedHex(Canvas & to, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder);
BattleHexArray getHighlightedHexesForActiveStack();
BattleHexArray getMovementRangeForHoveredStack();
BattleHexArray getHighlightedHexesForSpellRange();
BattleHexArray getHighlightedHexesForMovementTarget();
// Range limit highlight helpers
/// get all hexes within a certain distance of given hex
BattleHexArray getRangeHexes(BattleHex sourceHex, uint8_t distance);
/// get only hexes at the limit of a range
BattleHexArray getRangeLimitHexes(BattleHex hoveredHex, BattleHexArray hexRange, uint8_t distanceToLimit);
/// calculate if a hex is in range limit and return its index in range
bool IsHexInRangeLimit(BattleHex hex, BattleHexArray & rangeLimitHexes, int * hexIndexInRangeLimit);
/// get an array that has for each hex in range, an array with all directions where an outside neighbour hex exists
std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(BattleHexArray rangeHexes, BattleHexArray rangeLimitHexes);
/// calculates what image to use as range limit, depending on the direction of neighbours
/// a mask is used internally to mark the directions of all neighbours
/// based on this mask the corresponding image is selected
std::vector<std::shared_ptr<IImage>> calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages);
/// calculates all hexes for a range limit and what images to be shown as highlight for each of the hexes
void calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, BattleHexArray & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighlights);
void showBackground(Canvas & canvas);
void showBackgroundImage(Canvas & canvas);
void showBackgroundImageWithHexes(Canvas & canvas);
void showHighlightedHexes(Canvas & canvas);
void updateAccessibleHexes();
BattleHex getHexAtPosition(Point hoverPosition);
/// Checks whether selected pixel is transparent, uses local coordinates of a hex
bool isPixelInHex(Point const & position);
size_t selectBattleCursor(BattleHex myNumber);
void gesture(bool on, const Point & initialPosition, const Point & finalPosition) override;
void gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance) override;
void mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance) override;
void clickPressed(const Point & cursorPosition) override;
void showPopupWindow(const Point & cursorPosition) override;
void activate() override;
void showAll(Canvas & to) override;
void show(Canvas & to) override;
void tick(uint32_t msPassed) override;
bool receiveEvent(const Point & position, int eventType) const override;
public:
BattleFieldController(BattleInterface & owner);
void createHeroes();
void redrawBackgroundWithHexes();
void renderBattlefield(Canvas & canvas);
/// Returns position of hex relative to owner (BattleInterface)
Rect hexPositionLocal(BattleHex hex) const;
/// Returns position of hex relative to game window
Rect hexPositionAbsolute(BattleHex hex) const;
/// Returns ID of currently hovered hex or BattleHex::INVALID if none
BattleHex getHoveredHex();
/// Returns the currently hovered stack
const CStack* getHoveredStack();
/// returns true if selected tile can be attacked in melee by current stack
bool isTileAttackable(const BattleHex & number) const;
/// returns true if stack should render its stack count image in default position - outside own hex
bool stackCountOutsideHex(const BattleHex & number) const;
BattleHex::EDir selectAttackDirection(BattleHex myNumber);
BattleHex fromWhichHexAttack(BattleHex myNumber);
};

View File

@@ -1,232 +1,232 @@
/*
* BattleInterface.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
#include "BattleConstants.h"
#include "../gui/CIntObject.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../ConditionalWait.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
class ObstacleChanges;
class CPlayerBattleCallback;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class Canvas;
class BattleResultWindow;
class StackQueue;
class CPlayerInterface;
struct BattleEffect;
class IImage;
class StackQueue;
class BattleProjectileController;
class BattleSiegeController;
class BattleObstacleController;
class BattleFieldController;
class BattleRenderer;
class BattleWindow;
class BattleStacksController;
class BattleActionsController;
class BattleEffectsController;
class BattleConsole;
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack *defender;
const CStack *attacker;
int64_t damageDealt;
uint32_t amountKilled;
SpellID spellEffect;
bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
bool killed; //if true, stack has been killed
bool rebirth; //if true, play rebirth animation after all
bool cloneKilled;
bool fireShield;
};
struct StackAttackInfo
{
const CStack *attacker;
const CStack *defender;
std::vector< const CStack *> secondaryDefender;
SpellID spellEffect;
BattleHex tile;
bool indirectAttack;
bool lucky;
bool unlucky;
bool deathBlow;
bool lifeDrain;
};
/// Main class for battles, responsible for relaying information from server to various battle entities
class BattleInterface
{
using AwaitingAnimationAction = std::function<void()>;
struct AwaitingAnimationEvents {
AwaitingAnimationAction action;
EAnimationEvents event;
};
/// Conditional variables that are set depending on ongoing animations on the battlefield
ConditionalWait ongoingAnimationsState;
/// List of events that are waiting to be triggered
std::vector<AwaitingAnimationEvents> awaitingEvents;
/// used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
std::shared_ptr<CPlayerInterface> tacticianInterface;
/// attacker interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> attackerInt;
/// defender interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> defenderInt;
/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
bool battleOpeningDelayActive;
/// ID of ongoing battle
BattleID battleID;
void playIntroSoundAndUnlockInterface();
void onIntroSoundPlayed();
public:
/// copy of initial armies (for result window)
const CCreatureSet *army1;
const CCreatureSet *army2;
std::shared_ptr<BattleWindow> windowObject;
std::shared_ptr<BattleConsole> console;
/// currently active player interface
std::shared_ptr<CPlayerInterface> curInt;
const CGHeroInstance *attackingHeroInstance;
const CGHeroInstance *defendingHeroInstance;
bool tacticsMode;
ui32 round;
std::unique_ptr<BattleProjectileController> projectilesController;
std::unique_ptr<BattleSiegeController> siegeController;
std::unique_ptr<BattleObstacleController> obstacleController;
std::unique_ptr<BattleFieldController> fieldController;
std::unique_ptr<BattleStacksController> stacksController;
std::unique_ptr<BattleActionsController> actionsController;
std::unique_ptr<BattleEffectsController> effectsController;
std::shared_ptr<BattleHero> attackingHero;
std::shared_ptr<BattleHero> defendingHero;
bool openingPlaying() const;
void openingEnd();
bool makingTurn() const;
BattleID getBattleID() const;
std::shared_ptr<CPlayerBattleCallback> getBattle() const;
BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
~BattleInterface();
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
void sendCommand(BattleAction command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
void showInterface(Canvas & to);
void setHeroAnimation(BattleSide side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell
void appendBattleLog(const std::string & newEntry);
void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
CPlayerInterface *getCurrentPlayerInterface() const;
void tacticNextStack(const CStack *current);
void tacticPhaseEnd();
void setBattleQueueVisibility(bool visible);
void setStickyHeroWindowsVisibility(bool visible);
void setStickyQuickSpellWindowVisibility(bool visible);
void endNetwork();
void executeStagedAnimations();
void executeAnimationStage( EAnimationEvents event);
void onAnimationsStarted();
void onAnimationsFinished();
void waitForAnimations();
bool hasAnimations();
void checkForAnimations();
void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
//call-ins
void startAction(const BattleAction & action);
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
void stackActivated(const CStack *stack); //active stack has been changed
void stackMoved(const CStack *stack, const BattleHexArray & destHex, int distance, bool teleport); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
void newRoundFirst();
void newRound(); //called when round is ended;
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
void displayBattleLog(const std::vector<MetaString> & battleLog);
void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void endAction(const BattleAction & action);
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
void gateStateChanged(const EGateState state);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
};
/*
* BattleInterface.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
#include "BattleConstants.h"
#include "../gui/CIntObject.h"
#include "../../lib/spells/CSpellHandler.h" //CSpell::TAnimation
#include "../ConditionalWait.h"
VCMI_LIB_NAMESPACE_BEGIN
class CCreatureSet;
class CGHeroInstance;
class CStack;
struct BattleResult;
struct BattleSpellCast;
struct CObstacleInstance;
struct SetStackEffect;
class BattleAction;
class CGTownInstance;
struct CatapultAttack;
struct BattleTriggerEffect;
struct BattleHex;
struct InfoAboutHero;
class ObstacleChanges;
class CPlayerBattleCallback;
VCMI_LIB_NAMESPACE_END
class BattleHero;
class Canvas;
class BattleResultWindow;
class StackQueue;
class CPlayerInterface;
struct BattleEffect;
class IImage;
class StackQueue;
class BattleProjectileController;
class BattleSiegeController;
class BattleObstacleController;
class BattleFieldController;
class BattleRenderer;
class BattleWindow;
class BattleStacksController;
class BattleActionsController;
class BattleEffectsController;
class BattleConsole;
/// Small struct which contains information about the id of the attacked stack, the damage dealt,...
struct StackAttackedInfo
{
const CStack *defender;
const CStack *attacker;
int64_t damageDealt;
uint32_t amountKilled;
SpellID spellEffect;
bool indirectAttack; //if true, stack was attacked indirectly - spell or ranged attack
bool killed; //if true, stack has been killed
bool rebirth; //if true, play rebirth animation after all
bool cloneKilled;
bool fireShield;
};
struct StackAttackInfo
{
const CStack *attacker;
const CStack *defender;
std::vector< const CStack *> secondaryDefender;
SpellID spellEffect;
BattleHex tile;
bool indirectAttack;
bool lucky;
bool unlucky;
bool deathBlow;
bool lifeDrain;
};
/// Main class for battles, responsible for relaying information from server to various battle entities
class BattleInterface
{
using AwaitingAnimationAction = std::function<void()>;
struct AwaitingAnimationEvents {
AwaitingAnimationAction action;
EAnimationEvents event;
};
/// Conditional variables that are set depending on ongoing animations on the battlefield
ConditionalWait ongoingAnimationsState;
/// List of events that are waiting to be triggered
std::vector<AwaitingAnimationEvents> awaitingEvents;
/// used during tactics mode, points to the interface of player with higher tactics (can be either attacker or defender in hot-seat), valid onloy for human players
std::shared_ptr<CPlayerInterface> tacticianInterface;
/// attacker interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> attackerInt;
/// defender interface, not null if attacker is human in our vcmiclient
std::shared_ptr<CPlayerInterface> defenderInt;
/// if set to true, battle is still starting and waiting for intro sound to end / key press from player
bool battleOpeningDelayActive;
/// ID of ongoing battle
BattleID battleID;
void playIntroSoundAndUnlockInterface();
void onIntroSoundPlayed();
public:
/// copy of initial armies (for result window)
const CCreatureSet *army1;
const CCreatureSet *army2;
std::shared_ptr<BattleWindow> windowObject;
std::shared_ptr<BattleConsole> console;
/// currently active player interface
std::shared_ptr<CPlayerInterface> curInt;
const CGHeroInstance *attackingHeroInstance;
const CGHeroInstance *defendingHeroInstance;
bool tacticsMode;
ui32 round;
std::unique_ptr<BattleProjectileController> projectilesController;
std::unique_ptr<BattleSiegeController> siegeController;
std::unique_ptr<BattleObstacleController> obstacleController;
std::unique_ptr<BattleFieldController> fieldController;
std::unique_ptr<BattleStacksController> stacksController;
std::unique_ptr<BattleActionsController> actionsController;
std::unique_ptr<BattleEffectsController> effectsController;
std::shared_ptr<BattleHero> attackingHero;
std::shared_ptr<BattleHero> defendingHero;
bool openingPlaying() const;
void openingEnd();
bool makingTurn() const;
BattleID getBattleID() const;
std::shared_ptr<CPlayerBattleCallback> getBattle() const;
BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr);
~BattleInterface();
void trySetActivePlayer( PlayerColor player ); // if in hotseat, will activate interface of chosen player
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
void requestAutofightingAIToTakeAction();
void giveCommand(EActionType action, BattleHex tile = BattleHex(), SpellID spell = SpellID::NONE);
void sendCommand(BattleAction command, const CStack * actor = nullptr);
const CGHeroInstance *getActiveHero(); //returns hero that can currently cast a spell
void showInterface(Canvas & to);
void setHeroAnimation(BattleSide side, EHeroAnimType phase);
void executeSpellCast(); //called when a hero casts a spell
void appendBattleLog(const std::string & newEntry);
void redrawBattlefield(); //refresh GUI after changing stack range / grid settings
CPlayerInterface *getCurrentPlayerInterface() const;
void tacticNextStack(const CStack *current);
void tacticPhaseEnd();
void setBattleQueueVisibility(bool visible);
void setStickyHeroWindowsVisibility(bool visible);
void setStickyQuickSpellWindowVisibility(bool visible);
void endNetwork();
void executeStagedAnimations();
void executeAnimationStage( EAnimationEvents event);
void onAnimationsStarted();
void onAnimationsFinished();
void waitForAnimations();
bool hasAnimations();
void checkForAnimations();
void addToAnimationStage( EAnimationEvents event, const AwaitingAnimationAction & action);
//call-ins
void startAction(const BattleAction & action);
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
void stackActivated(const CStack *stack); //active stack has been changed
void stackMoved(const CStack *stack, const BattleHexArray & destHex, int distance, bool teleport); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & attackInfo); //called when stack with id ID is attacking something on hex dest
void newRoundFirst();
void newRound(); //called when round is ended;
void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
void displayBattleLog(const std::vector<MetaString> & battleLog);
void displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit);
void displaySpellCast(const CSpell * spell, BattleHex destinationTile); //displays spell`s cast animation
void displaySpellEffect(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void displaySpellHit(const CSpell * spell, BattleHex destinationTile); //displays spell`s affected animation
void endAction(const BattleAction & action);
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi);
void obstacleRemoved(const std::vector<ObstacleChanges> & obstacles);
void gateStateChanged(const EGateState state);
const CGHeroInstance *currentHero() const;
InfoAboutHero enemyHero() const;
};

