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Minor rework & cleanup of combat replays
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b8110218c0
commit
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@ -826,7 +826,7 @@ void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcas
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ps.value = totalGain;
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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LOG_TRACE(logAi);
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side = Side;
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@ -83,7 +83,7 @@ public:
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BattleAction selectStackAction(const CStack * stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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@ -809,7 +809,7 @@ void AIGateway::makeTurn()
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for (auto h : cb->getHeroesInfo())
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{
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if (h->movementPointsRemaining())
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logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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}
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#if NKAI_TRACE_LEVEL == 0
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}
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@ -1065,14 +1065,14 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
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}
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}
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
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{
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NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
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}
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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@ -1083,12 +1083,16 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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if (queryID != -1)
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{
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answerQuery(queryID, confirmAction);
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});
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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}
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CAdventureAI::battleEnd(br, queryID);
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}
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@ -1175,7 +1179,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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if(startHpos == dst)
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{
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
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assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
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//assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
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// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
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@ -169,7 +169,7 @@ public:
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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@ -242,7 +242,7 @@ void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
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print("battleStacksEffectsSet called");
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}
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void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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print("battleStart called");
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side = Side;
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@ -44,7 +44,7 @@ public:
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void battleSpellCast(const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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private:
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@ -819,7 +819,7 @@ void VCAI::makeTurn()
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for (auto h : cb->getHeroesInfo())
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{
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if (h->movementPointsRemaining())
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logAi->warn("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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logAi->info("Hero %s has %d MP left", h->getNameTranslated(), h->movementPointsRemaining());
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}
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}
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catch (boost::thread_interrupted & e)
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@ -1575,14 +1575,14 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
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}
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void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
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{
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NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
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status.setBattle(ONGOING_BATTLE);
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const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
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}
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void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
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@ -1593,12 +1593,16 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
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bool won = br->winner == myCb->battleGetMySide();
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logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
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battlename.clear();
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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if (queryID != -1)
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{
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answerQuery(queryID, confirmAction);
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});
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status.addQuery(queryID, "Combat result dialog");
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const int confirmAction = 0;
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requestActionASAP([=]()
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{
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answerQuery(queryID, confirmAction);
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});
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}
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CAdventureAI::battleEnd(br, queryID);
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}
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@ -201,7 +201,7 @@ public:
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void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side) override;
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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@ -652,26 +652,20 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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waitForAllDialogs();
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}
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
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lastBattleArmies.first = army1;
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lastBattleArmies.second = army2;
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//quick combat with neutral creatures only
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auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
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if((!autoBattleResultRefused && !allowBattleReplay && army2_object
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&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
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&& settings["adventure"]["quickCombat"].Bool())
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|| settings["adventure"]["alwaysSkipCombat"].Bool())
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bool useQuickCombat = settings["adventure"]["quickCombat"].Bool();
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bool forceQuickCombat = settings["adventure"]["forceQuickCombat"].Bool();
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if ((replayAllowed && useQuickCombat) || forceQuickCombat)
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{
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autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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autofightingAI->initBattleInterface(env, cb);
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autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
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autofightingAI->battleStart(army1, army2, tile, hero1, hero2, side, false);
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isAutoFightOn = true;
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cb->registerBattleInterface(autofightingAI);
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// Player shouldn't be able to move on adventure map if quick combat is going
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allowBattleReplay = true;
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}
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//Don't wait for dialogs when we are non-active hot-seat player
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@ -843,13 +837,17 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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if(!battleInt)
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{
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bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
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allowBattleReplay = false;
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bool allowManualReplay = queryID != -1;
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auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
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wnd->resultCallback = [=](ui32 selection)
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if (allowManualReplay)
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{
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cb->selectionMade(selection, queryID);
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};
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wnd->resultCallback = [=](ui32 selection)
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{
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cb->selectionMade(selection, queryID);
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};
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}
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GH.windows().pushWindow(wnd);
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// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
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// Otherwise NewTurn causes freeze.
