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Unified spellcasting handling with other actions
This commit is contained in:
parent
6297140bf5
commit
a1d3181a98
@ -283,7 +283,8 @@ void CBattleAI::activeStack( const CStack * stack )
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return;
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}
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attemptCastingSpell();
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if (attemptCastingSpell())
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return;
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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@ -476,14 +477,14 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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return attack;
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}
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void CBattleAI::attemptCastingSpell()
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bool CBattleAI::attemptCastingSpell()
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{
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auto hero = cb->battleGetMyHero();
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if(!hero)
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return;
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return false;
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if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
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return;
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return false;
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LOGL("Casting spells sounds like fun. Let's see...");
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//Get all spells we can cast
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@ -522,7 +523,7 @@ void CBattleAI::attemptCastingSpell()
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}
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LOGFL("Found %d spell-target combinations.", possibleCasts.size());
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if(possibleCasts.empty())
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return;
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return false;
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using ValueMap = PossibleSpellcast::ValueMap;
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@ -657,7 +658,7 @@ void CBattleAI::attemptCastingSpell()
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if(battleIsFinishedOpt)
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{
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print("No need to cast a spell. Battle will finish soon.");
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return;
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return false;
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}
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}
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}
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@ -786,10 +787,12 @@ void CBattleAI::attemptCastingSpell()
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spellcast.stackNumber = (!side) ? -1 : -2;
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cb->battleMakeSpellAction(spellcast);
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movesSkippedByDefense = 0;
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return true;
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}
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else
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{
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LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
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return false;
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}
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}
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@ -68,7 +68,7 @@ public:
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~CBattleAI();
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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void attemptCastingSpell();
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bool attemptCastingSpell();
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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@ -136,13 +136,8 @@ bool BattleActionProcessor::doHeroSpellAction(const BattleAction & ba)
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return false;
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}
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StartAction start_action(ba);
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gameHandler->sendAndApply(&start_action); //start spell casting
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parameters.cast(gameHandler->spellEnv, ba.getTarget(gameHandler->gameState()->curB));
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EndAction end_action;
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gameHandler->sendAndApply(&end_action);
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return true;
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}
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@ -18,7 +18,8 @@ struct BattleHex;
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class CStack;
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enum class BonusType;
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namespace battle {
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namespace battle
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{
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class Unit;
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class CUnitState;
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}
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@ -28,6 +29,7 @@ VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class BattleProcessor;
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/// Processes incoming battle action queries and applies requested action(s)
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class BattleActionProcessor : boost::noncopyable
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{
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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@ -71,7 +73,5 @@ public:
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explicit BattleActionProcessor(BattleProcessor * owner);
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void setGameHandler(CGameHandler * newGameHandler);
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bool makeBattleAction(const BattleAction &ba);
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bool makeBattleAction(const BattleAction & ba);
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};
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@ -147,6 +147,72 @@ void BattleFlowProcessor::onBattleStarted()
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onTacticsEnded();
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}
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void BattleFlowProcessor::trySummonGuardians(const CStack * stack)
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{
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if (!stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
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return;
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std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
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auto accessibility = gameHandler->getAccesibility();
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CreatureID creatureData = CreatureID(summonInfo->subtype);
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std::vector<BattleHex> targetHexes;
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const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
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const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
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/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
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For one-hex targets there are four guardians - front, back and one per side (up + down).
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Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
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Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
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if (!guardianIsBig)
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targetHexes = stack->getSurroundingHexes();
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else
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summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
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for(auto hex : targetHexes)
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{
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if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
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{
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battle::UnitInfo info;
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info.id = gameHandler->gameState()->curB->battleNextUnitId();
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info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
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info.type = creatureData;
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info.side = stack->unitSide();
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info.position = hex;
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info.summoned = true;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameHandler->sendAndApply(&pack);
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}
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}
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}
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void BattleFlowProcessor::castOpeningSpells()
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{
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for (int i = 0; i < 2; ++i)
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{
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auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
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if (!h)
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continue;
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TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
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for (auto b : *bl)
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{
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spells::BonusCaster caster(h, b);
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const CSpell * spell = SpellID(b->subtype).toSpell();
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spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
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parameters.setSpellLevel(3);
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parameters.setEffectDuration(b->val);
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parameters.massive = true;
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parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
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}
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}
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}
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void BattleFlowProcessor::onTacticsEnded()
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{
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//initial stacks appearance triggers, e.g. built-in bonus spells
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@ -154,73 +220,17 @@ void BattleFlowProcessor::onTacticsEnded()
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for (CStack * stack : initialStacks)
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{
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if (stack->hasBonusOfType(BonusType::SUMMON_GUARDIANS))
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{
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std::shared_ptr<const Bonus> summonInfo = stack->getBonus(Selector::type()(BonusType::SUMMON_GUARDIANS));
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auto accessibility = gameHandler->getAccesibility();
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CreatureID creatureData = CreatureID(summonInfo->subtype);
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std::vector<BattleHex> targetHexes;
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const bool targetIsBig = stack->unitType()->isDoubleWide(); //target = creature to guard
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const bool guardianIsBig = creatureData.toCreature()->isDoubleWide();
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/*Chosen idea for two hex units was to cover all possible surrounding hexes of target unit with as small number of stacks as possible.