View File

@@ -1,149 +1,149 @@
/*
* BattleStacksController.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
#include "../render/ColorFilter.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class BattleHexArray;
class BattleAction;
class CStack;
class CSpell;
class SpellID;
class Point;
VCMI_LIB_NAMESPACE_END
struct StackAttackedInfo;
struct StackAttackInfo;
class ColorFilter;
class Canvas;
class BattleInterface;
class BattleAnimation;
class CreatureAnimation;
class BattleAnimation;
class BattleRenderer;
class IImage;
struct BattleStackFilterEffect
{
ColorFilter effect;
const CStack * target;
const CSpell * source;
bool persistent;
};
/// Class responsible for handling stacks in battle
/// Handles ordering of stacks animation
/// As well as rendering of stacks, their amount boxes
/// And any other effect applied to stacks
class BattleStacksController
{
BattleInterface & owner;
std::shared_ptr<IImage> amountNormal;
std::shared_ptr<IImage> amountNegative;
std::shared_ptr<IImage> amountPositive;
std::shared_ptr<IImage> amountEffNeutral;
/// currently displayed animations <anim, initialized>
std::vector<BattleAnimation *> currentAnimations;
/// currently active color effects on stacks, in order of their addition (which corresponds to their apply order)
std::vector<BattleStackFilterEffect> stackFilterEffects;
/// animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation;
/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
std::map<int, bool> stackFacingRight;
/// Stacks have amount box hidden due to ongoing animations
std::set<int> stackAmountBoxHidden;
/// currently active stack; nullptr - no one
const CStack *activeStack;
/// stacks or their battle queue images below mouse pointer (multiple stacks possible while spellcasting), used for border animation
std::vector<const CStack *> mouseHoveredStacks;
///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
const CStack *stackToActivate;
/// for giving IDs for animations
ui32 animIDhelper;
bool stackNeedsAmountBox(const CStack * stack) const;
void showStackAmountBox(Canvas & canvas, const CStack * stack);
BattleHex getStackCurrentPosition(const CStack * stack) const;
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
void removeExpiredColorFilters();
void initializeBattleAnimations();
void tickFrameBattleAnimations(uint32_t msPassed);
void updateBattleAnimations(uint32_t msPassed);
std::vector<const CStack *> selectHoveredStacks();
bool shouldAttackFacingRight(const CStack * attacker, const CStack * defender);
public:
BattleStacksController(BattleInterface & owner);
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const;
bool facingRight(const CStack * stack) const;
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack, bool instant); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
void stackActivated(const CStack *stack); //active stack has been changed
void stackMoved(const CStack *stack, const BattleHexArray & destHex, int distance); //stack with id number moved to destHex
void stackTeleported(const CStack *stack, const BattleHexArray & destHex, int distance); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & info); //called when stack with id ID is attacking something on hex dest
void startAction(const BattleAction & action);
void endAction(const BattleAction & action);
void deactivateStack(); //copy activeStack to stackToActivate, then set activeStack to nullptr to temporary disable current stack
void activateStack(); //copy stackToActivate to activeStack to enable controls of the stack
void setActiveStack(const CStack *stack);
void showAliveStack(Canvas & canvas, const CStack * stack);
void showStack(Canvas & canvas, const CStack * stack);
void updateHoveredStacks();
void collectRenderableObjects(BattleRenderer & renderer);
/// Adds new color filter effect targeting stack
/// Effect will last as long as stack is affected by specified spell (unless effect is persistent)
/// If effect from same (target, source) already exists, it will be updated
void setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell *source, bool persistent);
void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
const CStack* getActiveStack() const;
const std::vector<uint32_t> getHoveredStacksUnitIds() const;
void tick(uint32_t msPassed);
/// returns position of animation needed to place stack in specific hex
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
friend class BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
};
/*
* BattleStacksController.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
#include "../render/ColorFilter.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class BattleHexArray;
class BattleAction;
class CStack;
class CSpell;
class SpellID;
class Point;
VCMI_LIB_NAMESPACE_END
struct StackAttackedInfo;
struct StackAttackInfo;
class ColorFilter;
class Canvas;
class BattleInterface;
class BattleAnimation;
class CreatureAnimation;
class BattleAnimation;
class BattleRenderer;
class IImage;
struct BattleStackFilterEffect
{
ColorFilter effect;
const CStack * target;
const CSpell * source;
bool persistent;
};
/// Class responsible for handling stacks in battle
/// Handles ordering of stacks animation
/// As well as rendering of stacks, their amount boxes
/// And any other effect applied to stacks
class BattleStacksController
{
BattleInterface & owner;
std::shared_ptr<IImage> amountNormal;
std::shared_ptr<IImage> amountNegative;
std::shared_ptr<IImage> amountPositive;
std::shared_ptr<IImage> amountEffNeutral;
/// currently displayed animations <anim, initialized>
std::vector<BattleAnimation *> currentAnimations;
/// currently active color effects on stacks, in order of their addition (which corresponds to their apply order)
std::vector<BattleStackFilterEffect> stackFilterEffects;
/// animations of creatures from fighting armies (order by BattleInfo's stacks' ID)
std::map<int32_t, std::shared_ptr<CreatureAnimation>> stackAnimation;
/// <creatureID, if false reverse creature's animation> //TODO: move it to battle callback
std::map<int, bool> stackFacingRight;
/// Stacks have amount box hidden due to ongoing animations
std::set<int> stackAmountBoxHidden;
/// currently active stack; nullptr - no one
const CStack *activeStack;
/// stacks or their battle queue images below mouse pointer (multiple stacks possible while spellcasting), used for border animation
std::vector<const CStack *> mouseHoveredStacks;
///when animation is playing, we should wait till the end to make the next stack active; nullptr of none
const CStack *stackToActivate;
/// for giving IDs for animations
ui32 animIDhelper;
bool stackNeedsAmountBox(const CStack * stack) const;
void showStackAmountBox(Canvas & canvas, const CStack * stack);
BattleHex getStackCurrentPosition(const CStack * stack) const;
std::shared_ptr<IImage> getStackAmountBox(const CStack * stack);
void removeExpiredColorFilters();
void initializeBattleAnimations();
void tickFrameBattleAnimations(uint32_t msPassed);
void updateBattleAnimations(uint32_t msPassed);
std::vector<const CStack *> selectHoveredStacks();
bool shouldAttackFacingRight(const CStack * attacker, const CStack * defender);
public:
BattleStacksController(BattleInterface & owner);
bool shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const;
bool facingRight(const CStack * stack) const;
void stackReset(const CStack * stack);
void stackAdded(const CStack * stack, bool instant); //new stack appeared on battlefield
void stackRemoved(uint32_t stackID); //stack disappeared from batlefiled
void stackActivated(const CStack *stack); //active stack has been changed
void stackMoved(const CStack *stack, const BattleHexArray & destHex, int distance); //stack with id number moved to destHex
void stackTeleported(const CStack *stack, const BattleHexArray & destHex, int distance); //stack with id number moved to destHex
void stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const StackAttackInfo & info); //called when stack with id ID is attacking something on hex dest
void startAction(const BattleAction & action);
void endAction(const BattleAction & action);
void deactivateStack(); //copy activeStack to stackToActivate, then set activeStack to nullptr to temporary disable current stack
void activateStack(); //copy stackToActivate to activeStack to enable controls of the stack
void setActiveStack(const CStack *stack);
void showAliveStack(Canvas & canvas, const CStack * stack);
void showStack(Canvas & canvas, const CStack * stack);
void updateHoveredStacks();
void collectRenderableObjects(BattleRenderer & renderer);
/// Adds new color filter effect targeting stack
/// Effect will last as long as stack is affected by specified spell (unless effect is persistent)
/// If effect from same (target, source) already exists, it will be updated
void setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell *source, bool persistent);
void addNewAnim(BattleAnimation *anim); //adds new anim to pendingAnims
const CStack* getActiveStack() const;
const std::vector<uint32_t> getHoveredStacksUnitIds() const;
void tick(uint32_t msPassed);
/// returns position of animation needed to place stack in specific hex
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
friend class BattleAnimation; // for exposing pendingAnims/creAnims/creDir to animations
};

View File

@@ -1,104 +1,104 @@
/*
* RNG.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
namespace vstd
{
class DLL_LINKAGE RNG
{
public:
virtual ~RNG() = default;
/// Returns random number in range [lower, upper]
virtual int nextInt(int lower, int upper) = 0;
/// Returns random number in range [lower, upper]
virtual int64_t nextInt64(int64_t lower, int64_t upper) = 0;
/// Returns random number in range [lower, upper]
virtual double nextDouble(double lower, double upper) = 0;
/// Returns random number in range [0, upper]
virtual int nextInt(int upper) = 0;
/// Returns random number in range [0, upper]
virtual int64_t nextInt64(int64_t upper) = 0;
/// Returns random number in range [0, upper]
virtual double nextDouble(double upper) = 0;
/// Generates an integer between 0 and the maximum value it can hold.
/// Should be only used for seeding other generators
virtual int nextInt() = 0;
/// Returns integer using binomial distribution
/// returned value is number of successfull coin flips with chance 'coinChance' out of 'coinsCount' attempts
virtual int nextBinomialInt(int coinsCount, double coinChance) = 0;
};
}
namespace RandomGeneratorUtil
{
template<typename Container>
auto nextItem(const Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
{
if(container.empty())
throw std::runtime_error("Unable to select random item from empty container!");
return std::next(container.begin(), rand.nextInt64(0, container.size() - 1));
}
template<typename Container>
auto nextItem(Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
{
if(container.empty())
throw std::runtime_error("Unable to select random item from empty container!");
return std::next(container.begin(), rand.nextInt64(0, container.size() - 1));
}
template<typename Container>
size_t nextItemWeighted(Container & container, vstd::RNG & rand)
{
assert(!container.empty());
int64_t totalWeight = std::accumulate(container.begin(), container.end(), 0);
assert(totalWeight > 0);
int64_t roll = rand.nextInt64(0, totalWeight - 1);
for (size_t i = 0; i < container.size(); ++i)
{
roll -= container[i];
if(roll < 0)
return i;
}
return container.size() - 1;
}
template<typename Container>
void randomShuffle(Container & container, vstd::RNG & rand)
{
int64_t n = std::distance(container.begin(), container.end());
for(int64_t i = n - 1; i > 0; --i)
{
auto randIndex = rand.nextInt64(0, i);
std::swap(*(container.begin() + i), *(container.begin() + randIndex));
}
}
}
VCMI_LIB_NAMESPACE_END
/*
* RNG.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
namespace vstd
{
class DLL_LINKAGE RNG
{
public:
virtual ~RNG() = default;
/// Returns random number in range [lower, upper]
virtual int nextInt(int lower, int upper) = 0;
/// Returns random number in range [lower, upper]
virtual int64_t nextInt64(int64_t lower, int64_t upper) = 0;
/// Returns random number in range [lower, upper]
virtual double nextDouble(double lower, double upper) = 0;
/// Returns random number in range [0, upper]
virtual int nextInt(int upper) = 0;
/// Returns random number in range [0, upper]
virtual int64_t nextInt64(int64_t upper) = 0;
/// Returns random number in range [0, upper]
virtual double nextDouble(double upper) = 0;
/// Generates an integer between 0 and the maximum value it can hold.
/// Should be only used for seeding other generators
virtual int nextInt() = 0;
/// Returns integer using binomial distribution
/// returned value is number of successfull coin flips with chance 'coinChance' out of 'coinsCount' attempts
virtual int nextBinomialInt(int coinsCount, double coinChance) = 0;
};
}
namespace RandomGeneratorUtil
{
template<typename Container>
auto nextItem(const Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
{
if(container.empty())
throw std::runtime_error("Unable to select random item from empty container!");
return std::next(container.begin(), rand.nextInt64(0, container.size() - 1));
}
template<typename Container>
auto nextItem(Container & container, vstd::RNG & rand) -> decltype(std::begin(container))
{
if(container.empty())
throw std::runtime_error("Unable to select random item from empty container!");
return std::next(container.begin(), rand.nextInt64(0, container.size() - 1));
}
template<typename Container>
size_t nextItemWeighted(Container & container, vstd::RNG & rand)
{
assert(!container.empty());
int64_t totalWeight = std::accumulate(container.begin(), container.end(), 0);
assert(totalWeight > 0);
int64_t roll = rand.nextInt64(0, totalWeight - 1);
for (size_t i = 0; i < container.size(); ++i)
{
roll -= container[i];
if(roll < 0)
return i;
}
return container.size() - 1;
}
template<typename Container>
void randomShuffle(Container & container, vstd::RNG & rand)
{
int64_t n = std::distance(container.begin(), container.end());
for(int64_t i = n - 1; i > 0; --i)
{
auto randIndex = rand.nextInt64(0, i);
std::swap(*(container.begin() + i), *(container.begin() + randIndex));
}
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,101 +1,101 @@
/*
* BattleFieldHandler.cpp, 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
*
*/
#include "StdInc.h"
#include <vcmi/Entity.h>
#include "BattleFieldHandler.h"
#include "json/JsonBonus.h"
VCMI_LIB_NAMESPACE_BEGIN
std::shared_ptr<BattleFieldInfo> BattleFieldHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
{
assert(identifier.find(':') == std::string::npos);
auto info = std::make_shared<BattleFieldInfo>(BattleField(index), identifier);
info->modScope = scope;
info->graphics = ImagePath::fromJson(json["graphics"]);
info->icon = json["icon"].String();
info->name = json["name"].String();
for(const auto & b : json["bonuses"].Vector())
{
auto bonus = JsonUtils::parseBonus(b);
bonus->source = BonusSource::TERRAIN_OVERLAY;
bonus->sid = BonusSourceID(info->getId());
bonus->duration = BonusDuration::ONE_BATTLE;
info->bonuses.push_back(bonus);
}
info->isSpecial = json["isSpecial"].Bool();
for(auto node : json["impassableHexes"].Vector())
info->impassableHexes.insert(node.Integer());
info->openingSoundFilename = AudioPath::fromJson(json["openingSound"]);
info->musicFilename = AudioPath::fromJson(json["music"]);
return info;
}
std::vector<JsonNode> BattleFieldHandler::loadLegacyData()
{
return std::vector<JsonNode>();
}
const std::vector<std::string> & BattleFieldHandler::getTypeNames() const
{
static const auto types = std::vector<std::string> { "battlefield" };
return types;
}
int32_t BattleFieldInfo::getIndex() const
{
return battlefield.getNum();
}
int32_t BattleFieldInfo::getIconIndex() const
{
return iconIndex;
}
std::string BattleFieldInfo::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::string BattleFieldInfo::getModScope() const
{
return modScope;
}
std::string BattleFieldInfo::getNameTextID() const
{
return name;
}
std::string BattleFieldInfo::getNameTranslated() const
{
return name; // TODO?
}
void BattleFieldInfo::registerIcons(const IconRegistar & cb) const
{
//cb(getIconIndex(), "BATTLEFIELD", icon);
}
BattleField BattleFieldInfo::getId() const
{
return battlefield;
}
VCMI_LIB_NAMESPACE_END
/*
* BattleFieldHandler.cpp, 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
*
*/
#include "StdInc.h"
#include <vcmi/Entity.h>
#include "BattleFieldHandler.h"
#include "json/JsonBonus.h"
VCMI_LIB_NAMESPACE_BEGIN
std::shared_ptr<BattleFieldInfo> BattleFieldHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
{
assert(identifier.find(':') == std::string::npos);
auto info = std::make_shared<BattleFieldInfo>(BattleField(index), identifier);
info->modScope = scope;
info->graphics = ImagePath::fromJson(json["graphics"]);
info->icon = json["icon"].String();
info->name = json["name"].String();
for(const auto & b : json["bonuses"].Vector())
{
auto bonus = JsonUtils::parseBonus(b);
bonus->source = BonusSource::TERRAIN_OVERLAY;
bonus->sid = BonusSourceID(info->getId());
bonus->duration = BonusDuration::ONE_BATTLE;
info->bonuses.push_back(bonus);
}
info->isSpecial = json["isSpecial"].Bool();
for(auto node : json["impassableHexes"].Vector())
info->impassableHexes.insert(node.Integer());
info->openingSoundFilename = AudioPath::fromJson(json["openingSound"]);
info->musicFilename = AudioPath::fromJson(json["music"]);
return info;
}
std::vector<JsonNode> BattleFieldHandler::loadLegacyData()
{
return std::vector<JsonNode>();
}
const std::vector<std::string> & BattleFieldHandler::getTypeNames() const
{
static const auto types = std::vector<std::string> { "battlefield" };
return types;
}
int32_t BattleFieldInfo::getIndex() const
{
return battlefield.getNum();
}
int32_t BattleFieldInfo::getIconIndex() const
{
return iconIndex;
}
std::string BattleFieldInfo::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::string BattleFieldInfo::getModScope() const
{
return modScope;
}
std::string BattleFieldInfo::getNameTextID() const
{
return name;
}
std::string BattleFieldInfo::getNameTranslated() const
{
return name; // TODO?
}
void BattleFieldInfo::registerIcons(const IconRegistar & cb) const
{
//cb(getIconIndex(), "BATTLEFIELD", icon);
}
BattleField BattleFieldInfo::getId() const
{
return battlefield;
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,80 +1,80 @@
/*
* BattleFieldHandler.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
#include <vcmi/EntityService.h>
#include <vcmi/Entity.h>
#include "bonuses/Bonus.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "battle/BattleHexArray.h"
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleFieldInfo : public EntityT<BattleField>
{
public:
BattleField battlefield;
std::vector<std::shared_ptr<Bonus>> bonuses;
bool isSpecial;
ImagePath graphics;
std::string name;
std::string modScope;
std::string identifier;
std::string icon;
si32 iconIndex;
BattleHexArray impassableHexes;
AudioPath openingSoundFilename;
AudioPath musicFilename;
BattleFieldInfo()
: BattleFieldInfo(BattleField::NONE, "")
{
}
BattleFieldInfo(BattleField battlefield, std::string identifier):
isSpecial(false),
battlefield(battlefield),
identifier(identifier),
iconIndex(battlefield.getNum()),
name(identifier)
{
}
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getModScope() const override;
std::string getNameTextID() const override;
std::string getNameTranslated() const override;
void registerIcons(const IconRegistar & cb) const override;
BattleField getId() const override;
};
class DLL_LINKAGE BattleFieldService : public EntityServiceT<BattleField, BattleFieldInfo>
{
public:
};
class BattleFieldHandler : public CHandlerBase<BattleField, BattleFieldInfo, BattleFieldInfo, BattleFieldService>
{
public:
std::shared_ptr<BattleFieldInfo> loadFromJson(
const std::string & scope,
const JsonNode & json,
const std::string & identifier,
size_t index) override;
const std::vector<std::string> & getTypeNames() const override;
std::vector<JsonNode> loadLegacyData() override;
};
VCMI_LIB_NAMESPACE_END
/*
* BattleFieldHandler.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
#include <vcmi/EntityService.h>
#include <vcmi/Entity.h>
#include "bonuses/Bonus.h"
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "battle/BattleHexArray.h"
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class BattleFieldInfo : public EntityT<BattleField>
{
public:
BattleField battlefield;
std::vector<std::shared_ptr<Bonus>> bonuses;
bool isSpecial;
ImagePath graphics;
std::string name;
std::string modScope;
std::string identifier;
std::string icon;
si32 iconIndex;
BattleHexArray impassableHexes;
AudioPath openingSoundFilename;
AudioPath musicFilename;
BattleFieldInfo()
: BattleFieldInfo(BattleField::NONE, "")
{
}
BattleFieldInfo(BattleField battlefield, std::string identifier):
isSpecial(false),
battlefield(battlefield),
identifier(identifier),
iconIndex(battlefield.getNum()),
name(identifier)
{
}
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getModScope() const override;
std::string getNameTextID() const override;
std::string getNameTranslated() const override;
void registerIcons(const IconRegistar & cb) const override;
BattleField getId() const override;
};
class DLL_LINKAGE BattleFieldService : public EntityServiceT<BattleField, BattleFieldInfo>
{
public:
};
class BattleFieldHandler : public CHandlerBase<BattleField, BattleFieldInfo, BattleFieldInfo, BattleFieldService>
{
public:
std::shared_ptr<BattleFieldInfo> loadFromJson(
const std::string & scope,
const JsonNode & json,
const std::string & identifier,
size_t index) override;
const std::vector<std::string> & getTypeNames() const override;
std::vector<JsonNode> loadLegacyData() override;
};
VCMI_LIB_NAMESPACE_END