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@ -65,8 +65,6 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
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int firstCall;
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int autosaveCount;
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std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
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bool allowBattleReplay = false;
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std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
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const BattleAction *curAction; //during the battle - action currently performed by active stack (or nullptr)
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@ -169,7 +167,7 @@ protected: // Call-ins from server, should not be called directly, but only via
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void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
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void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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@ -580,7 +580,7 @@ void CClient::battleStarted(const BattleInfo * info)
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auto callBattleStart = [&](PlayerColor color, ui8 side)
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{
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if(vstd::contains(battleints, color))
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side);
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battleints[color]->battleStart(leftSide.armyObject, rightSide.armyObject, info->tile, leftSide.hero, rightSide.hero, side, info->replayAllowed);
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};
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callBattleStart(leftSide.color, 0);
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@ -501,7 +501,7 @@ void BattleWindow::bAutofightf()
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auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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ai->initBattleInterface(owner.curInt->env, owner.curInt->cb);
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ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide());
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ai->battleStart(owner.army1, owner.army2, int3(0,0,0), owner.attackingHeroInstance, owner.defendingHeroInstance, owner.curInt->cb->battleGetMySide(), false);
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owner.curInt->autofightingAI = ai;
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owner.curInt->cb->registerBattleInterface(ai);
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@ -223,7 +223,7 @@
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"type" : "object",
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"additionalProperties" : false,
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"default" : {},
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"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat", "borderScroll", "leftButtonDrag" ],
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"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "forceQuickCombat", "borderScroll", "leftButtonDrag" ],
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"properties" : {
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"heroMoveTime" : {
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"type" : "number",
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@ -253,7 +253,7 @@
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"type" : "boolean",
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"default" : true
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},
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"alwaysSkipCombat" : {
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"forceQuickCombat" : {
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"type" : "boolean",
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"default" : false
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},
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@ -168,13 +168,13 @@ void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
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}
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void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
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const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
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const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
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{
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assert(!battleAI);
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assert(cbc);
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battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
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battleAI->initBattleInterface(env, cbc);
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battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
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battleAI->battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
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}
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void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
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@ -149,7 +149,7 @@ public:
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virtual void yourTacticPhase(int distance) override;
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virtual void battleNewRound(int round) override;
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virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override;
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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virtual void actionStarted(const BattleAction &action) override;
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virtual void battleNewRoundFirst(int round) override;
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@ -69,7 +69,7 @@ public:
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virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
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virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
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virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
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virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
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||||
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||
|
@ -207,6 +207,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
|
||||
curB->round = -2;
|
||||
curB->activeStack = -1;
|
||||
curB->creatureBank = creatureBank;
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||||
curB->replayAllowed = false;
|
||||
|
||||
if(town)
|
||||
{
|
||||
|
@ -36,6 +36,7 @@ public:
|
||||
const CGTownInstance * town; //used during town siege, nullptr if this is not a siege (note that fortless town IS also a siege)
|
||||
int3 tile; //for background and bonuses
|
||||
bool creatureBank; //auxilary field, do not serialize
|
||||
bool replayAllowed;
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||
SiegeInfo si;
|
||||
@ -61,6 +62,10 @@ public:
|
||||
h & tacticsSide;
|
||||
h & tacticDistance;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
if (version > 824)
|
||||
h & replayAllowed;
|
||||
else
|
||||
replayAllowed = false;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
@ -14,7 +14,7 @@
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
const ui32 SERIALIZATION_VERSION = 824;
|
||||
const ui32 SERIALIZATION_VERSION = 825;
|
||||
const ui32 MINIMAL_SERIALIZATION_VERSION = 824;
|
||||
const std::string SAVEGAME_MAGIC = "VCMISVG";
|
||||
|
||||
|
@ -607,9 +607,15 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
|
||||
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
|
||||
|
||||
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
||||
battleResult.data->queryID = battleDialogQuery->queryID;
|
||||
queries.addQuery(battleDialogQuery);
|
||||
// in battles against neutrals, 1st player can ask to replay battle manually
|
||||
if (!gs->curB->sides[1].color.isValidPlayer())
|
||||
{
|
||||
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
|
||||
battleResult.data->queryID = battleDialogQuery->queryID;
|
||||
queries.addQuery(battleDialogQuery);
|
||||
}
|
||||
else
|
||||
battleResult.data->queryID = -1;
|
||||
|
||||
//set same battle result for all queries
|
||||
for(auto q : queries.allQueries())
|
||||
@ -620,6 +626,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
|
||||
}
|
||||
|
||||
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
||||
|
||||
if (battleResult.data->queryID == -1)
|
||||
endBattleConfirm(gs->curB);
|
||||
}
|
||||
|
||||
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
|
||||
@ -2118,6 +2127,10 @@ void CGameHandler::setupBattle(int3 tile, const CArmedInstance *armies[2], const
|
||||
//send info about battles
|
||||
BattleStart bs;
|
||||
bs.info = BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);
|
||||
|
||||
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(bs.info->sides[0].color));
|
||||
bs.info->replayAllowed = lastBattleQuery == nullptr && !bs.info->sides[1].color.isValidPlayer();
|
||||
|
||||
sendAndApply(&bs);
|
||||
}
|
||||
|
||||
@ -2587,39 +2600,39 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
||||
heroes[0] = hero1;
|
||||
heroes[1] = hero2;
|
||||
|
||||
|
||||
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
|
||||
auto lastBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||
|
||||
//existing battle query for retying auto-combat
|
||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||
if(battleQuery)
|
||||
if(lastBattleQuery)
|
||||
{
|
||||
for(int i : {0, 1})
|
||||
{
|
||||
if(heroes[i])
|
||||
{
|
||||
SetMana restoreInitialMana;
|
||||
restoreInitialMana.val = battleQuery->initialHeroMana[i];
|
||||
restoreInitialMana.val = lastBattleQuery->initialHeroMana[i];
|
||||
restoreInitialMana.hid = heroes[i]->id;
|
||||
sendAndApply(&restoreInitialMana);
|
||||
}
|
||||
}
|
||||
|
||||
battleQuery->bi = gs->curB;
|
||||
battleQuery->result = std::nullopt;
|
||||
battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
||||
battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
||||
lastBattleQuery->bi = gs->curB;
|
||||
lastBattleQuery->result = std::nullopt;
|
||||
lastBattleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
||||
lastBattleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
||||
}
|
||||
|
||||
battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||
auto nextBattleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||
for(int i : {0, 1})
|
||||
{
|
||||
if(heroes[i])
|
||||
{
|
||||
battleQuery->initialHeroMana[i] = heroes[i]->mana;
|
||||
nextBattleQuery->initialHeroMana[i] = heroes[i]->mana;
|
||||
}
|
||||
}
|
||||
queries.addQuery(battleQuery);
|
||||
queries.addQuery(nextBattleQuery);
|
||||
|
||||
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user