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Intermediate commit
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307065a633
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@ -81,7 +81,7 @@ public:
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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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//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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//void battleEnd(const BattleResult *br) override;
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//void battleEnd(const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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@ -1090,7 +1090,7 @@ void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * arm
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void AIGateway::battleEnd(const BattleResult * br)
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void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
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{
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ONGOING_BATTLE);
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@ -1098,7 +1098,13 @@ void AIGateway::battleEnd(const BattleResult * br)
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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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CAdventureAI::battleEnd(br);
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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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CAdventureAI::battleEnd(br, queryID);
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}
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void AIGateway::waitTillFree()
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@ -169,7 +169,7 @@ public:
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boost::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 battleEnd(const BattleResult * br) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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@ -184,7 +184,7 @@ void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bs
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print("battleStacksAttacked called");
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}
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void CStupidAI::battleEnd(const BattleResult *br)
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void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
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{
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print("battleEnd called");
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}
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@ -32,7 +32,7 @@ public:
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void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleResult *br) override;
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void battleEnd(const BattleResult *br, QueryID queryID) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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@ -1580,7 +1580,7 @@ void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, i
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CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
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}
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void VCAI::battleEnd(const BattleResult * br)
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void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
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{
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ONGOING_BATTLE);
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@ -1588,7 +1588,13 @@ void VCAI::battleEnd(const BattleResult * br)
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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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CAdventureAI::battleEnd(br);
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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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CAdventureAI::battleEnd(br, queryID);
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}
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void VCAI::waitTillFree()
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@ -201,7 +201,7 @@ public:
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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 battleEnd(const BattleResult * br) override;
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void battleEnd(const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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void mainLoop();
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@ -693,7 +693,15 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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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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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (settings["adventure"]["quickCombat"].Bool())
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bool replay = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2); //will be true if player already refused auto-battle result
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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((!replay && !allowBattleReplay && army2_object
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&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
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&& settings["adventure"]["quickCombat"].Bool())
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|| settings["adventure"]["alwaysSkipCombat"].Bool())
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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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@ -702,6 +710,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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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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adventureInt->quickCombatLock();
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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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@ -889,7 +898,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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return ret;
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}
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void CPlayerInterface::battleEnd(const BattleResult *br)
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void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if(isAutoFightOn || autofightingAI)