View File

@@ -1,129 +1,129 @@
/*
* ObstacleHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "ObstacleHandler.h"
#include "BattleFieldHandler.h"
#include "json/JsonNode.h"
#include "modding/IdentifierStorage.h"
#include "VCMI_Lib.h"
VCMI_LIB_NAMESPACE_BEGIN
int32_t ObstacleInfo::getIndex() const
{
return obstacle.getNum();
}
int32_t ObstacleInfo::getIconIndex() const
{
return iconIndex;
}
std::string ObstacleInfo::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::string ObstacleInfo::getModScope() const
{
return modScope;
}
std::string ObstacleInfo::getNameTranslated() const
{
return identifier;
}
std::string ObstacleInfo::getNameTextID() const
{
return identifier; // TODO?
}
void ObstacleInfo::registerIcons(const IconRegistar & cb) const
{
}
Obstacle ObstacleInfo::getId() const
{
return obstacle;
}
BattleHexArray ObstacleInfo::getBlocked(BattleHex hex) const
{
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
return BattleHexArray(blockedTiles);
}
BattleHexArray ret;
for(int offset : blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
logGlobal->error("Misplaced obstacle!");
else
ret.insert(toBlock);
}
return ret;
}
bool ObstacleInfo::isAppropriate(const TerrainId terrainType, const BattleField & battlefield) const
{
const auto * bgInfo = battlefield.getInfo();
if(bgInfo->isSpecial)
return vstd::contains(allowedSpecialBfields, bgInfo->identifier);
return vstd::contains(allowedTerrains, terrainType);
}
std::shared_ptr<ObstacleInfo> ObstacleHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
{
assert(identifier.find(':') == std::string::npos);
auto info = std::make_shared<ObstacleInfo>(Obstacle(index), identifier);
info->modScope = scope;
info->animation = AnimationPath::fromJson(json["animation"]);
info->width = json["width"].Integer();
info->height = json["height"].Integer();
for(const auto & t : json["allowedTerrains"].Vector())
{
VLC->identifiers()->requestIdentifier("terrain", t, [info](int32_t identifier){
info->allowedTerrains.emplace_back(identifier);
});
}
for(const auto & t : json["specialBattlefields"].Vector())
info->allowedSpecialBfields.emplace_back(t.String());
info->blockedTiles = json["blockedTiles"].convertTo<std::vector<si16>>();
info->isAbsoluteObstacle = json["absolute"].Bool();
info->isForegroundObstacle = json["foreground"].Bool();
return info;
}
std::vector<JsonNode> ObstacleHandler::loadLegacyData()
{
return {};
}
const std::vector<std::string> & ObstacleHandler::getTypeNames() const
{
static const std::vector<std::string> types = { "obstacle" };
return types;
}
VCMI_LIB_NAMESPACE_END
/*
* ObstacleHandler.cpp, 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
*
*/
#include "StdInc.h"
#include "ObstacleHandler.h"
#include "BattleFieldHandler.h"
#include "json/JsonNode.h"
#include "modding/IdentifierStorage.h"
#include "VCMI_Lib.h"
VCMI_LIB_NAMESPACE_BEGIN
int32_t ObstacleInfo::getIndex() const
{
return obstacle.getNum();
}
int32_t ObstacleInfo::getIconIndex() const
{
return iconIndex;
}
std::string ObstacleInfo::getJsonKey() const
{
return modScope + ':' + identifier;
}
std::string ObstacleInfo::getModScope() const
{
return modScope;
}
std::string ObstacleInfo::getNameTranslated() const
{
return identifier;
}
std::string ObstacleInfo::getNameTextID() const
{
return identifier; // TODO?
}
void ObstacleInfo::registerIcons(const IconRegistar & cb) const
{
}
Obstacle ObstacleInfo::getId() const
{
return obstacle;
}
BattleHexArray ObstacleInfo::getBlocked(BattleHex hex) const
{
if(isAbsoluteObstacle)
{
assert(!hex.isValid());
return BattleHexArray(blockedTiles);
}
BattleHexArray ret;
for(int offset : blockedTiles)
{
BattleHex toBlock = hex + offset;
if((hex.getY() & 1) && !(toBlock.getY() & 1))
toBlock += BattleHex::LEFT;
if(!toBlock.isValid())
logGlobal->error("Misplaced obstacle!");
else
ret.insert(toBlock);
}
return ret;
}
bool ObstacleInfo::isAppropriate(const TerrainId terrainType, const BattleField & battlefield) const
{
const auto * bgInfo = battlefield.getInfo();
if(bgInfo->isSpecial)
return vstd::contains(allowedSpecialBfields, bgInfo->identifier);
return vstd::contains(allowedTerrains, terrainType);
}
std::shared_ptr<ObstacleInfo> ObstacleHandler::loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index)
{
assert(identifier.find(':') == std::string::npos);
auto info = std::make_shared<ObstacleInfo>(Obstacle(index), identifier);
info->modScope = scope;
info->animation = AnimationPath::fromJson(json["animation"]);
info->width = json["width"].Integer();
info->height = json["height"].Integer();
for(const auto & t : json["allowedTerrains"].Vector())
{
VLC->identifiers()->requestIdentifier("terrain", t, [info](int32_t identifier){
info->allowedTerrains.emplace_back(identifier);
});
}
for(const auto & t : json["specialBattlefields"].Vector())
info->allowedSpecialBfields.emplace_back(t.String());
info->blockedTiles = json["blockedTiles"].convertTo<std::vector<si16>>();
info->isAbsoluteObstacle = json["absolute"].Bool();
info->isForegroundObstacle = json["foreground"].Bool();
return info;
}
std::vector<JsonNode> ObstacleHandler::loadLegacyData()
{
return {};
}
const std::vector<std::string> & ObstacleHandler::getTypeNames() const
{
static const std::vector<std::string> types = { "obstacle" };
return types;
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,79 +1,79 @@
/*
* ObstacleHandler.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
#include <vcmi/EntityService.h>
#include <vcmi/Entity.h>
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "battle/BattleHexArray.h"
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
{
public:
ObstacleInfo(): obstacle(-1), width(0), height(0), isAbsoluteObstacle(false), iconIndex(0), isForegroundObstacle(false)
{}
ObstacleInfo(Obstacle obstacle, std::string identifier)
: obstacle(obstacle), identifier(identifier), iconIndex(obstacle.getNum()), width(0), height(0), isAbsoluteObstacle(false), isForegroundObstacle(false)
{
}
Obstacle obstacle;
si32 iconIndex;
std::string modScope;
std::string identifier;
AudioPath appearSound;
AnimationPath appearAnimation;
AnimationPath animation;
std::vector<TerrainId> allowedTerrains;
std::vector<std::string> allowedSpecialBfields;
bool isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
bool isForegroundObstacle;
si32 width; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
si32 height;
std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getModScope() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
void registerIcons(const IconRegistar & cb) const override;
Obstacle getId() const override;
BattleHexArray getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
bool isAppropriate(const TerrainId terrainType, const BattleField & specialBattlefield) const;
};
class DLL_LINKAGE ObstacleService : public EntityServiceT<Obstacle, ObstacleInfo>
{
public:
};
class ObstacleHandler: public CHandlerBase<Obstacle, ObstacleInfo, ObstacleInfo, ObstacleService>
{
public:
std::shared_ptr<ObstacleInfo> loadFromJson(const std::string & scope,
const JsonNode & json,
const std::string & identifier,
size_t index) override;
const std::vector<std::string> & getTypeNames() const override;
std::vector<JsonNode> loadLegacyData() override;
};
VCMI_LIB_NAMESPACE_END
/*
* ObstacleHandler.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
#include <vcmi/EntityService.h>
#include <vcmi/Entity.h>
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "battle/BattleHexArray.h"
#include "filesystem/ResourcePath.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
{
public:
ObstacleInfo(): obstacle(-1), width(0), height(0), isAbsoluteObstacle(false), iconIndex(0), isForegroundObstacle(false)
{}
ObstacleInfo(Obstacle obstacle, std::string identifier)
: obstacle(obstacle), identifier(identifier), iconIndex(obstacle.getNum()), width(0), height(0), isAbsoluteObstacle(false), isForegroundObstacle(false)
{
}
Obstacle obstacle;
si32 iconIndex;
std::string modScope;
std::string identifier;
AudioPath appearSound;
AnimationPath appearAnimation;
AnimationPath animation;
std::vector<TerrainId> allowedTerrains;
std::vector<std::string> allowedSpecialBfields;
bool isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
bool isForegroundObstacle;
si32 width; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
si32 height;
std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getModScope() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
void registerIcons(const IconRegistar & cb) const override;
Obstacle getId() const override;
BattleHexArray getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
bool isAppropriate(const TerrainId terrainType, const BattleField & specialBattlefield) const;
};
class DLL_LINKAGE ObstacleService : public EntityServiceT<Obstacle, ObstacleInfo>
{
public:
};
class ObstacleHandler: public CHandlerBase<Obstacle, ObstacleInfo, ObstacleInfo, ObstacleService>
{
public:
std::shared_ptr<ObstacleInfo> loadFromJson(const std::string & scope,
const JsonNode & json,
const std::string & identifier,
size_t index) override;
const std::vector<std::string> & getTypeNames() const override;
std::vector<JsonNode> loadLegacyData() override;
};
VCMI_LIB_NAMESPACE_END

