1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Fixed paths through teleport, formatting cleanup

This commit is contained in:
Ivan Savenko 2023-09-16 20:07:02 +03:00
parent f08028a158
commit b7de685483
4 changed files with 151 additions and 111 deletions

View File

@ -1236,6 +1236,9 @@ void CPlayerInterface::requestRealized( PackageApplied *pa )
{
if(pa->packType == typeList.getTypeID<MoveHero>())
movementController->onMoveHeroApplied();
if(pa->packType == typeList.getTypeID<QueryReply>())
movementController->onQueryReplyApplied();
}
void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)

View File

@ -1,5 +1,5 @@
/*
* CPlayerInterface.cpp, part of VCMI engine
* HeroMovementController.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -24,37 +24,19 @@
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/RoadHandler.h"
#include "../lib/TerrainHandler.h"
#include "../lib/NetPacks.h"
#include "../lib/CondSh.h"
std::optional<int3> HeroMovementController::getLastTile(const CGHeroInstance * hero) const
{
if (!LOCPLINT->localState->hasPath(hero))
return std::nullopt;
return LOCPLINT->localState->getPath(hero).endPos();
}
std::optional<int3> HeroMovementController::getNextTile(const CGHeroInstance * hero) const
{
if (!LOCPLINT->localState->hasPath(hero))
return std::nullopt;
return LOCPLINT->localState->getPath(hero).nextNode().coord;
}
bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
{
if(!duringMovement)
return false;
if (!LOCPLINT->localState->hasPath(hero))
if(!LOCPLINT->localState->hasPath(hero))
return false;
if (garrison->visitableAt(*getLastTile(hero)))
if(garrison->visitableAt(LOCPLINT->localState->getPath(hero).lastNode().coord))
return false; // hero want to enter garrison, not pass through it
return true;
@ -83,9 +65,13 @@ void HeroMovementController::onBattleStarted()
void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
assert(hero == currentlyMovingHero);
// Player entered teleporter
// Check whether hero that has entered teleporter has paths that goes through teleporter and select appropriate exit
// othervice, ask server to select one randomly by sending invalid (-1) value as answer
assert(waitingForQueryApplyReply == false);
waitingForQueryApplyReply = true;
if (!LOCPLINT->localState->hasPath(hero))
if(!LOCPLINT->localState->hasPath(hero))
{
// Hero enters teleporter without specifying exit - select it randomly
LOCPLINT->cb->selectionMade(-1, askID);
@ -95,12 +81,14 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
const auto & heroPath = LOCPLINT->localState->getPath(hero);
const auto & nextNode = heroPath.nextNode();
for (size_t i = 0; i < exits.size(); ++i)
for(size_t i = 0; i < exits.size(); ++i)
{
const auto * teleporter = LOCPLINT->cb->getObj(exits[i].first);
if (teleporter && teleporter->visitableAt(nextNode.coord))
if(teleporter && teleporter->visitableAt(nextNode.coord))
{
// Remove this node from path - it will be covered by teleportation
//LOCPLINT->localState->removeLastNode(hero);
LOCPLINT->cb->selectionMade(i, askID);
return;
}
@ -113,27 +101,28 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
{
if (hero->tempOwner != LOCPLINT->playerID)
// Once hero moved (or attempted to move) we need to update path
// to make sure that it is still valid or remove it completely if destination has been reached
if(hero->tempOwner != LOCPLINT->playerID)
return;
if (!LOCPLINT->localState->hasPath(hero))
if(!LOCPLINT->localState->hasPath(hero))
return; // may happen when hero teleports
assert(hero == currentlyMovingHero);
assert(LOCPLINT->makingTurn);
assert(getNextTile(hero).has_value());
bool directlyAttackingCreature = details.attackedFrom.has_value() && getLastTile(hero) == details.attackedFrom;
bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
auto desiredTarget = getNextTile(hero);
auto actualTarget = hero->convertToVisitablePos(details.end);
int3 desiredTarget = LOCPLINT->localState->getPath(hero).nextNode().coord;
int3 actualTarget = hero->convertToVisitablePos(details.end);
//don't erase path when revisiting with spacebar
bool heroChangedTile = details.start != details.end;
if (desiredTarget && heroChangedTile)
if(heroChangedTile)
{
if (*desiredTarget != actualTarget)
if(desiredTarget != actualTarget)
{
//invalidate path - movement was not along current path
//possible reasons: teleport, visit of object with "blocking visit" property
@ -152,12 +141,20 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
{
if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
// Server initiated movement -> start movement animation
// Note that this movement is not necessarily of owned heroes - other players movement will also pass through this method
if(details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
{
if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
CCS->soundh->playSound(hero->getRemovalSound().value());
}
bool directlyAttackingCreature =
details.attackedFrom.has_value() &&
LOCPLINT->localState->hasPath(hero) &&
LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
std::unordered_set<int3> changedTiles {
hero->convertToVisitablePos(details.start),
hero->convertToVisitablePos(details.end)
@ -167,61 +164,86 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
updatePath(hero, details);
if(details.stopMovement()) //hero failed to move
if(details.stopMovement())
{
if (duringMovement)
if(duringMovement)
endHeroMove(hero);
return;
}
// We are in network thread
// Block netpack processing until movement animation is over
CGI->mh->waitForOngoingAnimations();
//move finished
adventureInt->onHeroChanged(hero);
// // Hero attacked creature directly, set direction to face it.