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For one-hex targets there are four guardians - front, back and one per side (up + down).
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Two-hex targets are wider and the difference is there are two guardians per side to cover 3 hexes + extra hex in the front
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Additionally, there are special cases for starting positions etc., where guardians would be outside of battlefield if spawned normally*/
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if (!guardianIsBig)
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targetHexes = stack->getSurroundingHexes();
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else
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summonGuardiansHelper(targetHexes, stack->getPosition(), stack->unitSide(), targetIsBig);
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for(auto hex : targetHexes)
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{
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if(accessibility.accessible(hex, guardianIsBig, stack->unitSide())) //without this multiple creatures can occupy one hex
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{
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battle::UnitInfo info;
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info.id = gameHandler->gameState()->curB->battleNextUnitId();
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info.count = std::max(1, (int)(stack->getCount() * 0.01 * summonInfo->val));
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info.type = creatureData;
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info.side = stack->unitSide();
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info.position = hex;
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info.summoned = true;
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BattleUnitsChanged pack;
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pack.changedStacks.emplace_back(info.id, UnitChanges::EOperation::ADD);
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info.save(pack.changedStacks.back().data);
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gameHandler->sendAndApply(&pack);
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}
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}
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}
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trySummonGuardians(stack);
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stackEnchantedTrigger(stack);
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}
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//spells opening battle
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for (int i = 0; i < 2; ++i)
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{
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auto h = gameHandler->gameState()->curB->battleGetFightingHero(i);
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if (h)
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{
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TConstBonusListPtr bl = h->getBonuses(Selector::type()(BonusType::OPENING_BATTLE_SPELL));
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castOpeningSpells();
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for (auto b : *bl)
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{
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spells::BonusCaster caster(h, b);
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const CSpell * spell = SpellID(b->subtype).toSpell();
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spells::BattleCast parameters(gameHandler->gameState()->curB, &caster, spells::Mode::PASSIVE, spell);
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parameters.setSpellLevel(3);
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parameters.setEffectDuration(b->val);
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parameters.massive = true;
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parameters.castIfPossible(gameHandler->spellEnv, spells::Target());
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}
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}
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}
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// it is possible that due to opening spells one side was eliminated -> check for end of battle
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owner->checkBattleStateChanges();
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startNextRound(true);
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activateNextStack();
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}
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void BattleFlowProcessor::startNextRound(bool isFirstRound)
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@ -245,8 +255,6 @@ void BattleFlowProcessor::startNextRound(bool isFirstRound)
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if(stack->alive() && !isFirstRound)
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stackEnchantedTrigger(stack);
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}
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activateNextStack();
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}
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const CStack * BattleFlowProcessor::getNextStack()
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@ -296,7 +304,13 @@ void BattleFlowProcessor::activateNextStack()
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const CStack * next = getNextStack();
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if (!next)
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return;
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{
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// No stacks to move - start next round
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startNextRound(false);
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next = getNextStack();
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if (!next)
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throw std::runtime_error("Failed to find valid stack to act!");
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}
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BattleUnitsChanged removeGhosts;
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@ -499,27 +513,41 @@ bool BattleFlowProcessor::rollGoodMorale(const CStack * next)
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void BattleFlowProcessor::onActionMade(const BattleAction &ba)
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{
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const CStack * next = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
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const auto & battle = gameHandler->gameState()->curB;
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const CStack * actedStack = battle->battleGetStackByID(ba.stackNumber);
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const CStack * activeStack = battle->battleGetStackByID(battle->getActiveStackID());
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assert(activeStack != nullptr);
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//we're after action, all results applied
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owner->checkBattleStateChanges(); //check if this action ended the battle
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if(next == nullptr)
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return;
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bool heroAction = ba.actionType == EActionType::HERO_SPELL || ba.actionType ==EActionType::SURRENDER || ba.actionType ==EActionType::RETREAT || ba.actionType ==EActionType::END_TACTIC_PHASE;
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bool heroAction = ba.actionType == EActionType::HERO_SPELL || ba.actionType ==EActionType::SURRENDER|| ba.actionType ==EActionType::RETREAT;
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if (heroAction && next->alive())
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if (heroAction)
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{
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// this is action made by hero AND unit is alive (e.g. not killed by casted spell)
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// keep current active stack for next action
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return;
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if (activeStack->alive())
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{
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// this is action made by hero AND unit is alive (e.g. not killed by casted spell)
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// keep current active stack for next action
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BattleSetActiveStack sas;
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sas.stack = activeStack->unitId();
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gameHandler->sendAndApply(&sas);
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return;
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}
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}