View File

@@ -1,138 +1,138 @@
/*
* BattleHex.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleHex.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleHex::BattleHex() : hex(INVALID) {}
BattleHex::BattleHex(si16 _hex) : hex(_hex) {}
BattleHex::BattleHex(si16 x, si16 y)
{
setXY(x, y);
}
BattleHex::BattleHex(std::pair<si16, si16> xy)
{
setXY(xy);
}
BattleHex::operator si16() const
{
return hex;
}
void BattleHex::setX(si16 x)
{
setXY(x, getY());
}
void BattleHex::setY(si16 y)
{
setXY(getX(), y);
}
void BattleHex::setXY(si16 x, si16 y, bool hasToBeValid)
{
if(hasToBeValid)
{
if(x < 0 || x >= GameConstants::BFIELD_WIDTH || y < 0 || y >= GameConstants::BFIELD_HEIGHT)
throw std::runtime_error("Valid hex required");
}
hex = x + y * GameConstants::BFIELD_WIDTH;
}
void BattleHex::setXY(std::pair<si16, si16> xy)
{
setXY(xy.first, xy.second);
}
si16 BattleHex::getX() const
{
return hex % GameConstants::BFIELD_WIDTH;
}
si16 BattleHex::getY() const
{
return hex / GameConstants::BFIELD_WIDTH;
}
std::pair<si16, si16> BattleHex::getXY() const
{
return std::make_pair(getX(), getY());
}
BattleHex & BattleHex::moveInDirection(EDir dir, bool hasToBeValid)
{
si16 x = getX();
si16 y = getY();
switch(dir)
{
case TOP_LEFT:
setXY((y%2) ? x-1 : x, y-1, hasToBeValid);
break;
case TOP_RIGHT:
setXY((y%2) ? x : x+1, y-1, hasToBeValid);
break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
break;
case BOTTOM_RIGHT:
setXY((y%2) ? x : x+1, y+1, hasToBeValid);
break;
case BOTTOM_LEFT:
setXY((y%2) ? x-1 : x, y+1, hasToBeValid);
break;
case LEFT:
setXY(x-1, y, hasToBeValid);
break;
case NONE:
break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
break;
}
return *this;
}
BattleHex & BattleHex::operator+=(BattleHex::EDir dir)
{
return moveInDirection(dir);
}
BattleHex BattleHex::cloneInDirection(BattleHex::EDir dir, bool hasToBeValid) const
{
BattleHex result(hex);
result.moveInDirection(dir, hasToBeValid);
return result;
}
BattleHex BattleHex::operator+(BattleHex::EDir dir) const
{
return cloneInDirection(dir);
}
BattleHex::EDir BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
{
for(auto dir : hexagonalDirections())
if(hex2 == hex1.cloneInDirection(dir, false))
return dir;
return NONE;
}
std::ostream & operator<<(std::ostream & os, const BattleHex & hex)
{
return os << boost::str(boost::format("{BattleHex: x '%d', y '%d', hex '%d'}") % hex.getX() % hex.getY() % hex.hex);
}
VCMI_LIB_NAMESPACE_END
/*
* BattleHex.cpp, 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
*
*/
#include "StdInc.h"
#include "BattleHex.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleHex::BattleHex() : hex(INVALID) {}
BattleHex::BattleHex(si16 _hex) : hex(_hex) {}
BattleHex::BattleHex(si16 x, si16 y)
{
setXY(x, y);
}
BattleHex::BattleHex(std::pair<si16, si16> xy)
{
setXY(xy);
}
BattleHex::operator si16() const
{
return hex;
}
void BattleHex::setX(si16 x)
{
setXY(x, getY());
}
void BattleHex::setY(si16 y)
{
setXY(getX(), y);
}
void BattleHex::setXY(si16 x, si16 y, bool hasToBeValid)
{
if(hasToBeValid)
{
if(x < 0 || x >= GameConstants::BFIELD_WIDTH || y < 0 || y >= GameConstants::BFIELD_HEIGHT)
throw std::runtime_error("Valid hex required");
}
hex = x + y * GameConstants::BFIELD_WIDTH;
}
void BattleHex::setXY(std::pair<si16, si16> xy)
{
setXY(xy.first, xy.second);
}
si16 BattleHex::getX() const
{
return hex % GameConstants::BFIELD_WIDTH;
}
si16 BattleHex::getY() const
{
return hex / GameConstants::BFIELD_WIDTH;
}
std::pair<si16, si16> BattleHex::getXY() const
{
return std::make_pair(getX(), getY());
}
BattleHex & BattleHex::moveInDirection(EDir dir, bool hasToBeValid)
{
si16 x = getX();
si16 y = getY();
switch(dir)
{
case TOP_LEFT:
setXY((y%2) ? x-1 : x, y-1, hasToBeValid);
break;
case TOP_RIGHT:
setXY((y%2) ? x : x+1, y-1, hasToBeValid);
break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
break;
case BOTTOM_RIGHT:
setXY((y%2) ? x : x+1, y+1, hasToBeValid);
break;
case BOTTOM_LEFT:
setXY((y%2) ? x-1 : x, y+1, hasToBeValid);
break;
case LEFT:
setXY(x-1, y, hasToBeValid);
break;
case NONE:
break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
break;
}
return *this;
}
BattleHex & BattleHex::operator+=(BattleHex::EDir dir)
{
return moveInDirection(dir);
}
BattleHex BattleHex::cloneInDirection(BattleHex::EDir dir, bool hasToBeValid) const
{
BattleHex result(hex);
result.moveInDirection(dir, hasToBeValid);
return result;
}
BattleHex BattleHex::operator+(BattleHex::EDir dir) const
{
return cloneInDirection(dir);
}
BattleHex::EDir BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
{
for(auto dir : hexagonalDirections())
if(hex2 == hex1.cloneInDirection(dir, false))
return dir;
return NONE;
}
std::ostream & operator<<(std::ostream & os, const BattleHex & hex)
{
return os << boost::str(boost::format("{BattleHex: x '%d', y '%d', hex '%d'}") % hex.getX() % hex.getY() % hex.hex);
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,127 +1,127 @@
/*
* BattleHex.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
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
//TODO: change to enum class
namespace GameConstants
{
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
}
// for battle stacks' positions
struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class for better code design
{
// helpers for siege
static constexpr si16 CASTLE_CENTRAL_TOWER = -2;
static constexpr si16 CASTLE_BOTTOM_TOWER = -3;
static constexpr si16 CASTLE_UPPER_TOWER = -4;
// hexes for interaction with heroes
static constexpr si16 HERO_ATTACKER = 0;
static constexpr si16 HERO_DEFENDER = GameConstants::BFIELD_WIDTH - 1;
// helpers for rendering
static constexpr si16 HEX_BEFORE_ALL = std::numeric_limits<si16>::min();
static constexpr si16 HEX_AFTER_ALL = std::numeric_limits<si16>::max();
static constexpr si16 DESTRUCTIBLE_WALL_1 = 29;
static constexpr si16 DESTRUCTIBLE_WALL_2 = 78;
static constexpr si16 DESTRUCTIBLE_WALL_3 = 130;
static constexpr si16 DESTRUCTIBLE_WALL_4 = 182;
static constexpr si16 GATE_BRIDGE = 94;
static constexpr si16 GATE_OUTER = 95;
static constexpr si16 GATE_INNER = 96;
si16 hex;
static constexpr si16 INVALID = -1;
enum EDir
{
NONE = -1,
TOP_LEFT,
TOP_RIGHT,
RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
LEFT,
//Note: unused by BattleHex class, used by other code
TOP,
BOTTOM
};
BattleHex();
BattleHex(si16 _hex);
BattleHex(si16 x, si16 y);
BattleHex(std::pair<si16, si16> xy);
operator si16() const;
inline bool isValid() const
{
return hex >= 0 && hex < GameConstants::BFIELD_SIZE;
}
bool isAvailable() const //valid position not in first or last column
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH - 1;
}
void setX(si16 x);
void setY(si16 y);
void setXY(si16 x, si16 y, bool hasToBeValid = true);
void setXY(std::pair<si16, si16> xy);
si16 getX() const;
si16 getY() const;
std::pair<si16, si16> getXY() const;
BattleHex& moveInDirection(EDir dir, bool hasToBeValid = true);
BattleHex& operator+=(EDir dir);
BattleHex cloneInDirection(EDir dir, bool hasToBeValid = true) const;
BattleHex operator+(EDir dir) const;
static EDir mutualPosition(BattleHex hex1, BattleHex hex2);
static uint8_t getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY();
int y2 = hex2.getY();
// FIXME: why there was * 0.5 instead of / 2?
int x1 = static_cast<int>(hex1.getX() + y1 / 2);
int x2 = static_cast<int>(hex2.getX() + y2 / 2);
int xDst = x2 - x1;
int yDst = y2 - y1;
if((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
return std::max(std::abs(xDst), std::abs(yDst));
return std::abs(xDst) + std::abs(yDst);
}
template <typename Handler>
void serialize(Handler &h)
{
h & hex;
}
//Constexpr defined array with all directions used in battle
static constexpr auto hexagonalDirections() {
return std::array<EDir,6>{BattleHex::TOP_LEFT, BattleHex::TOP_RIGHT, BattleHex::RIGHT, BattleHex::BOTTOM_RIGHT, BattleHex::BOTTOM_LEFT, BattleHex::LEFT};
}
};
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
VCMI_LIB_NAMESPACE_END
/*
* BattleHex.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
#include "BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
//TODO: change to enum class
namespace GameConstants
{
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
}
// for battle stacks' positions
struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class for better code design
{
// helpers for siege
static constexpr si16 CASTLE_CENTRAL_TOWER = -2;
static constexpr si16 CASTLE_BOTTOM_TOWER = -3;
static constexpr si16 CASTLE_UPPER_TOWER = -4;
// hexes for interaction with heroes
static constexpr si16 HERO_ATTACKER = 0;
static constexpr si16 HERO_DEFENDER = GameConstants::BFIELD_WIDTH - 1;
// helpers for rendering
static constexpr si16 HEX_BEFORE_ALL = std::numeric_limits<si16>::min();
static constexpr si16 HEX_AFTER_ALL = std::numeric_limits<si16>::max();
static constexpr si16 DESTRUCTIBLE_WALL_1 = 29;
static constexpr si16 DESTRUCTIBLE_WALL_2 = 78;
static constexpr si16 DESTRUCTIBLE_WALL_3 = 130;
static constexpr si16 DESTRUCTIBLE_WALL_4 = 182;
static constexpr si16 GATE_BRIDGE = 94;
static constexpr si16 GATE_OUTER = 95;
static constexpr si16 GATE_INNER = 96;
si16 hex;
static constexpr si16 INVALID = -1;
enum EDir
{
NONE = -1,
TOP_LEFT,
TOP_RIGHT,
RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
LEFT,
//Note: unused by BattleHex class, used by other code
TOP,
BOTTOM
};
BattleHex();
BattleHex(si16 _hex);
BattleHex(si16 x, si16 y);
BattleHex(std::pair<si16, si16> xy);
operator si16() const;
inline bool isValid() const
{
return hex >= 0 && hex < GameConstants::BFIELD_SIZE;
}
bool isAvailable() const //valid position not in first or last column
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH - 1;
}
void setX(si16 x);
void setY(si16 y);
void setXY(si16 x, si16 y, bool hasToBeValid = true);
void setXY(std::pair<si16, si16> xy);
si16 getX() const;
si16 getY() const;
std::pair<si16, si16> getXY() const;
BattleHex& moveInDirection(EDir dir, bool hasToBeValid = true);
BattleHex& operator+=(EDir dir);
BattleHex cloneInDirection(EDir dir, bool hasToBeValid = true) const;
BattleHex operator+(EDir dir) const;
static EDir mutualPosition(BattleHex hex1, BattleHex hex2);
static uint8_t getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY();
int y2 = hex2.getY();
// FIXME: why there was * 0.5 instead of / 2?
int x1 = static_cast<int>(hex1.getX() + y1 / 2);
int x2 = static_cast<int>(hex2.getX() + y2 / 2);
int xDst = x2 - x1;
int yDst = y2 - y1;
if((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
return std::max(std::abs(xDst), std::abs(yDst));
return std::abs(xDst) + std::abs(yDst);
}
template <typename Handler>
void serialize(Handler &h)
{
h & hex;
}
//Constexpr defined array with all directions used in battle
static constexpr auto hexagonalDirections() {
return std::array<EDir,6>{BattleHex::TOP_LEFT, BattleHex::TOP_RIGHT, BattleHex::RIGHT, BattleHex::BOTTOM_RIGHT, BattleHex::BOTTOM_LEFT, BattleHex::LEFT};
}
};
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
VCMI_LIB_NAMESPACE_END