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@ -900,7 +909,14 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
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if(!battleInt)
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{
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GH.pushIntT<BattleResultWindow>(*br, *this);
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bool replay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool(); //do not allow manual replay
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allowBattleReplay = false;
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auto wnd = std::make_shared<CBattleResultWindow>(*br, *this, replay);
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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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GH.pushInt(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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waitWhileDialog();
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@ -911,7 +927,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->battleFinished(*br);
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battleInt->battleFinished(*br, queryID);
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adventureInt->quickCombatUnlock();
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}
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@ -123,6 +123,8 @@ public:
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//During battle is quick combat mode is used
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std::shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
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bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
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bool allowBattleReplay = false;
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std::pair<const CCreatureSet *, const CCreatureSet *> lastBattleArmies;
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struct SpellbookLastSetting
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{
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@ -210,7 +212,7 @@ public:
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void actionStarted(const BattleAction& action) override;//occurs BEFORE action taken by active stack or by the hero
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) override; //stack performs attack
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void battleEnd(const BattleResult *br) override; //end of battle
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void battleEnd(const BattleResult *br, QueryID queryID) override; //end of battle
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; used for HP regen handling
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void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleLogMessage(const std::vector<MetaString> & lines) override;
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@ -553,13 +553,29 @@ void CClient::battleStarted(const BattleInfo * info)
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auto & leftSide = info->sides[0], & rightSide = info->sides[1];
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//If quick combat is not, do not prepare interfaces for battleint
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if(!settings["adventure"]["quickCombat"].Bool())
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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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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(vstd::contains(playerint, leftSide.color) && playerint[leftSide.color]->human)
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att = std::dynamic_pointer_cast<CPlayerInterface>(playerint[leftSide.color]);
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if(vstd::contains(playerint, rightSide.color) && playerint[rightSide.color]->human)
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def = std::dynamic_pointer_cast<CPlayerInterface>(playerint[rightSide.color]);
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//Remove player interfaces for auto battle (quickCombat option)
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if(att && att->isAutoFightOn)
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{
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att.reset();
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def.reset();
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}
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if(!settings["session"]["headless"].Bool())
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@ -579,18 +595,6 @@ void CClient::battleStarted(const BattleInfo * info)
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}
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}
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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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};
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callBattleStart(leftSide.color, 0);
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callBattleStart(rightSide.color, 1);
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callBattleStart(PlayerColor::UNFLAGGABLE, 1);
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if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
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callBattleStart(PlayerColor::SPECTATOR, 1);
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if(info->tacticDistance && vstd::contains(battleints, info->sides[info->tacticsSide].color))
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{
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boost::thread(&CClient::commenceTacticPhaseForInt, this, battleints[info->sides[info->tacticsSide].color]);
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@ -735,7 +735,7 @@ void ApplyFirstClientNetPackVisitor::visitBattleUpdateGateState(BattleUpdateGate
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void ApplyFirstClientNetPackVisitor::visitBattleResult(BattleResult & pack)
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{
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callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack);
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callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleEnd, &pack, queryID);
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cl.battleFinished();
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}
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@ -308,7 +308,7 @@ void BattleInterface::gateStateChanged(const EGateState state)
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siegeController->gateStateChanged(state);