// if (directlyAttackingCreature)
// {
// // Get direction to attacker.
// int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
// static const ui8 dirLookup[3][3] =
// {
// { 1, 2, 3 },
// { 8, 0, 4 },
// { 7, 6, 5 }
// };
// // FIXME: Avoid const_cast, make moveDir mutable in some other way?
// const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
// }
// Hero attacked creature, set direction to face it.
if(directlyAttackingCreature)
{
// Get direction to attacker.
int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
static const ui8 dirLookup[3][3] =
{
{ 1, 2, 3 },
{ 8, 0, 4 },
{ 7, 6, 5 }
};
//FIXME: better handling of this case without const_cast
const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
}
}
void HeroMovementController::onQueryReplyApplied()
{
if(duringMovement)
{
// Server accepted our TeleportDialog query reply and moved hero
// Continue moving alongside our path, if any
assert(waitingForQueryApplyReply);
waitingForQueryApplyReply = false;
onMoveHeroApplied();
}
}
void HeroMovementController::onMoveHeroApplied()
{
//check if user cancelled movement
if (GH.input().ignoreEventsUntilInput())
// at this point, server have finished processing of hero movement request
// as well as all side effectes from movement, such as object visit or combat start
// this was request to move alongside path from player, but either another player or teleport action
if(!duringMovement)
return;
// hero has moved onto teleporter and activated it
// in this case next movement should be done only after query reply has been acknowledged
// and hero has been moved to teleport destination
if(waitingForQueryApplyReply)
return;
if(GH.input().ignoreEventsUntilInput())
stoppingMovement = true;
if (duringMovement)
assert(currentlyMovingHero);
const auto * hero = currentlyMovingHero;
bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
bool wantStop = stoppingMovement;
bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
if(!canMove)
{
assert(currentlyMovingHero);
auto const * hero = currentlyMovingHero;
bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
bool wantStop = stoppingMovement;
bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
if (!canMove)
{
endHeroMove(hero);
}
else if ( wantStop && canStop )
{
endHeroMove(hero);
}
else
{
moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
}
endHeroMove(hero);
}
else if(wantStop && canStop)
{
endHeroMove(hero);
}
else
{
moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
}
}
@ -234,6 +256,7 @@ void HeroMovementController::movementAbortRequested()
void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
{
assert(duringMovement == true);
assert(currentlyMovingHero != nullptr);
duringMovement = false;
stoppingMovement = false;
currentlyMovingHero = nullptr;
@ -244,17 +267,17 @@ void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
{
if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
if(moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
return {};
if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
if(moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
return {};
if (moveType == EPathNodeAction::BLOCKING_VISIT)
if(moveType == EPathNodeAction::BLOCKING_VISIT)
return {};
// flying movement sound
if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
if(hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
return AudioPath::builtin("HORSE10.wav");
auto prevTile = LOCPLINT->cb->getTile(posPrev);
@ -264,7 +287,7 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
auto nextRoad = nextTile->roadType;
bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
if (movingOnRoad)
if(movingOnRoad)
return nextTile->terType->horseSound;
else
return nextTile->terType->horseSoundPenalty;
@ -279,10 +302,10 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
{
currentMovementSoundName = newSoundName;
if (currentMovementSoundChannel != -1)
if(currentMovementSoundChannel != -1)
CCS->soundh->stopSound(currentMovementSoundChannel);
if (!currentMovementSoundName.empty())
if(!currentMovementSoundName.empty())
currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
else
currentMovementSoundChannel = -1;
@ -291,17 +314,18 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
void HeroMovementController::stopMovementSound()
{
CCS->soundh->stopSound(currentMovementSoundChannel);
if(currentMovementSoundChannel != -1)
CCS->soundh->stopSound(currentMovementSoundChannel);
currentMovementSoundChannel = -1;
currentMovementSoundName = AudioPath();
}
bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const
{
if (node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL)
if(node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL)
return false;
if (node.accessible != EPathAccessibility::ACCESSIBLE)
if(node.accessible != EPathAccessibility::ACCESSIBLE)
return false;
return true;
@ -313,12 +337,15 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
duringMovement = true;
currentlyMovingHero = h;
CCS->curh->show();
CCS->curh->hide();
moveHeroOnce(h, path);
}
void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
{
// Moves hero once, sends request to server and immediately returns
// movement alongside paths will be done on receiving response from server
assert(duringMovement == true);
const auto & currNode = path.currNode();
@ -329,9 +356,10 @@ void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath
int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
if (nextNode.isTeleportAction())
if(nextNode.isTeleportAction())
{
stopMovementSound();
logGlobal->trace("Requesting hero teleportation to %s", nextNode.coord.toString());
LOCPLINT->cb->moveHero(h, nextCoord, false);
return;
}