View File

@@ -1,43 +1,43 @@
/*
* Destination.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
#include "BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace battle
{
class Unit;
class DLL_LINKAGE Destination
{
public:
Destination();
~Destination() = default;
explicit Destination(const Unit * destination);
explicit Destination(const BattleHex & destination);
explicit Destination(const Unit * destination, const BattleHex & exactHex);
Destination(const Destination & other) = default;
Destination & operator=(const Destination & other) = default;
const Unit * unitValue;
BattleHex hexValue;
};
using Target = std::vector<Destination>;
}
VCMI_LIB_NAMESPACE_END
/*
* Destination.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
#include "BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace battle
{
class Unit;
class DLL_LINKAGE Destination
{
public:
Destination();
~Destination() = default;
explicit Destination(const Unit * destination);
explicit Destination(const BattleHex & destination);
explicit Destination(const Unit * destination, const BattleHex & exactHex);
Destination(const Destination & other) = default;
Destination & operator=(const Destination & other) = default;
const Unit * unitValue;
BattleHex hexValue;
};
using Target = std::vector<Destination>;
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,89 +1,89 @@
/*
* IBattleInfoCallback.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
#include "GameConstants.h"
#include "BattleHexArray.h"
#include <vcmi/Entity.h>
#define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false)
VCMI_LIB_NAMESPACE_BEGIN
struct CObstacleInstance;
class BattleField;
class IBattleInfo;
namespace battle
{
class IUnitInfo;
class Unit;
using Units = std::vector<const Unit *>;
using UnitFilter = std::function<bool(const Unit *)>;
}
struct DamageRange
{
int64_t min = 0;
int64_t max = 0;
};
struct DamageEstimation
{
DamageRange damage;
DamageRange kills;
};
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider
{
public:
#if SCRIPTING_ENABLED
virtual scripting::Pool * getContextPool() const = 0;
#endif
virtual ~IBattleInfoCallback() = default;
virtual const IBattleInfo * getBattle() const = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
virtual TerrainId battleTerrainType() const = 0;
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<BattleSide> battleIsFinished() const = 0;
virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
virtual BattleSide battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
virtual uint32_t battleNextUnitId() const = 0;
virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0;
virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0;
virtual const battle::Unit * battleActiveUnit() const = 0;
//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const BattleHexArray & passed) const = 0;
};
VCMI_LIB_NAMESPACE_END
/*
* IBattleInfoCallback.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
#include "GameConstants.h"
#include "BattleHexArray.h"
#include <vcmi/Entity.h>
#define RETURN_IF_NOT_BATTLE(...) do { if(!duringBattle()) {logGlobal->error("%s called when no battle!", __FUNCTION__); return __VA_ARGS__; } } while (false)
VCMI_LIB_NAMESPACE_BEGIN
struct CObstacleInstance;
class BattleField;
class IBattleInfo;
namespace battle
{
class IUnitInfo;
class Unit;
using Units = std::vector<const Unit *>;
using UnitFilter = std::function<bool(const Unit *)>;
}
struct DamageRange
{
int64_t min = 0;
int64_t max = 0;
};
struct DamageEstimation
{
DamageRange damage;
DamageRange kills;
};
#if SCRIPTING_ENABLED
namespace scripting
{
class Pool;
}
#endif
class DLL_LINKAGE IBattleInfoCallback : public IConstBonusProvider
{
public:
#if SCRIPTING_ENABLED
virtual scripting::Pool * getContextPool() const = 0;
#endif
virtual ~IBattleInfoCallback() = default;
virtual const IBattleInfo * getBattle() const = 0;
virtual std::optional<PlayerColor> getPlayerID() const = 0;
virtual TerrainId battleTerrainType() const = 0;
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<BattleSide> battleIsFinished() const = 0;
virtual si8 battleTacticDist() const = 0; //returns tactic distance in current tactics phase; 0 if not in tactics phase
virtual BattleSide battleGetTacticsSide() const = 0; //returns which side is in tactics phase, undefined if none (?)
virtual uint32_t battleNextUnitId() const = 0;
virtual battle::Units battleGetUnitsIf(const battle::UnitFilter & predicate) const = 0;
virtual const battle::Unit * battleGetUnitByID(uint32_t ID) const = 0;
virtual const battle::Unit * battleGetUnitByPos(BattleHex pos, bool onlyAlive = true) const = 0;
virtual const battle::Unit * battleActiveUnit() const = 0;
//blocking obstacles makes tile inaccessible, others cause special effects (like Land Mines, Moat, Quicksands)
virtual std::vector<std::shared_ptr<const CObstacleInstance>> battleGetAllObstaclesOnPos(BattleHex tile, bool onlyBlocking = true) const = 0;
virtual std::vector<std::shared_ptr<const CObstacleInstance>> getAllAffectedObstaclesByStack(const battle::Unit * unit, const BattleHexArray & passed) const = 0;
};
VCMI_LIB_NAMESPACE_END

View File

@@ -1,89 +1,89 @@
/*
* ReachabilityInfo.cpp, 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
*
*/
#include "StdInc.h"
#include "ReachabilityInfo.h"
#include "Unit.h"
VCMI_LIB_NAMESPACE_BEGIN
ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition):
perspective(static_cast<BattleSide>(Stack->unitSide())),
startPosition(StartPosition),
doubleWide(Stack->doubleWide()),
side(Stack->unitSide()),
flying(Stack->hasBonusOfType(BonusType::FLYING))
{
knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
}
ReachabilityInfo::ReachabilityInfo()
{
distances.fill(INFINITE_DIST);
predecessors.fill(BattleHex::INVALID);
}
bool ReachabilityInfo::isReachable(BattleHex hex) const
{
return distances[hex] < INFINITE_DIST;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const BattleHexArray & targetHexes,
BattleHex * chosenHex) const
{
uint32_t ret = 1000000;
for(auto targetHex : targetHexes)
{
for(auto & n : BattleHexArray::neighbouringTilesCache[targetHex])
{
if(distances[n] < ret)
{
ret = distances[n];
if(chosenHex)
*chosenHex = n;
}
}
}
return ret;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex) const
{
auto attackableHexes = defender->getHexes();
if(attacker->doubleWide())
{
if(defender->doubleWide())
{
// It can be back to back attack o==o or head to head =oo=.
// In case of back-to-back the distance between heads (unit positions) may be up to 3 tiles
attackableHexes.merge(battle::Unit::getHexes(defender->occupiedHex(), true, defender->unitSide()));
}
else
{
attackableHexes.merge(battle::Unit::getHexes(defender->getPosition(), true, defender->unitSide()));
}
}
vstd::erase_if(attackableHexes, [defender](BattleHex h) -> bool
{
return h.getY() != defender->getPosition().getY() || !h.isAvailable();
});
return distToNearestNeighbour(attackableHexes, chosenHex);
}
VCMI_LIB_NAMESPACE_END
/*
* ReachabilityInfo.cpp, 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
*
*/
#include "StdInc.h"
#include "ReachabilityInfo.h"
#include "Unit.h"
VCMI_LIB_NAMESPACE_BEGIN
ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition):
perspective(static_cast<BattleSide>(Stack->unitSide())),
startPosition(StartPosition),
doubleWide(Stack->doubleWide()),
side(Stack->unitSide()),
flying(Stack->hasBonusOfType(BonusType::FLYING))
{
knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
}
ReachabilityInfo::ReachabilityInfo()
{
distances.fill(INFINITE_DIST);
predecessors.fill(BattleHex::INVALID);
}
bool ReachabilityInfo::isReachable(BattleHex hex) const
{
return distances[hex] < INFINITE_DIST;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const BattleHexArray & targetHexes,
BattleHex * chosenHex) const
{
uint32_t ret = 1000000;
for(auto targetHex : targetHexes)
{
for(auto & n : BattleHexArray::neighbouringTilesCache[targetHex])
{
if(distances[n] < ret)
{
ret = distances[n];
if(chosenHex)
*chosenHex = n;
}
}
}
return ret;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex) const
{
auto attackableHexes = defender->getHexes();
if(attacker->doubleWide())
{
if(defender->doubleWide())
{
// It can be back to back attack o==o or head to head =oo=.
// In case of back-to-back the distance between heads (unit positions) may be up to 3 tiles
attackableHexes.merge(battle::Unit::getHexes(defender->occupiedHex(), true, defender->unitSide()));
}
else
{
attackableHexes.merge(battle::Unit::getHexes(defender->getPosition(), true, defender->unitSide()));
}
}
vstd::erase_if(attackableHexes, [defender](BattleHex h) -> bool
{
return h.getY() != defender->getPosition().getY() || !h.isAvailable();
});
return distToNearestNeighbour(attackableHexes, chosenHex);
}
VCMI_LIB_NAMESPACE_END

View File

@@ -220,8 +220,8 @@ ILimiter::EDecision UnitOnHexLimiter::limit(const BonusLimitationContext &contex
return ILimiter::EDecision::DISCARD;
auto accept = false;
for (const auto & hex : stack->getHexes())
accept |= !!applicableHexes.count(hex);
for (auto hex : stack->getHexes())
accept |= applicableHexes.contains(hex);
return accept ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD;
}
@@ -236,7 +236,7 @@ JsonNode UnitOnHexLimiter::toJsonNode() const
JsonNode root;
root["type"].String() = "UNIT_ON_HEXES";
for(const auto & hex : applicableHexes)
for(auto hex : applicableHexes)
root["parameters"].Vector().emplace_back(hex);
return root;

View File

@@ -1,243 +1,243 @@
/*
* CGPathNode.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
#include "../GameConstants.h"
#include "../int3.h"
#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGameState;
class CPathfinderHelper;
struct TerrainTile;
template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
enum class EPathAccessibility : ui8
{
NOT_SET,
ACCESSIBLE, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
GUARDED, //tile can be entered, but is in zone of control of nearby monster (may also contain visitable object, if any)
BLOCKVIS, //visitable from neighbouring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can be neither entered nor visited
};
enum class EPathNodeAction : ui8
{
UNKNOWN,
EMBARK,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
struct DLL_LINKAGE CGPathNode
{
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
using ELayer = EPathfindingLayer;
TFibHeap::handle_type pqHandle;
TFibHeap * pq;
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
float cost; //total cost of the path to this tile measured in turns with fractions
int moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EPathAccessibility accessible;
EPathNodeAction action;
bool locked;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = EPathAccessibility::NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
pq = nullptr;
action = EPathNodeAction::UNKNOWN;
}
STRONG_INLINE
bool inPQ() const
{
return pq != nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(vstd::isAlmostEqual(value, cost))
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ())
{
if(getUpNode)
{
pq->increase(this->pqHandle);
}
else
{
pq->decrease(this->pqHandle);
}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EPathAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
bool isTeleportAction() const
{
if (action != EPathNodeAction::TELEPORT_NORMAL &&
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
action != EPathNodeAction::TELEPORT_BATTLE)
{
return false;
}
return true;
}
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
/// Starting position of path, matches location of hero
const CGPathNode & currNode() const;
/// First node in path, this is where hero will move next
const CGPathNode & nextNode() const;
/// Last node in path, this is what hero wants to reach in the end
const CGPathNode & lastNode() const;
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer.getNum()][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations objectRelations;
PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
EPathNodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
VCMI_LIB_NAMESPACE_END
/*
* CGPathNode.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
#include "../GameConstants.h"
#include "../int3.h"
#include <boost/heap/fibonacci_heap.hpp>
VCMI_LIB_NAMESPACE_BEGIN
class CGHeroInstance;
class CGObjectInstance;
class CGameState;
class CPathfinderHelper;
struct TerrainTile;
template<typename N>
struct DLL_LINKAGE NodeComparer
{
STRONG_INLINE
bool operator()(const N * lhs, const N * rhs) const
{
return lhs->getCost() > rhs->getCost();
}
};
enum class EPathAccessibility : ui8
{
NOT_SET,
ACCESSIBLE, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path
GUARDED, //tile can be entered, but is in zone of control of nearby monster (may also contain visitable object, if any)
BLOCKVIS, //visitable from neighboring tile but not passable
FLYABLE, //can only be accessed in air layer
BLOCKED //tile can be neither entered nor visited
};
enum class EPathNodeAction : ui8
{
UNKNOWN,
EMBARK,
DISEMBARK,
NORMAL,
BATTLE,
VISIT,
BLOCKING_VISIT,
TELEPORT_NORMAL,
TELEPORT_BLOCKING_VISIT,
TELEPORT_BATTLE
};
struct DLL_LINKAGE CGPathNode
{
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
using ELayer = EPathfindingLayer;
TFibHeap::handle_type pqHandle;
TFibHeap * pq;
CGPathNode * theNodeBefore;
int3 coord; //coordinates
ELayer layer;
float cost; //total cost of the path to this tile measured in turns with fractions
int moveRemains; //remaining movement points after hero reaches the tile
ui8 turns; //how many turns we have to wait before reaching the tile - 0 means current turn
EPathAccessibility accessible;
EPathNodeAction action;
bool locked;
CGPathNode()
: coord(-1),
layer(ELayer::WRONG),
pqHandle(nullptr)
{
reset();
}
STRONG_INLINE
void reset()
{
locked = false;
accessible = EPathAccessibility::NOT_SET;
moveRemains = 0;
cost = std::numeric_limits<float>::max();
turns = 255;
theNodeBefore = nullptr;
pq = nullptr;
action = EPathNodeAction::UNKNOWN;
}
STRONG_INLINE
bool inPQ() const
{
return pq != nullptr;
}
STRONG_INLINE
float getCost() const
{
return cost;
}
STRONG_INLINE
void setCost(float value)
{
if(vstd::isAlmostEqual(value, cost))
return;
bool getUpNode = value < cost;
cost = value;
// If the node is in the heap, update the heap.
if(inPQ())
{
if(getUpNode)
{
pq->increase(this->pqHandle);
}
else
{
pq->decrease(this->pqHandle);
}
}
}
STRONG_INLINE
void update(const int3 & Coord, const ELayer Layer, const EPathAccessibility Accessible)
{
if(layer == ELayer::WRONG)
{
coord = Coord;
layer = Layer;
}
else
{
reset();
}
accessible = Accessible;
}
STRONG_INLINE
bool reachable() const
{
return turns < 255;
}
bool isTeleportAction() const
{
if (action != EPathNodeAction::TELEPORT_NORMAL &&
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
action != EPathNodeAction::TELEPORT_BATTLE)
{
return false;
}
return true;
}
};
struct DLL_LINKAGE CGPath
{
std::vector<CGPathNode> nodes; //just get node by node
/// Starting position of path, matches location of hero
const CGPathNode & currNode() const;
/// First node in path, this is where hero will move next
const CGPathNode & nextNode() const;
/// Last node in path, this is what hero wants to reach in the end
const CGPathNode & lastNode() const;
int3 startPos() const; // start point
int3 endPos() const; //destination point
};
struct DLL_LINKAGE CPathsInfo
{
using ELayer = EPathfindingLayer;
const CGHeroInstance * hero;
int3 hpos;
int3 sizes;
boost::multi_array<CGPathNode, 4> nodes; //[layer][level][w][h]
CPathsInfo(const int3 & Sizes, const CGHeroInstance * hero_);
~CPathsInfo();
const CGPathNode * getPathInfo(const int3 & tile) const;
bool getPath(CGPath & out, const int3 & dst) const;
const CGPathNode * getNode(const int3 & coord) const;
STRONG_INLINE
CGPathNode * getNode(const int3 & coord, const ELayer layer)
{
return &nodes[layer.getNum()][coord.z][coord.x][coord.y];
}
};
struct DLL_LINKAGE PathNodeInfo
{
CGPathNode * node;
const CGObjectInstance * nodeObject;
const CGHeroInstance * nodeHero;
const TerrainTile * tile;
int3 coord;
bool guarded;
PlayerRelations objectRelations;
PlayerRelations heroRelations;
bool isInitialPosition;
PathNodeInfo();
virtual void setNode(CGameState * gs, CGPathNode * n);
void updateInfo(CPathfinderHelper * hlp, CGameState * gs);
bool isNodeObjectVisitable() const;
};
struct DLL_LINKAGE CDestinationNodeInfo : public PathNodeInfo
{
EPathNodeAction action;
int turn;
int movementLeft;
float cost; //same as CGPathNode::cost
bool blocked;
bool isGuardianTile;
CDestinationNodeInfo();
void setNode(CGameState * gs, CGPathNode * n) override;
virtual bool isBetterWay() const;
};
VCMI_LIB_NAMESPACE_END