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}
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void BattleInterface::battleFinished(const BattleResult& br)
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void BattleInterface::battleFinished(const BattleResult& br, QueryID queryID)
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{
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checkForAnimations();
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stacksController->setActiveStack(nullptr);
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@ -318,11 +318,18 @@ void BattleInterface::battleFinished(const BattleResult& br)
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
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{
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curInt->cb->selectionMade(0, queryID);
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windowObject->close();
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return;
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}
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GH.pushInt(std::make_shared<BattleResultWindow>(br, *(this->curInt)));
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auto wnd = std::make_shared<BattleResultWindow>(br, *(this->curInt));
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wnd->resultCallback = [=](ui32 selection)
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{
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curInt->cb->selectionMade(selection, queryID);
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};
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GH.pushInt(wnd);
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curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
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CPlayerInterface::battleInt = nullptr;
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}
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@ -200,7 +200,7 @@ public:
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void newRoundFirst( int round );
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void newRound(int number); //caled when round is ended; number is the number of round
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void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
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void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
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void battleFinished(const BattleResult& br, QueryID queryID); //called when battle is finished - battleresult window should be printed
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void spellCast(const BattleSpellCast *sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
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@ -397,7 +397,7 @@ HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
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labels.push_back(std::make_shared<CLabel>(39, 186, EFonts::FONT_TINY, ETextAlignment::CENTER, Colors::WHITE, std::to_string(currentSpellPoints) + "/" + std::to_string(maxSpellPoints)));
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}
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BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner)
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BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay)
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: owner(_owner)
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{
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OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
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@ -409,6 +409,12 @@ BattleResultWindow::BattleResultWindow(const BattleResult & br, CPlayerInterface
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exit = std::make_shared<CButton>(Point(384, 505), "iok6432.def", std::make_pair("", ""), [&](){ bExitf();}, SDLK_RETURN);
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exit->setBorderColor(Colors::METALLIC_GOLD);
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if(allowReplay)
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{
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repeat = std::make_shared<CButton>(Point(24, 505), "icn6432.def", std::make_pair("", ""), [&](){ bRepeatf();}, SDLK_ESCAPE);
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repeat->setBorderColor(Colors::METALLIC_GOLD);
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}
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if(br.winner == 0) //attacker won
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{
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labels.push_back(std::make_shared<CLabel>(59, 124, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->allTexts[410]));
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@ -569,8 +575,9 @@ void BattleResultWindow::show(SDL_Surface * to)
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CCS->videoh->update(pos.x + 107, pos.y + 70, to, true, false);
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}
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void BattleResultWindow::bExitf()
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void BattleResultWindow::buttonPressed(int button)
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{
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resultCallback(button);
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CPlayerInterface &intTmp = owner; //copy reference because "this" will be destructed soon
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close();
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@ -584,6 +591,16 @@ void BattleResultWindow::bExitf()
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CCS->videoh->close();
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}
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void BattleResultWindow::bExitf()
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{
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buttonPressed(0);
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}
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void BattleResultWindow::bRepeatf()
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{
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buttonPressed(1);
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}
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StackQueue::StackQueue(bool Embedded, BattleInterface & owner)
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: embedded(Embedded),
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owner(owner)
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@ -143,13 +143,18 @@ private:
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std::shared_ptr<CPicture> background;
