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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Fix 2160 dismissing a VIP hero

This commit is contained in:
Vadim Markovtsev 2016-01-27 13:47:42 +03:00
parent 4483c45905
commit 9f3313524e
5 changed files with 76 additions and 41 deletions

View File

@ -28,6 +28,7 @@
#include "../lib/CHeroHandler.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/NetPacksBase.h"
#include "../mapHandler.h"
/*
* CHeroWindow.cpp, part of VCMI engine
@ -275,6 +276,9 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
if(!LOCPLINT->cb->howManyTowns() && LOCPLINT->cb->howManyHeroes() == 1)
noDismiss = true;
if(curHero->isMissionCritical())
noDismiss = true;
dismissButton->block(!!curHero->visitedTown || noDismiss);
if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
@ -343,10 +347,10 @@ void CHeroWindow::commanderWindow()
void CHeroWindow::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
//printing hero's name
printAtMiddleLoc(curHero->name, 190, 38, FONT_BIG, Colors::YELLOW, to);
//printing hero's level
std::string secondLine= CGI->generaltexth->allTexts[342];
boost::algorithm::replace_first(secondLine,"%d",boost::lexical_cast<std::string>(curHero->level));
@ -360,14 +364,14 @@ void CHeroWindow::showAll(SDL_Surface * to)
primarySkill << primSkillAreas[m]->bonusValue;
printAtMiddleLoc(primarySkill.str(), 53 + 70 * m, 166, FONT_SMALL, Colors::WHITE, to);
}
//secondary skills
for(size_t v=0; v<std::min(secSkillAreas.size(), curHero->secSkills.size()); ++v)
{
printAtLoc(CGI->generaltexth->levels[curHero->secSkills[v].second-1], (v%2) ? 212 : 68, 280 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
printAtLoc(CGI->generaltexth->skillName[curHero->secSkills[v].first], (v%2) ? 212 : 68, 300 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
}
//printing special ability
printAtLoc(curHero->type->specName, 69, 205, FONT_SMALL, Colors::WHITE, to);
std::ostringstream expstr;

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@ -66,6 +66,10 @@ const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose
{
//funtion written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gs->players.find(color);
if (player != gs->players.end())
{
@ -229,13 +233,13 @@ bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown
{
if(!detailed && nullptr != selectedObject)
{
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
detailed = selectedHero->hasVisions(town, 1);
detailed = selectedHero->hasVisions(town, 1);
}
dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
}
}
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
else
@ -268,28 +272,28 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
bool accessFlag = hasAccess(h->tempOwner);
if(!accessFlag && nullptr != selectedObject)
{
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
if(nullptr != selectedHero)
accessFlag = selectedHero->hasVisions(hero, 1);
accessFlag = selectedHero->hasVisions(hero, 1);
}
dest.initFromHero(h, accessFlag);
//DISGUISED bonus implementation
if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
{
//todo: bonus cashing
//todo: bonus cashing
int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
{
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto & elem : info.army)
{
if(elem.second.type->AIValue > maxAIValue)
@ -298,7 +302,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
mostStrong = elem.second.type;
}
}
if(nullptr == mostStrong)//just in case
logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel;
else
@ -307,25 +311,25 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
elem.second.type = mostStrong;
}
};
auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
{
doBasicDisguise(info);
for(auto & elem : info.army)
elem.second.count = 0;
};
auto doExpertDisguise = [this,h](InfoAboutHero & info)
auto doExpertDisguise = [this,h](InfoAboutHero & info)
{
for(auto & elem : info.army)
elem.second.count = 0;
const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
int maxAIValue = 0;
const CCreature * mostStrong = nullptr;
for(auto creature : VLC->creh->creatures)
{
if(creature->faction == factionIndex && creature->AIValue > maxAIValue)
@ -334,35 +338,35 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
mostStrong = creature;
}
}
if(nullptr != mostStrong) //possible, faction may have no creatures at all
for(auto & elem : info.army)
elem.second.type = mostStrong;
};
};
switch (disguiseLevel)
{
case 0:
//no bonus at all - do nothing
break;
break;
case 1:
doBasicDisguise(dest);
break;
break;
case 2:
doAdvancedDisguise(dest);
break;
break;
case 3:
doExpertDisguise(dest);
break;
break;
default:
//invalid value
logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel;
break;
}
}
return true;
}
@ -486,7 +490,7 @@ std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVi
boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
for (size_t x = 0; x < width; x++)
for (size_t y = 0; y < height; y++)
for (size_t z = 0; z < levels; z++)
@ -964,4 +968,3 @@ void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 v
sob.val = static_cast<ui32>(val);
commitPackage(&sob);
}

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@ -2268,7 +2268,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
for (const TriggeredEvent & event : map->triggeredEvents)
{
if ((event.trigger.test(evaluateEvent)))
if (event.trigger.test(evaluateEvent))
{
if (event.effect.type == EventEffect::VICTORY)
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
@ -2285,7 +2285,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
return EVictoryLossCheckResult();
}
bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
bool CGameState::checkForVictory(PlayerColor player, const EventCondition & condition) const
{
const PlayerState *p = CGameInfoCallback::getPlayer(player);
switch (condition.condition)

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@ -23,6 +23,7 @@
#include "../CCreatureHandler.h"
#include "../BattleState.h"
#include "../CTownHandler.h"
#include "../mapping/CMap.h"
#include "CGTownInstance.h"
///helpers
@ -1454,3 +1455,27 @@ bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subty
return (distance < visionsRange) && (target->pos.z == pos.z);
}
bool CGHeroInstance::isMissionCritical() const
{
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
{
if(event.trigger.test([&](const EventCondition & condition)
{
if (condition.condition == EventCondition::CONTROL && condition.object)
{
auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
return (hero != this);
}
else if(condition.condition == EventCondition::IS_HUMAN)
{
return true;
}
return false;
}))
{
return true;
}
}
return false;
}

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@ -20,6 +20,7 @@
class CHero;
class CGBoat;
class CGTownInstance;
class CMap;
struct TerrainTile;
struct TurnInfo;
@ -211,6 +212,8 @@ public:
void updateSkill(SecondarySkill which, int val);
bool hasVisions(const CGObjectInstance * target, const int subtype) const;
/// If this hero perishes, the scenario is failed
bool isMissionCritical() const;
CGHeroInstance();
virtual ~CGHeroInstance();