File diff suppressed because it is too large Load Diff

View File

@@ -117,6 +117,7 @@ Path Path::search(const Tileset & dst, bool straight, std::function<float(const
return;
float movementCost = moveCostFunction(currentNode, pos);
float distance = distances[currentNode] + movementCost; //we prefer to use already free paths
int bestDistanceSoFar = std::numeric_limits<int>::max();
auto it = distances.find(pos);

View File

@@ -172,4 +172,4 @@ bool ObstaclePlacer::isProhibited(const rmg::Area & objArea) const
return false;
}
VCMI_LIB_NAMESPACE_END
VCMI_LIB_NAMESPACE_END

View File

@@ -13,7 +13,6 @@
#include "SerializerReflection.h"
#include "ESerializationVersion.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../battle/BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN
@@ -443,19 +442,6 @@ public:
load(data[key]);
}
}
//void load(BattleHexArray & data)
//{
// uint32_t length = readAndCheckLength();
// data.clear();
// BattleHex hex;
// for(uint32_t i = 0; i < length; i++)
// {
// load(hex);
// data.insert(hex);
// }
//}
void load(std::string &data)
{
if (hasFeature(Version::COMPACT_STRING_SERIALIZATION))

View File

@@ -15,7 +15,6 @@
#include "ESerializationVersion.h"
#include "Serializeable.h"
#include "../mapObjects/CArmedInstance.h"
#include "../battle/BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@@ -1,86 +1,86 @@
/*
* BattleSpellMechanics.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
#include "ISpellMechanics.h"
#include "effects/Effects.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleSpellCast;
namespace spells
{
class BattleSpellMechanics : public BaseMechanics
{
public:
BattleSpellMechanics(const IBattleCast * event, std::shared_ptr<effects::Effects> effects_, std::shared_ptr<IReceptiveCheck> targetCondition_);
virtual ~BattleSpellMechanics();
// TODO: ??? (what's the difference compared to cast?)
void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const override;
/// Returns false if spell can not be cast at all, e.g. due to not having any possible target on battlefield
bool canBeCast(Problem & problem) const override;
/// Returns false if spell can not be cast at specified target
bool canBeCastAt(const Target & target, Problem & problem) const override;
// TODO: ??? (what's the difference compared to applyEffects?)
void cast(ServerCallback * server, const Target & target) override final;
// TODO: ??? (what's the difference compared to cast?)
void castEval(ServerCallback * server, const Target & target) override final;
/// Returns list of affected stack using currently configured target
std::vector<const CStack *> getAffectedStacks(const Target & target) const override final;
/// Returns list of target types that can be targeted by spell
std::vector<AimType> getTargetTypes() const override final;
/// Returns vector of all possible destinations for specified aim type
/// index - ???
/// current - ???
std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const override final;
/// Returns true if spell can be cast on unit
bool isReceptive(const battle::Unit * target) const override;
/// Returns list of hexes that are affected by spell assuming cast at centralHex
BattleHexArray rangeInHexes(BattleHex centralHex) const override;
const Spell * getSpell() const override;
bool counteringSelector(const Bonus * bonus) const;
private:
std::shared_ptr<effects::Effects> effects;
std::shared_ptr<IReceptiveCheck> targetCondition;
std::vector<const battle::Unit *> affectedUnits;
effects::Effects::EffectsToApply effectsToApply;
void beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target);
std::set<const battle::Unit *> collectTargets() const;
void doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector);
BattleHexArray spellRangeInHexes(BattleHex centralHex) const;
Target transformSpellTarget(const Target & aimPoint) const;
};
}
VCMI_LIB_NAMESPACE_END
/*
* BattleSpellMechanics.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
#include "ISpellMechanics.h"
#include "effects/Effects.h"
VCMI_LIB_NAMESPACE_BEGIN
struct BattleSpellCast;
namespace spells
{
class BattleSpellMechanics : public BaseMechanics
{
public:
BattleSpellMechanics(const IBattleCast * event, std::shared_ptr<effects::Effects> effects_, std::shared_ptr<IReceptiveCheck> targetCondition_);
virtual ~BattleSpellMechanics();
// TODO: ??? (what's the difference compared to cast?)
void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const override;
/// Returns false if spell can not be cast at all, e.g. due to not having any possible target on battlefield
bool canBeCast(Problem & problem) const override;
/// Returns false if spell can not be cast at specified target
bool canBeCastAt(const Target & target, Problem & problem) const override;
// TODO: ??? (what's the difference compared to applyEffects?)
void cast(ServerCallback * server, const Target & target) override final;
// TODO: ??? (what's the difference compared to cast?)
void castEval(ServerCallback * server, const Target & target) override final;
/// Returns list of affected stack using currently configured target
std::vector<const CStack *> getAffectedStacks(const Target & target) const override final;
/// Returns list of target types that can be targeted by spell
std::vector<AimType> getTargetTypes() const override final;
/// Returns vector of all possible destinations for specified aim type
/// index - ???
/// current - ???
std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const override final;
/// Returns true if spell can be cast on unit
bool isReceptive(const battle::Unit * target) const override;
/// Returns list of hexes that are affected by spell assuming cast at centralHex
BattleHexArray rangeInHexes(BattleHex centralHex) const override;
const Spell * getSpell() const override;
bool counteringSelector(const Bonus * bonus) const;
private:
std::shared_ptr<effects::Effects> effects;
std::shared_ptr<IReceptiveCheck> targetCondition;
std::vector<const battle::Unit *> affectedUnits;
effects::Effects::EffectsToApply effectsToApply;
void beforeCast(BattleSpellCast & sc, vstd::RNG & rng, const Target & target);
std::set<const battle::Unit *> collectTargets() const;
void doRemoveEffects(ServerCallback * server, const std::vector<const battle::Unit *> & targets, const CSelector & selector);
BattleHexArray spellRangeInHexes(BattleHex centralHex) const;
Target transformSpellTarget(const Target & aimPoint) const;
};
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,368 +1,368 @@
/*
* ISpellMechanics.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
#include <vcmi/spells/Magic.h>
#include <vcmi/ServerCallback.h>
#include "../battle/Destination.h"
#include "../int3.h"
#include "../GameConstants.h"
#include "../bonuses/Bonus.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Query;
class IBattleState;
class CreatureService;
class CMap;
class CGameInfoCallback;
class CBattleInfoCallback;
class JsonNode;
class CStack;
class CGObjectInstance;
class CGHeroInstance;
namespace spells
{
class Service;
}
namespace vstd
{
class RNG;
}
#if SCRIPTING_ENABLED
namespace scripting
{
class Service;
}
#endif
///callback to be provided by server
class DLL_LINKAGE SpellCastEnvironment : public ServerCallback
{
public:
virtual ~SpellCastEnvironment() = default;
virtual const CMap * getMap() const = 0;
virtual const CGameInfoCallback * getCb() const = 0;
virtual void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) = 0;
virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode) = 0; //TODO: remove
virtual void genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback) = 0;//TODO: type safety on query, use generic query packet when implemented
};
namespace spells
{
class DLL_LINKAGE IBattleCast
{
public:
using Value = int32_t;
using Value64 = int64_t;
using OptionalValue = std::optional<Value>;
using OptionalValue64 = std::optional<Value64>;
virtual const CSpell * getSpell() const = 0;
virtual Mode getMode() const = 0;
virtual const Caster * getCaster() const = 0;
virtual const CBattleInfoCallback * getBattle() const = 0;
virtual OptionalValue getSpellLevel() const = 0;
virtual OptionalValue getEffectPower() const = 0;
virtual OptionalValue getEffectDuration() const = 0;
virtual OptionalValue64 getEffectValue() const = 0;
virtual boost::logic::tribool isSmart() const = 0;
virtual boost::logic::tribool isMassive() const = 0;
};
///all parameters of particular cast event
class DLL_LINKAGE BattleCast : public IBattleCast
{
public:
boost::logic::tribool smart;
boost::logic::tribool massive;
//normal constructor
BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_);
//magic mirror constructor
BattleCast(const BattleCast & orig, const Caster * caster_);
virtual ~BattleCast();
///IBattleCast
const CSpell * getSpell() const override;
Mode getMode() const override;
const Caster * getCaster() const override;
const CBattleInfoCallback * getBattle() const override;
OptionalValue getSpellLevel() const override;
OptionalValue getEffectPower() const override;
OptionalValue getEffectDuration() const override;
OptionalValue64 getEffectValue() const override;
boost::logic::tribool isSmart() const override;
boost::logic::tribool isMassive() const override;
void setSpellLevel(Value value);
void setEffectPower(Value value);
void setEffectDuration(Value value);
void setEffectValue(Value64 value);
///only apply effects to specified targets
void applyEffects(ServerCallback * server, const Target & target, bool indirect = false, bool ignoreImmunity = false) const;
///normal cast
void cast(ServerCallback * server, Target target);
///cast evaluation
void castEval(ServerCallback * server, Target target);
///cast with silent check for permitted cast
bool castIfPossible(ServerCallback * server, Target target);
std::vector<Target> findPotentialTargets(bool fast = false) const;
private:
///spell school level
OptionalValue magicSkillLevel;
///actual spell-power affecting effect values
OptionalValue effectPower;
///actual spell-power affecting effect duration
OptionalValue effectDuration;
///for Archangel-like casting
OptionalValue64 effectValue;
Mode mode;
const CSpell * spell;
const CBattleInfoCallback * cb;
const Caster * caster;
};
class DLL_LINKAGE ISpellMechanicsFactory
{
public:
virtual ~ISpellMechanicsFactory();
virtual std::unique_ptr<Mechanics> create(const IBattleCast * event) const = 0;
static std::unique_ptr<ISpellMechanicsFactory> get(const CSpell * s);
protected:
const CSpell * spell;
ISpellMechanicsFactory(const CSpell * s);
};
class DLL_LINKAGE Mechanics
{
public:
virtual ~Mechanics();
virtual bool adaptProblem(ESpellCastProblem source, Problem & target) const = 0;
virtual bool adaptGenericProblem(Problem & target) const = 0;
virtual BattleHexArray rangeInHexes(BattleHex centralHex) const = 0;
virtual std::vector<const CStack *> getAffectedStacks(const Target & target) const = 0;
virtual bool canBeCast(Problem & problem) const = 0;
virtual bool canBeCastAt(const Target & target, Problem & problem) const = 0;
virtual void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const = 0;
virtual void cast(ServerCallback * server, const Target & target) = 0;
virtual void castEval(ServerCallback * server, const Target & target) = 0;
virtual bool isReceptive(const battle::Unit * target) const = 0;
virtual std::vector<AimType> getTargetTypes() const = 0;
virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast = false) const = 0;
virtual const Spell * getSpell() const = 0;
//Cast event facade
virtual IBattleCast::Value getEffectLevel() const = 0;
virtual IBattleCast::Value getRangeLevel() const = 0;
virtual IBattleCast::Value getEffectPower() const = 0;
virtual IBattleCast::Value getEffectDuration() const = 0;
virtual IBattleCast::Value64 getEffectValue() const = 0;
virtual PlayerColor getCasterColor() const = 0;
//Spell facade
virtual int32_t getSpellIndex() const = 0;
virtual SpellID getSpellId() const = 0;
virtual std::string getSpellName() const = 0;
virtual int32_t getSpellLevel() const = 0;
virtual bool isSmart() const = 0;
virtual bool isMassive() const = 0;
virtual bool alwaysHitFirstTarget() const = 0;
virtual bool requiresClearTiles() const = 0;
virtual bool isNegativeSpell() const = 0;
virtual bool isPositiveSpell() const = 0;
virtual bool isMagicalEffect() const = 0;
virtual int64_t adjustEffectValue(const battle::Unit * target) const = 0;
virtual int64_t applySpellBonus(int64_t value, const battle::Unit * target) const = 0;
virtual int64_t applySpecificSpellBonus(int64_t value) const = 0;
virtual int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const = 0;
//Battle facade
virtual bool ownerMatches(const battle::Unit * unit) const = 0;
virtual bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const = 0;
//Global environment facade
virtual const CreatureService * creatures() const = 0;
#if SCRIPTING_ENABLED
virtual const scripting::Service * scripts() const = 0;
#endif
virtual const Service * spells() const = 0;
virtual const CBattleInfoCallback * battle() const = 0;