View File

@ -1,5 +1,5 @@
/*
* CPlayerInterface.h, part of VCMI engine
* HeroMovementController.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -32,15 +32,12 @@ class HeroMovementController
/// movement was requested to be terminated, e.g. by player or due to inability to move
bool stoppingMovement = false;
bool waitingForQueryApplyReply = false;
const CGHeroInstance * currentlyMovingHero = nullptr;
AudioPath currentMovementSoundName;
int currentMovementSoundChannel = -1;
/// return final node in a path, if exists
std::optional<int3> getLastTile(const CGHeroInstance * h) const;
/// return first path in a path, if exists
std::optional<int3> getNextTile(const CGHeroInstance * h) const;
bool canHeroStopAtNode(const CGPathNode & node) const;
void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
@ -56,11 +53,16 @@ class HeroMovementController
public:
// const queries
/// Returns true if hero should move through garrison without displaying garrison dialog
bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
/// Returns true if there is an ongoing hero movement process
bool isHeroMoving() const;
// netpack handlers
void onMoveHeroApplied();
void onQueryReplyApplied();
void onPlayerTurnStarted();
void onBattleStarted();
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);

View File

@ -1111,29 +1111,36 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
const bool standAtObstacle = t.blocked && !t.visitable;
const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (((!t.terType->isPassable() || (standAtObstacle && !canFly))
&& complain("Cannot move hero, destination tile is blocked!"))
|| ((standAtWater && !canFly && !canWalkOnSea) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
&& complain("Cannot move hero, destination tile is on water!"))
|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
&& complain("Cannot disembark hero, tile is blocked!"))
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
&& complain("Tiles are not neighboring!"))
|| ((h->inTownGarrison)
&& complain("Can not move garrisoned hero!"))
|| (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
&& complain("Hero doesn't have any movement points left!"))
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
&& complain("Hero cannot transit over this tile!"))
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
&& complain("Cannot move hero during the battle"))*/)
{
auto const complainRet = [&](const std::string & message){
//send info about movement failure
complain(message);
sendAndApply(&tmh);
return false;
}
};
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
if (!t.terType->isPassable() || (standAtObstacle && !canFly))
complainRet("Cannot move hero, destination tile is blocked!");
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
if(standAtWater && !canFly && !canWalkOnSea)
complainRet("Cannot move hero, destination tile is on water!");
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
complainRet("Cannot disembark hero, tile is blocked!");
if(distance(h->pos, dst) >= 1.5 && !teleporting)
complainRet("Tiles are not neighboring!");
if(h->inTownGarrison)
complainRet("Can not move garrisoned hero!");
if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
complainRet("Hero doesn't have any movement points left!");
if (transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
complainRet("Hero cannot transit over this tile!");
//several generic blocks of code