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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

refactor BattleFlowProcessor

This commit is contained in:
Opuszek
2025-07-10 13:27:29 +02:00
parent ac06f3d557
commit 8e6af8ed78
2 changed files with 80 additions and 47 deletions

View File

@@ -342,6 +342,21 @@ void BattleFlowProcessor::activateNextStack(const CBattleInfoCallback & battle)
bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * next)
{
bool actionPerformed = tryActivateMoralePenalty(battle, next) || tryActivateBerserkPenalty(battle, next) || tryAutomaticActionOfWarMachines(battle, next);
if (!actionPerformed) {
stackTurnTrigger(battle, next); //various effects
if(next->fear)
{
makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
return true;
}
}
return actionPerformed;
}
bool BattleFlowProcessor::tryActivateMoralePenalty(const CBattleInfoCallback & battle, const CStack * next) {
// check for bad morale => freeze
int nextStackMorale = next->moraleVal();
if(!next->hadMorale && !next->waited() && nextStackMorale < 0)
@@ -359,7 +374,10 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
return true;
}
}
return false;
}
bool BattleFlowProcessor::tryActivateBerserkPenalty(const CBattleInfoCallback & battle, const CStack * next) {
if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
{
logGlobal->trace("Handle Berserk effect");
@@ -383,7 +401,14 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
}
return true;
}
return false;
}
bool BattleFlowProcessor::tryAutomaticActionOfWarMachines(const CBattleInfoCallback & battle, const CStack * next) {
return tryMakeAutomaticActionOfBallistaOrTowers(battle, next) || tryMakeAutomaticActionOfCatapult(battle, next) || tryMakeAutomaticActionOfFirstAidTent(battle, next);
}
bool BattleFlowProcessor::tryMakeAutomaticActionOfBallistaOrTowers(const CBattleInfoCallback & battle, const CStack * next) {
const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
const CreatureID stackCreatureId = next->unitType()->getId();
@@ -449,7 +474,11 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
}
return true;
}
return false;
}
bool BattleFlowProcessor::tryMakeAutomaticActionOfCatapult(const CBattleInfoCallback & battle, const CStack * next) {
const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
if (next->unitType()->getId() == CreatureID::CATAPULT)
{
const auto & attackableBattleHexes = battle.getAttackableBattleHexes();
@@ -471,7 +500,11 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
return true;
}
}
return false;
}
bool BattleFlowProcessor::tryMakeAutomaticActionOfFirstAidTent(const CBattleInfoCallback & battle, const CStack * next) {
const CGHeroInstance * curOwner = battle.battleGetOwnerHero(next);
if (next->unitType()->getId() == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battle.battleGetStacksIf([&next](const CStack * s)
@@ -500,17 +533,10 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
return true;
}
}
stackTurnTrigger(battle, next); //various effects
if(next->fear)
{
makeStackDoNothing(battle, next); //end immediately if stack was affected by fear
return true;
}
return false;
}
bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, const CStack * next)
{
//check for good morale
@@ -539,7 +565,7 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
return false;
}
void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba) //here
{
const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
const auto * activeStack = battle.battleActiveUnit();

View File

@@ -38,6 +38,12 @@ class BattleFlowProcessor : boost::noncopyable
bool rollGoodMorale(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack);
bool tryActivateMoralePenalty(const CBattleInfoCallback & battle, const CStack * stack);
bool tryActivateBerserkPenalty(const CBattleInfoCallback & battle, const CStack * stack);
bool tryAutomaticActionOfWarMachines(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticActionOfBallistaOrTowers(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticActionOfCatapult(const CBattleInfoCallback & battle, const CStack * stack);
bool tryMakeAutomaticActionOfFirstAidTent(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);
@@ -54,6 +60,7 @@ class BattleFlowProcessor : boost::noncopyable
void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, const BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
public:
explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);