const Caster * caster;
BattleSide casterSide;
protected:
Mechanics();
};
class DLL_LINKAGE BaseMechanics : public Mechanics
{
public:
virtual ~BaseMechanics();
bool adaptProblem(ESpellCastProblem source, Problem & target) const override;
bool adaptGenericProblem(Problem & target) const override;
int32_t getSpellIndex() const override;
SpellID getSpellId() const override;
std::string getSpellName() const override;
int32_t getSpellLevel() const override;
IBattleCast::Value getEffectLevel() const override;
IBattleCast::Value getRangeLevel() const override;
IBattleCast::Value getEffectPower() const override;
IBattleCast::Value getEffectDuration() const override;
IBattleCast::Value64 getEffectValue() const override;
PlayerColor getCasterColor() const override;
bool isSmart() const override;
bool isMassive() const override;
bool requiresClearTiles() const override;
bool alwaysHitFirstTarget() const override;
bool isNegativeSpell() const override;
bool isPositiveSpell() const override;
bool isMagicalEffect() const override;
int64_t adjustEffectValue(const battle::Unit * target) const override;
int64_t applySpellBonus(int64_t value, const battle::Unit * target) const override;
int64_t applySpecificSpellBonus(int64_t value) const override;
int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const override;
bool ownerMatches(const battle::Unit * unit) const override;
bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const override;
std::vector<AimType> getTargetTypes() const override;
const CreatureService * creatures() const override;
#if SCRIPTING_ENABLED
const scripting::Service * scripts() const override;
#endif
const Service * spells() const override;
const CBattleInfoCallback * battle() const override;
protected:
const CSpell * owner;
Mode mode;
BaseMechanics(const IBattleCast * event);
private:
IBattleCast::Value rangeLevel;
IBattleCast::Value effectLevel;
///actual spell-power affecting effect values
IBattleCast::Value effectPower;
///actual spell-power affecting effect duration
IBattleCast::Value effectDuration;
///raw damage/heal amount
IBattleCast::Value64 effectValue;
boost::logic::tribool smart;
boost::logic::tribool massive;
const CBattleInfoCallback * cb;
};
class DLL_LINKAGE IReceptiveCheck
{
public:
virtual ~IReceptiveCheck() = default;
virtual bool isReceptive(const Mechanics * m, const battle::Unit * target) const = 0;
};
}// namespace spells
class DLL_LINKAGE AdventureSpellCastParameters
{
public:
const spells::Caster * caster;
int3 pos;
};
class DLL_LINKAGE IAdventureSpellMechanics
{
public:
IAdventureSpellMechanics(const CSpell * s);
virtual ~IAdventureSpellMechanics() = default;
virtual bool canBeCast(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const = 0;
virtual bool canBeCastAt(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const = 0;
virtual bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0;
static std::unique_ptr<IAdventureSpellMechanics> createMechanics(const CSpell * s);
protected:
const CSpell * owner;
};
VCMI_LIB_NAMESPACE_END
/*
* ISpellMechanics.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
#include <vcmi/spells/Magic.h>
#include <vcmi/ServerCallback.h>
#include "../battle/Destination.h"
#include "../int3.h"
#include "../GameConstants.h"
#include "../bonuses/Bonus.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Query;
class IBattleState;
class CreatureService;
class CMap;
class CGameInfoCallback;
class CBattleInfoCallback;
class JsonNode;
class CStack;
class CGObjectInstance;
class CGHeroInstance;
namespace spells
{
class Service;
}
namespace vstd
{
class RNG;
}
#if SCRIPTING_ENABLED
namespace scripting
{
class Service;
}
#endif
///callback to be provided by server
class DLL_LINKAGE SpellCastEnvironment : public ServerCallback
{
public:
virtual ~SpellCastEnvironment() = default;
virtual const CMap * getMap() const = 0;
virtual const CGameInfoCallback * getCb() const = 0;
virtual void createBoat(const int3 & visitablePosition, BoatId type, PlayerColor initiator) = 0;
virtual bool moveHero(ObjectInstanceID hid, int3 dst, EMovementMode mode) = 0; //TODO: remove
virtual void genericQuery(Query * request, PlayerColor color, std::function<void(std::optional<int32_t>)> callback) = 0;//TODO: type safety on query, use generic query packet when implemented
};
namespace spells
{
class DLL_LINKAGE IBattleCast
{
public:
using Value = int32_t;
using Value64 = int64_t;
using OptionalValue = std::optional<Value>;
using OptionalValue64 = std::optional<Value64>;
virtual const CSpell * getSpell() const = 0;
virtual Mode getMode() const = 0;
virtual const Caster * getCaster() const = 0;
virtual const CBattleInfoCallback * getBattle() const = 0;
virtual OptionalValue getSpellLevel() const = 0;
virtual OptionalValue getEffectPower() const = 0;
virtual OptionalValue getEffectDuration() const = 0;
virtual OptionalValue64 getEffectValue() const = 0;
virtual boost::logic::tribool isSmart() const = 0;
virtual boost::logic::tribool isMassive() const = 0;
};
///all parameters of particular cast event
class DLL_LINKAGE BattleCast : public IBattleCast
{
public:
boost::logic::tribool smart;
boost::logic::tribool massive;
//normal constructor
BattleCast(const CBattleInfoCallback * cb_, const Caster * caster_, const Mode mode_, const CSpell * spell_);
//magic mirror constructor
BattleCast(const BattleCast & orig, const Caster * caster_);
virtual ~BattleCast();
///IBattleCast
const CSpell * getSpell() const override;
Mode getMode() const override;
const Caster * getCaster() const override;
const CBattleInfoCallback * getBattle() const override;
OptionalValue getSpellLevel() const override;
OptionalValue getEffectPower() const override;
OptionalValue getEffectDuration() const override;
OptionalValue64 getEffectValue() const override;
boost::logic::tribool isSmart() const override;
boost::logic::tribool isMassive() const override;
void setSpellLevel(Value value);
void setEffectPower(Value value);
void setEffectDuration(Value value);
void setEffectValue(Value64 value);
///only apply effects to specified targets
void applyEffects(ServerCallback * server, const Target & target, bool indirect = false, bool ignoreImmunity = false) const;
///normal cast
void cast(ServerCallback * server, Target target);
///cast evaluation
void castEval(ServerCallback * server, Target target);
///cast with silent check for permitted cast
bool castIfPossible(ServerCallback * server, Target target);
std::vector<Target> findPotentialTargets(bool fast = false) const;
private:
///spell school level
OptionalValue magicSkillLevel;
///actual spell-power affecting effect values
OptionalValue effectPower;
///actual spell-power affecting effect duration
OptionalValue effectDuration;
///for Archangel-like casting
OptionalValue64 effectValue;
Mode mode;
const CSpell * spell;
const CBattleInfoCallback * cb;
const Caster * caster;
};
class DLL_LINKAGE ISpellMechanicsFactory
{
public:
virtual ~ISpellMechanicsFactory();
virtual std::unique_ptr<Mechanics> create(const IBattleCast * event) const = 0;
static std::unique_ptr<ISpellMechanicsFactory> get(const CSpell * s);
protected:
const CSpell * spell;
ISpellMechanicsFactory(const CSpell * s);
};
class DLL_LINKAGE Mechanics
{
public:
virtual ~Mechanics();
virtual bool adaptProblem(ESpellCastProblem source, Problem & target) const = 0;
virtual bool adaptGenericProblem(Problem & target) const = 0;
virtual BattleHexArray rangeInHexes(BattleHex centralHex) const = 0;
virtual std::vector<const CStack *> getAffectedStacks(const Target & target) const = 0;
virtual bool canBeCast(Problem & problem) const = 0;
virtual bool canBeCastAt(const Target & target, Problem & problem) const = 0;
virtual void applyEffects(ServerCallback * server, const Target & targets, bool indirect, bool ignoreImmunity) const = 0;
virtual void cast(ServerCallback * server, const Target & target) = 0;
virtual void castEval(ServerCallback * server, const Target & target) = 0;
virtual bool isReceptive(const battle::Unit * target) const = 0;
virtual std::vector<AimType> getTargetTypes() const = 0;
virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast = false) const = 0;
virtual const Spell * getSpell() const = 0;
//Cast event facade
virtual IBattleCast::Value getEffectLevel() const = 0;
virtual IBattleCast::Value getRangeLevel() const = 0;
virtual IBattleCast::Value getEffectPower() const = 0;
virtual IBattleCast::Value getEffectDuration() const = 0;
virtual IBattleCast::Value64 getEffectValue() const = 0;
virtual PlayerColor getCasterColor() const = 0;
//Spell facade
virtual int32_t getSpellIndex() const = 0;
virtual SpellID getSpellId() const = 0;
virtual std::string getSpellName() const = 0;
virtual int32_t getSpellLevel() const = 0;
virtual bool isSmart() const = 0;
virtual bool isMassive() const = 0;
virtual bool alwaysHitFirstTarget() const = 0;
virtual bool requiresClearTiles() const = 0;
virtual bool isNegativeSpell() const = 0;
virtual bool isPositiveSpell() const = 0;
virtual bool isMagicalEffect() const = 0;
virtual int64_t adjustEffectValue(const battle::Unit * target) const = 0;
virtual int64_t applySpellBonus(int64_t value, const battle::Unit * target) const = 0;
virtual int64_t applySpecificSpellBonus(int64_t value) const = 0;
virtual int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const = 0;
//Battle facade
virtual bool ownerMatches(const battle::Unit * unit) const = 0;
virtual bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const = 0;
//Global environment facade
virtual const CreatureService * creatures() const = 0;
#if SCRIPTING_ENABLED
virtual const scripting::Service * scripts() const = 0;
#endif
virtual const Service * spells() const = 0;
virtual const CBattleInfoCallback * battle() const = 0;
const Caster * caster;
BattleSide casterSide;
protected:
Mechanics();
};
class DLL_LINKAGE BaseMechanics : public Mechanics
{
public:
virtual ~BaseMechanics();
bool adaptProblem(ESpellCastProblem source, Problem & target) const override;
bool adaptGenericProblem(Problem & target) const override;
int32_t getSpellIndex() const override;
SpellID getSpellId() const override;
std::string getSpellName() const override;
int32_t getSpellLevel() const override;
IBattleCast::Value getEffectLevel() const override;
IBattleCast::Value getRangeLevel() const override;
IBattleCast::Value getEffectPower() const override;
IBattleCast::Value getEffectDuration() const override;
IBattleCast::Value64 getEffectValue() const override;
PlayerColor getCasterColor() const override;
bool isSmart() const override;
bool isMassive() const override;
bool requiresClearTiles() const override;
bool alwaysHitFirstTarget() const override;
bool isNegativeSpell() const override;
bool isPositiveSpell() const override;
bool isMagicalEffect() const override;
int64_t adjustEffectValue(const battle::Unit * target) const override;
int64_t applySpellBonus(int64_t value, const battle::Unit * target) const override;
int64_t applySpecificSpellBonus(int64_t value) const override;
int64_t calculateRawEffectValue(int32_t basePowerMultiplier, int32_t levelPowerMultiplier) const override;
bool ownerMatches(const battle::Unit * unit) const override;
bool ownerMatches(const battle::Unit * unit, const boost::logic::tribool positivness) const override;
std::vector<AimType> getTargetTypes() const override;
const CreatureService * creatures() const override;
#if SCRIPTING_ENABLED
const scripting::Service * scripts() const override;
#endif
const Service * spells() const override;
const CBattleInfoCallback * battle() const override;
protected:
const CSpell * owner;
Mode mode;
BaseMechanics(const IBattleCast * event);
private:
IBattleCast::Value rangeLevel;
IBattleCast::Value effectLevel;
///actual spell-power affecting effect values
IBattleCast::Value effectPower;
///actual spell-power affecting effect duration
IBattleCast::Value effectDuration;
///raw damage/heal amount
IBattleCast::Value64 effectValue;
boost::logic::tribool smart;
boost::logic::tribool massive;
const CBattleInfoCallback * cb;
};
class DLL_LINKAGE IReceptiveCheck
{
public:
virtual ~IReceptiveCheck() = default;
virtual bool isReceptive(const Mechanics * m, const battle::Unit * target) const = 0;
};
}// namespace spells
class DLL_LINKAGE AdventureSpellCastParameters
{
public:
const spells::Caster * caster;
int3 pos;
};
class DLL_LINKAGE IAdventureSpellMechanics
{
public:
IAdventureSpellMechanics(const CSpell * s);
virtual ~IAdventureSpellMechanics() = default;
virtual bool canBeCast(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster) const = 0;
virtual bool canBeCastAt(spells::Problem & problem, const CGameInfoCallback * cb, const spells::Caster * caster, const int3 & pos) const = 0;
virtual bool adventureCast(SpellCastEnvironment * env, const AdventureSpellCastParameters & parameters) const = 0;
static std::unique_ptr<IAdventureSpellMechanics> createMechanics(const CSpell * s);
protected:
const CSpell * owner;
};
VCMI_LIB_NAMESPACE_END