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if (rollGoodMorale(next))
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else
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{
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// Good morale - same stack makes 2nd turn
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return;
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assert(actedStack != nullptr);
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if (rollGoodMorale(actedStack))
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{
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// Good morale - same stack makes 2nd turn
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BattleSetActiveStack sas;
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sas.stack = actedStack->unitId();
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gameHandler->sendAndApply(&sas);
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return;
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}
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}
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activateNextStack();
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@ -19,6 +19,7 @@ VCMI_LIB_NAMESPACE_END
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class CGameHandler;
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class BattleProcessor;
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/// Controls flow of battles - battle startup actions and switching to next stack or next round after actions
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class BattleFlowProcessor : boost::noncopyable
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{
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BattleProcessor * owner;
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@ -30,15 +31,17 @@ class BattleFlowProcessor : boost::noncopyable
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bool tryMakeAutomaticAction(const CStack * stack);
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void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleHex & targetPosition, ui8 side, bool targetIsTwoHex);
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void trySummonGuardians(const CStack * stack);
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void castOpeningSpells();
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void activateNextStack();
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void startNextRound(bool isFirstRound);
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void stackEnchantedTrigger(const CStack * stack);
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void removeObstacle(const CObstacleInstance &obstacle);
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void stackTurnTrigger(const CStack *stack);
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void removeObstacle(const CObstacleInstance & obstacle);
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void stackTurnTrigger(const CStack * stack);
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void makeStackDoNothing(const CStack * next);
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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bool makeAutomaticAction(const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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public:
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explicit BattleFlowProcessor(BattleProcessor * owner);
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@ -46,5 +49,5 @@ public:
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void onBattleStarted();
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void onTacticsEnded();
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void onActionMade(const BattleAction &ba);
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void onActionMade(const BattleAction & ba);
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};
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@ -27,6 +27,7 @@ class BattleActionProcessor;
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class BattleFlowProcessor;
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class BattleResultProcessor;
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/// Main class for battle handling. Contains all public interface for battles that is accessible from outside, e.g. for CGameHandler
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class BattleProcessor : boost::noncopyable
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{
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friend class BattleActionProcessor;
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@ -39,14 +40,15 @@ class BattleProcessor : boost::noncopyable
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std::unique_ptr<BattleResultProcessor> resultProcessor;
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void updateGateState();
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void engageIntoBattle( PlayerColor player );
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void engageIntoBattle(PlayerColor player);
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void checkBattleStateChanges();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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bool makeBattleAction(const BattleAction &ba);
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bool makeBattleAction(const BattleAction & ba);
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void setBattleResult(EBattleResult resultType, int victoriusSide);
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public:
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explicit BattleProcessor(CGameHandler * gameHandler);
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BattleProcessor();
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@ -54,14 +56,20 @@ public:
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void setGameHandler(CGameHandler * gameHandler);
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr); //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false); //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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/// Starts battle with specified parameters
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr);
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/// Starts battle between two armies (which can also be heroes) at specified tile
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false);
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/// Starts battle between two armies (which can also be heroes) at position of 2nd object
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false);
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bool makeBattleAction(PlayerColor player, BattleAction &ba);
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/// Processing of incoming battle action netpack
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bool makeBattleAction(PlayerColor player, BattleAction & ba);
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/// Applies results of a battle once player agrees to them
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void endBattleConfirm(const BattleInfo * battleInfo);
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void battleAfterLevelUp(const BattleResult &result);
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/// Applies results of a battle after potential levelup
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void battleAfterLevelUp(const BattleResult & result);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -24,7 +24,7 @@ struct CasualtiesAfterBattle
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{
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using TStackAndItsNewCount = std::pair<StackLocation, int>;
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using TSummoned = std::map<CreatureID, TQuantity>;
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enum {ERASE = -1};
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// enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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@ -32,7 +32,7 @@ struct CasualtiesAfterBattle
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
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void updateArmy(CGameHandler *gh);
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void updateArmy(CGameHandler * gh);
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};
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||||
struct FinishingBattleHelper
|
||||
@ -61,7 +61,7 @@ struct FinishingBattleHelper
|
||||
|
||||
class BattleResultProcessor : boost::noncopyable
|
||||
{
|
||||
// BattleProcessor * owner;
|
||||
// BattleProcessor * owner;
|
||||
CGameHandler * gameHandler;
|
||||
|
||||
std::unique_ptr<BattleResult> battleResult;
|
||||
@ -74,5 +74,5 @@ public:
|
||||
void setBattleResult(EBattleResult resultType, int victoriusSide);
|
||||
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
|
||||
void endBattleConfirm(const BattleInfo * battleInfo);
|
||||
void battleAfterLevelUp(const BattleResult &result);
|
||||
void battleAfterLevelUp(const BattleResult & result);
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user