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std::vector<std::shared_ptr<CLabel>> labels;
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std::shared_ptr<CButton> exit;
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std::shared_ptr<CButton> repeat;
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std::vector<std::shared_ptr<CAnimImage>> icons;
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std::shared_ptr<CTextBox> description;
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CPlayerInterface & owner;
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void buttonPressed(int button); //internal function for button callbacks
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public:
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BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner);
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BattleResultWindow(const BattleResult & br, CPlayerInterface & _owner, bool allowReplay = false);
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void bExitf(); //exit button callback
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void bRepeatf(); //repeat button callback
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std::function<void(int result)> resultCallback; //callback receiving which button was pressed
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void activate() override;
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void show(SDL_Surface * to = 0) override;
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@ -230,9 +230,9 @@ void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
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battleAI->battleSpellCast(sc);
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}
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void CAdventureAI::battleEnd(const BattleResult * br)
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void CAdventureAI::battleEnd(const BattleResult * br, QueryID queryID)
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{
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battleAI->battleEnd(br);
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battleAI->battleEnd(br, queryID);
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battleAI.reset();
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}
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@ -162,7 +162,7 @@ public:
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virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
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virtual void battleAttack(const BattleAttack *ba) override;
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virtual void battleSpellCast(const BattleSpellCast *sc) override;
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virtual void battleEnd(const BattleResult *br) override;
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virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
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virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
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virtual void saveGame(BinarySerializer & h, const int version) override;
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@ -60,7 +60,7 @@ public:
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virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
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virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
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virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(const BattleResult *br){};
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virtual void battleEnd(const BattleResult *br, QueryID queryID){};
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virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
|
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virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleLogMessage(const std::vector<MetaString> & lines){};
|
||||
|
@ -1466,12 +1466,31 @@ struct DLL_LINKAGE BattleSetActiveStack : public CPackForClient
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleResult : public CPackForClient
|
||||
struct DLL_LINKAGE BattleResultAccepted : public CPackForClient
|
||||
{
|
||||
void applyGs(CGameState * gs) const;
|
||||
|
||||
CGHeroInstance * hero1 = nullptr;
|
||||
CGHeroInstance * hero2 = nullptr;
|
||||
CArmedInstance * army1 = nullptr;
|
||||
CArmedInstance * army2 = nullptr;
|
||||
TExpType exp[2];
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hero1;
|
||||
h & hero2;
|
||||
h & army1;
|
||||
h & army2;
|
||||
h & exp;
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE BattleResult : public Query
|
||||
{
|
||||
enum EResult { NORMAL = 0, ESCAPE = 1, SURRENDER = 2 };
|
||||
|
||||
void applyFirstCl(CClient * cl);
|
||||
void applyGs(CGameState * gs);
|
||||
|
||||
EResult result = NORMAL;
|
||||
ui8 winner = 2; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
||||
@ -1483,6 +1502,7 @@ struct DLL_LINKAGE BattleResult : public CPackForClient
|
||||
|
||||
template <typename Handler> void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & queryID;
|
||||
h & result;
|
||||
h & winner;
|
||||
h & casualties[0];
|
||||
|
@ -2190,15 +2190,11 @@ void BattleUpdateGateState::applyGs(CGameState * gs) const
|
||||
gs->curB->si.gateState = state;
|
||||
}
|
||||
|
||||
void BattleResult::applyGs(CGameState *gs)
|
||||
void BattleResultAccepted::applyGs(CGameState * gs) const
|
||||
{
|
||||
for (auto & elem : gs->curB->stacks)
|
||||
delete elem;
|
||||
|
||||
|
||||
for(int i = 0; i < 2; ++i)
|
||||
for(auto * h : {hero1, hero2})
|
||||
{
|
||||
if(auto * h = gs->curB->battleGetFightingHero(i))
|
||||
if(h)
|
||||
{
|
||||
h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
|
||||
if (h->commander && h->commander->alive)
|
||||
@ -2214,14 +2210,19 @@ void BattleResult::applyGs(CGameState *gs)
|
||||
if(VLC->settings()->getBoolean(EGameSettings::MODULE_STACK_EXPERIENCE))
|
||||
{
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
if(exp[i])
|
||||
gs->curB->battleGetArmyObject(i)->giveStackExp(exp[i]);
|
||||
{
|
||||
if(auto * army = (i == 0 ? army1 : army2))
|
||||
army->giveStackExp(exp[i]);
|
||||
}
|
||||
}
|
||||
|
||||
CBonusSystemNode::treeHasChanged();
|
||||
}
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
gs->curB->battleGetArmyObject(i)->battle = nullptr;
|
||||
army1->battle = nullptr;
|
||||
army2->battle = nullptr;
|
||||
|
||||
gs->curB.dellNull();
|
||||
}
|
||||
|
@ -561,7 +561,15 @@ BattleInfo::BattleInfo():
|
||||
setNodeType(BATTLE);
|
||||
}
|
||||
|
||||
BattleInfo::~BattleInfo() = default;
|
||||
BattleInfo::~BattleInfo()
|
||||
{
|
||||
for (auto & elem : stacks)
|
||||
delete elem;