View File

@@ -1,83 +1,83 @@
/*
* Effect.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
#include <vcmi/spells/Magic.h>
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class BattleHexArray;
class CBattleInfoCallback;
class JsonSerializeFormat;
class ServerCallback;
namespace vstd
{
class RNG;
}
namespace spells
{
using EffectTarget = Target;
namespace effects
{
using RNG = vstd::RNG;
class Effects;
class Effect;
class Registry;
using TargetType = spells::AimType;
class DLL_LINKAGE Effect
{
public:
bool indirect = false;
bool optional = false;
std::string name;
virtual ~Effect() = default; //Required for child classes
// TODO: document me
virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
/// Generates list of hexes affected by spell, if spell were to cast at specified target
virtual void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
/// Returns whether effect has any valid targets on the battlefield
virtual bool applicable(Problem & problem, const Mechanics * m) const;
/// Returns whether effect is valid and can be applied onto selected target
virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
/// Processes input target and generates subset-result that contains only valid targets
virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
// TODO: document me
virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
/// Serializes (or deserializes) parameters of Effect
void serializeJson(JsonSerializeFormat & handler);
static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
protected:
virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* Effect.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
#include <vcmi/spells/Magic.h>
VCMI_LIB_NAMESPACE_BEGIN
struct BattleHex;
class BattleHexArray;
class CBattleInfoCallback;
class JsonSerializeFormat;
class ServerCallback;
namespace vstd
{
class RNG;
}
namespace spells
{
using EffectTarget = Target;
namespace effects
{
using RNG = vstd::RNG;
class Effects;
class Effect;
class Registry;
using TargetType = spells::AimType;
class DLL_LINKAGE Effect
{
public:
bool indirect = false;
bool optional = false;
std::string name;
virtual ~Effect() = default; //Required for child classes
// TODO: document me
virtual void adjustTargetTypes(std::vector<TargetType> & types) const = 0;
/// Generates list of hexes affected by spell, if spell were to cast at specified target
virtual void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const = 0;
/// Returns whether effect has any valid targets on the battlefield
virtual bool applicable(Problem & problem, const Mechanics * m) const;
/// Returns whether effect is valid and can be applied onto selected target
virtual bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const;
virtual void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const = 0;
/// Processes input target and generates subset-result that contains only valid targets
virtual EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const = 0;
// TODO: document me
virtual EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const = 0;
/// Serializes (or deserializes) parameters of Effect
void serializeJson(JsonSerializeFormat & handler);
static std::shared_ptr<Effect> create(const Registry * registry, const std::string & type);
protected:
virtual void serializeJsonEffect(JsonSerializeFormat & handler) = 0;
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,52 +1,52 @@
/*
* LocationEffect.cpp, 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
*
*/
#include "StdInc.h"
#include "LocationEffect.h"
#include "../ISpellMechanics.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
void LocationEffect::adjustTargetTypes(std::vector<TargetType> & types) const
{
}
void LocationEffect::adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const
{
for(const auto & destnation : spellTarget)
hexes.insert(destnation.hexValue);
}
EffectTarget LocationEffect::filterTarget(const Mechanics * m, const EffectTarget & target) const
{
EffectTarget res;
vstd::copy_if(target, std::back_inserter(res), [](const Destination & d)
{
return !d.unitValue && (d.hexValue.isValid());
});
return res;
}
EffectTarget LocationEffect::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
//by default effect covers exactly spell range
return EffectTarget(spellTarget);
}
}
}
VCMI_LIB_NAMESPACE_END
/*
* LocationEffect.cpp, 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
*
*/
#include "StdInc.h"
#include "LocationEffect.h"
#include "../ISpellMechanics.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
void LocationEffect::adjustTargetTypes(std::vector<TargetType> & types) const
{
}
void LocationEffect::adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const
{
for(const auto & destnation : spellTarget)
hexes.insert(destnation.hexValue);
}
EffectTarget LocationEffect::filterTarget(const Mechanics * m, const EffectTarget & target) const
{
EffectTarget res;
vstd::copy_if(target, std::back_inserter(res), [](const Destination & d)
{
return !d.unitValue && (d.hexValue.isValid());
});
return res;
}
EffectTarget LocationEffect::transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const
{
//by default effect covers exactly spell range
return EffectTarget(spellTarget);
}
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,41 +1,41 @@
/*
* LocationEffect.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
#include "Effect.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class LocationEffect : public Effect
{
public:
void adjustTargetTypes(std::vector<TargetType> & types) const override;
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
private:
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* LocationEffect.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
#include "Effect.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class LocationEffect : public Effect
{
public:
void adjustTargetTypes(std::vector<TargetType> & types) const override;
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
private:
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,43 +1,43 @@
/*
* Moat.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
#include "Obstacle.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Bonus;
namespace spells
{
namespace effects
{
class Moat : public Obstacle
{
private:
ObstacleSideOptions sideOptions; //Defender only
std::vector<BattleHexArray> moatHexes; //Determine number of moat patches and hexes
std::vector<std::shared_ptr<Bonus>> bonus; //For battle-wide bonuses
bool dispellable; //For Tower landmines
int moatDamage; // Minimal moat damage
public:
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
void convertBonus(const Mechanics * m, std::vector<Bonus> & converted) const;
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* Moat.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
#include "Obstacle.h"
VCMI_LIB_NAMESPACE_BEGIN
struct Bonus;
namespace spells
{
namespace effects
{
class Moat : public Obstacle
{
private:
ObstacleSideOptions sideOptions; //Defender only
std::vector<BattleHexArray> moatHexes; //Determine number of moat patches and hexes
std::vector<std::shared_ptr<Bonus>> bonus; //For battle-wide bonuses
bool dispellable; //For Tower landmines
int moatDamage; // Minimal moat damage
public:
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
void convertBonus(const Mechanics * m, std::vector<Bonus> & converted) const;
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,78 +1,78 @@
/*
* Obstacle.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
#include "LocationEffect.h"
#include "../../GameConstants.h"
#include "../../battle/BattleHexArray.h"
#include "../../battle/CObstacleInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class ObstacleSideOptions
{
public:
using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
RelativeShape shape; //shape of single obstacle relative to obstacle position
RelativeShape range; //position of obstacles relative to effect destination
AudioPath appearSound;
AnimationPath appearAnimation;
AnimationPath animation;
int offsetY = 0;
void serializeJson(JsonSerializeFormat & handler);
};
class Obstacle : public LocationEffect
{
public:
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
virtual void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
bool hidden = false;
bool trigger = false;
bool trap = false;
bool removeOnTrigger = false;
bool hideNative = false;
SpellID triggerAbility;
private:
int32_t patchCount = 0; //random patches to place, for massive spells should be >= 1, for non-massive ones if >= 1, then place only this number inside a target (like H5 landMine)
bool passable = false;
int32_t turnsRemaining = -1;
BattleSideArray<ObstacleSideOptions> sideOptions;
static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
static bool noRoomToPlace(Problem & problem, const Mechanics * m);
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* Obstacle.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
#include "LocationEffect.h"
#include "../../GameConstants.h"
#include "../../battle/BattleHexArray.h"
#include "../../battle/CObstacleInstance.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class ObstacleSideOptions
{
public:
using RelativeShape = std::vector<std::vector<BattleHex::EDir>>;
RelativeShape shape; //shape of single obstacle relative to obstacle position
RelativeShape range; //position of obstacles relative to effect destination
AudioPath appearSound;
AnimationPath appearAnimation;
AnimationPath animation;
int offsetY = 0;
void serializeJson(JsonSerializeFormat & handler);
};
class Obstacle : public LocationEffect
{
public:
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override;
virtual void placeObstacles(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const;
bool hidden = false;
bool trigger = false;
bool trap = false;
bool removeOnTrigger = false;
bool hideNative = false;
SpellID triggerAbility;
private:
int32_t patchCount = 0; //random patches to place, for massive spells should be >= 1, for non-massive ones if >= 1, then place only this number inside a target (like H5 landMine)
bool passable = false;
int32_t turnsRemaining = -1;
BattleSideArray<ObstacleSideOptions> sideOptions;
static bool isHexAvailable(const CBattleInfoCallback * cb, const BattleHex & hex, const bool mustBeClear);
static bool noRoomToPlace(Problem & problem, const Mechanics * m);
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,55 +1,55 @@
/*
* Summon.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
#include "Effect.h"
#include "../../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class Summon : public Effect
{
public:
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
void adjustTargetTypes(std::vector<TargetType> & types) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
private:
int32_t summonedCreatureAmount(const Mechanics * m) const;
int32_t summonedCreatureHealth(const Mechanics * m, const battle::Unit * unit) const;
CreatureID creature;
bool permanent = false;
bool exclusive = true;
bool summonByHealth = false;
bool summonSameUnit = false;
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* Summon.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
#include "Effect.h"
#include "../../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class Summon : public Effect
{
public:
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
void adjustTargetTypes(std::vector<TargetType> & types) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
void apply(ServerCallback * server, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
protected:
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
private:
int32_t summonedCreatureAmount(const Mechanics * m) const;
int32_t summonedCreatureHealth(const Mechanics * m, const battle::Unit * unit) const;
CreatureID creature;
bool permanent = false;
bool exclusive = true;
bool summonByHealth = false;
bool summonSameUnit = false;
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,61 +1,61 @@
/*
* UnitEffect.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
#include "Effect.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class UnitEffect : public Effect
{
public:
void adjustTargetTypes(std::vector<TargetType> & types) const override;
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
bool getStackFilter(const Mechanics * m, bool alwaysSmart, const battle::Unit * s) const;
virtual bool eraseByImmunityFilter(const Mechanics * m, const battle::Unit * s) const;
protected:
int32_t chainLength = 0;
double chainFactor = 0.0;
virtual bool isReceptive(const Mechanics * m, const battle::Unit * unit) const;
virtual bool isSmartTarget(const Mechanics * m, const battle::Unit * unit, bool alwaysSmart) const;
virtual bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const;
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
virtual void serializeJsonUnitEffect(JsonSerializeFormat & handler) = 0;
private:
bool ignoreImmunity = false;
EffectTarget transformTargetByRange(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
EffectTarget transformTargetByChain(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
};
}
}
VCMI_LIB_NAMESPACE_END
/*
* UnitEffect.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
#include "Effect.h"
VCMI_LIB_NAMESPACE_BEGIN
namespace spells
{
namespace effects
{
class UnitEffect : public Effect
{
public:
void adjustTargetTypes(std::vector<TargetType> & types) const override;
void adjustAffectedHexes(BattleHexArray & hexes, const Mechanics * m, const Target & spellTarget) const override;
bool applicable(Problem & problem, const Mechanics * m) const override;
bool applicable(Problem & problem, const Mechanics * m, const EffectTarget & target) const override;
EffectTarget filterTarget(const Mechanics * m, const EffectTarget & target) const override;
EffectTarget transformTarget(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const override;
bool getStackFilter(const Mechanics * m, bool alwaysSmart, const battle::Unit * s) const;
virtual bool eraseByImmunityFilter(const Mechanics * m, const battle::Unit * s) const;
protected:
int32_t chainLength = 0;
double chainFactor = 0.0;
virtual bool isReceptive(const Mechanics * m, const battle::Unit * unit) const;
virtual bool isSmartTarget(const Mechanics * m, const battle::Unit * unit, bool alwaysSmart) const;
virtual bool isValidTarget(const Mechanics * m, const battle::Unit * unit) const;
void serializeJsonEffect(JsonSerializeFormat & handler) override final;
virtual void serializeJsonUnitEffect(JsonSerializeFormat & handler) = 0;
private:
bool ignoreImmunity = false;
EffectTarget transformTargetByRange(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
EffectTarget transformTargetByChain(const Mechanics * m, const Target & aimPoint, const Target & spellTarget) const;
};
}
}
VCMI_LIB_NAMESPACE_END

View File

@@ -1,62 +1,62 @@
/*
* BattleFlowProcessor.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
#include "../lib/battle/BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
struct BattleHex;
class BattleHexArray;
class BattleAction;
class CBattleInfoCallback;
struct CObstacleInstance;
namespace battle
{
class Unit;
}
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
class BattleFlowProcessor : boost::noncopyable
{
BattleProcessor * owner;
CGameHandler * gameHandler;
const CStack * getNextStack(const CBattleInfoCallback & battle);
bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
void summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex);
void trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack);
void tryPlaceMoats(const CBattleInfoCallback & battle);
void castOpeningSpells(const CBattleInfoCallback & battle);
void activateNextStack(const CBattleInfoCallback & battle);
void startNextRound(const CBattleInfoCallback & battle, bool isFirstRound);
void stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * stack);
void removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle);
void stackTurnTrigger(const CBattleInfoCallback & battle, const CStack * stack);
void setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack);
void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
public:
explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
void onBattleStarted(const CBattleInfoCallback & battle);
void onTacticsEnded(const CBattleInfoCallback & battle);
void onActionMade(const CBattleInfoCallback & battle, const BattleAction & ba);
};
/*
* BattleFlowProcessor.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
#include "../lib/battle/BattleSide.h"
VCMI_LIB_NAMESPACE_BEGIN
class CStack;
struct BattleHex;
class BattleHexArray;
class BattleAction;
class CBattleInfoCallback;
struct CObstacleInstance;
namespace battle
{
class Unit;
}
VCMI_LIB_NAMESPACE_END
class CGameHandler;
class BattleProcessor;
/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
class BattleFlowProcessor : boost::noncopyable
{
BattleProcessor * owner;
CGameHandler * gameHandler;
const CStack * getNextStack(const CBattleInfoCallback & battle);
bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
void summonGuardiansHelper(const CBattleInfoCallback & battle, BattleHexArray & output, const BattleHex & targetPosition, BattleSide side, bool targetIsTwoHex);
void trySummonGuardians(const CBattleInfoCallback & battle, const CStack * stack);
void tryPlaceMoats(const CBattleInfoCallback & battle);
void castOpeningSpells(const CBattleInfoCallback & battle);
void activateNextStack(const CBattleInfoCallback & battle);
void startNextRound(const CBattleInfoCallback & battle, bool isFirstRound);
void stackEnchantedTrigger(const CBattleInfoCallback & battle, const CStack * stack);
void removeObstacle(const CBattleInfoCallback & battle, const CObstacleInstance & obstacle);
void stackTurnTrigger(const CBattleInfoCallback & battle, const CStack * stack);
void setActiveStack(const CBattleInfoCallback & battle, const battle::Unit * stack);
void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
public:
explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
void onBattleStarted(const CBattleInfoCallback & battle);
void onTacticsEnded(const CBattleInfoCallback & battle);
void onActionMade(const CBattleInfoCallback & battle, const BattleAction & ba);
};