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
if(auto * _armyObj = battleGetArmyObject(i))
|
||||
_armyObj->battle = nullptr;
|
||||
}
|
||||
|
||||
int32_t BattleInfo::getActiveStackID() const
|
||||
{
|
||||
|
@ -34,6 +34,7 @@ public:
|
||||
si32 round, activeStack;
|
||||
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
|
||||
std::vector<CStack*> stacks;
|
||||
std::vector<std::shared_ptr<CObstacleInstance> > obstacles;
|
||||
SiegeInfo si;
|
||||
|
@ -266,6 +266,7 @@ void registerTypesClientPacks2(Serializer &s)
|
||||
s.template registerType<CPackForClient, BattleNextRound>();
|
||||
s.template registerType<CPackForClient, BattleSetActiveStack>();
|
||||
s.template registerType<CPackForClient, BattleResult>();
|
||||
s.template registerType<CPackForClient, BattleResultAccepted>();
|
||||
s.template registerType<CPackForClient, BattleLogMessage>();
|
||||
s.template registerType<CPackForClient, BattleStackMoved>();
|
||||
s.template registerType<CPackForClient, BattleAttack>();
|
||||
|
@ -832,6 +832,8 @@ void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
||||
{
|
||||
LOG_TRACE(logGlobal);
|
||||
|
||||
if(!finishingBattle)
|
||||
return;
|
||||
|
||||
finishingBattle->remainingBattleQueriesCount--;
|
||||
logGlobal->trace("Decremented queries count to %d", finishingBattle->remainingBattleQueriesCount);
|
||||
@ -914,6 +916,8 @@ void CGameHandler::battleAfterLevelUp(const BattleResult &result)
|
||||
sendAndApply(&sah);
|
||||
}
|
||||
}
|
||||
|
||||
finishingBattle.reset();
|
||||
}
|
||||
|
||||
void CGameHandler::makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter)
|
||||
@ -2627,6 +2631,9 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
||||
const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank,
|
||||
const CGTownInstance *town) //use hero=nullptr for no hero
|
||||
{
|
||||
if(gs->curB)
|
||||
gs->curB.dellNull();
|
||||
|
||||
engageIntoBattle(army1->tempOwner);
|
||||
engageIntoBattle(army2->tempOwner);
|
||||
|
||||
@ -2640,8 +2647,17 @@ void CGameHandler::startBattlePrimary(const CArmedInstance *army1, const CArmedI
|
||||
|
||||
setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
|
||||
|
||||
auto battleQuery = std::make_shared<CBattleQuery>(this, gs->curB);
|
||||
queries.addQuery(battleQuery);
|
||||
//existing battle query for retying auto-combat
|
||||
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
|
||||
if(battleQuery)
|
||||
{
|
||||
battleQuery->bi = gs->curB;
|
||||
battleQuery->result = boost::none;
|
||||
battleQuery->belligerents[0] = gs->curB->sides[0].armyObject;
|
||||
battleQuery->belligerents[1] = gs->curB->sides[1].armyObject;
|
||||
}
|
||||
|
||||
queries.addQuery(std::make_shared<CBattleQuery>(this, gs->curB));
|
||||
|
||||
this->battleThread = std::make_unique<boost::thread>(boost::thread(&CGameHandler::runBattle, this));
|
||||
}
|
||||
@ -7189,7 +7205,7 @@ void CGameHandler::showInfoDialog(const std::string & msg, PlayerColor player)
|
||||
showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
|
||||
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat):
|
||||
army(_army)
|
||||
{
|
||||
heroWithDeadCommander = ObjectInstanceID();
|
||||
@ -7341,12 +7357,14 @@ CGameHandler::FinishingBattleHelper::FinishingBattleHelper(std::shared_ptr<const
|
||||
loserHero = result.winner != 0 ? info.sides[0].hero : info.sides[1].hero;
|
||||
victor = info.sides[result.winner].color;
|
||||
loser = info.sides[!result.winner].color;
|
||||
winnerSide = result.winner;
|
||||
remainingBattleQueriesCount = RemainingBattleQueriesCount;
|
||||
}
|
||||
|
||||
CGameHandler::FinishingBattleHelper::FinishingBattleHelper()
|
||||
{
|
||||
winnerHero = loserHero = nullptr;
|
||||
winnerSide = 0;
|
||||
remainingBattleQueriesCount = 0;
|
||||
}
|
||||
|
||||
|
@ -88,7 +88,7 @@ struct CasualtiesAfterBattle
|
||||
TSummoned summoned;
|
||||
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
|
||||
|
||||
CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
|
||||
CasualtiesAfterBattle(const CArmedInstance * _army, const BattleInfo * bat);
|
||||
void updateArmy(CGameHandler *gh);
|
||||
};
|
||||
|
||||
@ -130,7 +130,8 @@ public:
|
||||
////used only in endBattle - don't touch elsewhere
|
||||
bool visitObjectAfterVictory;
|
||||
//
|
||||
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
|
||||
void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
|
||||
void endBattleConfirm(const BattleInfo * battleInfo);
|
||||
|
||||
void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
|
||||
|
||||
@ -314,8 +315,11 @@ public:
|
||||
FinishingBattleHelper();
|
||||
FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
|
||||
|
||||
inline bool isDraw() const {return winnerSide == 2;}
|
||||
|
||||
const CGHeroInstance *winnerHero, *loserHero;
|
||||
PlayerColor victor, loser;
|
||||
ui8 winnerSide;
|
||||
|
||||
int remainingBattleQueriesCount;
|
||||
|
||||
@ -325,6 +329,7 @@ public:
|
||||
h & loserHero;
|
||||
h & victor;
|
||||
h & loser;
|
||||
h & winnerSide;
|
||||
h & remainingBattleQueriesCount;
|
||||
}
|
||||
};
|
||||
|
@ -288,7 +288,7 @@ QueryPtr Queries::getQuery(QueryID queryID)
|
||||
|
||||
void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
|
||||
{
|
||||
assert(result);
|
||||
if(result)
|
||||
objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
|
||||
}
|
||||
|
||||
@ -318,6 +318,7 @@ bool CBattleQuery::blocksPack(const CPack * pack) const
|
||||
|
||||
void CBattleQuery::onRemoval(PlayerColor color)
|
||||
{
|
||||
if(result)
|
||||
gh->battleAfterLevelUp(*result);
|
||||
}
|
||||
|
||||
@ -386,6 +387,28 @@ bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
|
||||
return CDialogQuery::blocksPack(pack);
|
||||
}
|
||||
|
||||
CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi):
|
||||
CDialogQuery(owner)
|
||||
{
|
||||
bi = Bi;
|
||||
|
||||
for(auto & side : bi->sides)
|
||||
addPlayer(side.color);
|
||||
}
|
||||
|
||||
void CBattleDialogQuery::onRemoval(PlayerColor color)
|
||||
{
|
||||
assert(answer);
|
||||
if(*answer == 1)
|
||||
{
|
||||
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
|
||||
}
|
||||
else
|
||||
{
|
||||
gh->endBattleConfirm(bi);
|
||||
}
|
||||
}
|
||||
|
||||
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
|
||||
{
|
||||
assert(answer);
|
||||
|
@ -145,6 +145,16 @@ public:
|
||||
virtual bool blocksPack(const CPack *pack) const override;
|
||||
};
|
||||
|
||||
class CBattleDialogQuery : public CDialogQuery
|
||||
{
|
||||
public:
|
||||
CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi);
|
||||
|
||||
const BattleInfo * bi;
|
||||
|
||||
virtual void onRemoval(PlayerColor color) override;
|
||||
};
|
||||
|
||||
//yes/no and component selection dialogs
|
||||
class CBlockingDialogQuery : public CDialogQuery
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user