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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Merge remote-tracking branch 'vcmi/beta' into develop

This commit is contained in:
Ivan Savenko 2023-08-18 15:08:23 +03:00
commit d0b3319f6a
17 changed files with 185 additions and 44 deletions

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@ -84,7 +84,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose() const
} }
} }
if(treasureSourcesCount < 5) if(treasureSourcesCount < 5 && (town->garrisonHero || town->getUpperArmy()->getArmyStrength() < 10000))
continue; continue;
if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1 if(cb->getHeroesInfo().size() < cb->getTownsInfo().size() + 1

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@ -1,10 +1,50 @@
# 1.3.0 -> 1.3.1 # 1.3.0 -> 1.3.1
(unreleased)
* Fixed crash on starting game with outdated mods ### GENERAL:
* Fixed Android mod manager crash
* Fixed framerate drops on hero movement with active hota mod * Fixed framerate drops on hero movement with active hota mod
* Fade-out animations will now be skipped when instant hero movement speed is used
* Restarting loaded campaing scenario will now correctly reapply starting bonus
* Reverted FPS limit on mobile systems back to 60 fps * Reverted FPS limit on mobile systems back to 60 fps
* Fixed loading of translations for maps and campaigns
* Fixed loading of preconfigured starting army for heroes with preconfigured spells
* Background battlefield obstacles will now appear below creatures
* it is now possible to load save game located inside mod
* Added option to configure reserved screen area in Launcher on iOS
* Fixed border scrolling when game window is maximized
### AI PLAYER:
* BattleAI: Improved performance of AI spell selection
* NKAI: Fixed freeze on attempt to exchange army between garrisoned and visiting hero
* NKAI: Fixed town threat calculation
* NKAI: Fixed recruitment of new heroes
* VCAI: Added workaround to avoid freeze on attempting to reach unreachable location
* VCAI: Fixed spellcasting by Archangels
### RANDOM MAP GENERATOR:
* Fixed placement of roads inside rock in underground
* Fixed placement of shifted creature animations from HotA
* Fixed placement of treasures at the boundary of wide connections
* Added more potential locations for quest artifacts in zone
### STABILITY:
* When starting client without H3 data game will now show message instead of silently crashing
* When starting invalid map in campaign, game will now show message instead of silently crashing
* Blocked loading of saves made with different set of mods to prevent crashes
* Fixed crash on starting game with outdated mods
* Fixed crash on attempt to sacrifice all your artifacts in Altar of Sacrifice
* Fixed crash on leveling up after winning battle as defender
* Fixed possible crash on end of battle opening sound
* Fixed crash on accepting battle result after winning battle as defender
* Fixed possible crash on casting spell in battle by AI
* Fixed multiple possible crashes on managing mods on Android
* Fixed multiple possible crashes on importing data on Android
* Fixed crash on refusing rewards from town building
* Fixed possible crash on threat evaluation by NKAI
* Fixed crash on using haptic feedback on some Android systems
* Fixed crash on right-clicking flags area in RMG setup mode
* Fixed crash on opening Blacksmith window and Build Structure dialogs in some localizations
* Fixed possible crash on displaying animated main menu
* Fixed crash on recruiting hero in town located on the border of map
# 1.2.1 -> 1.3.0 # 1.2.1 -> 1.3.0

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@ -118,6 +118,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
#include <memory> #include <memory>
#include <mutex> #include <mutex>
#include <numeric> #include <numeric>
#include <optional>
#include <queue> #include <queue>
#include <random> #include <random>
#include <set> #include <set>
@ -126,6 +127,7 @@ static_assert(sizeof(bool) == 1, "Bool needs to be 1 byte in size.");
#include <unordered_map> #include <unordered_map>
#include <unordered_set> #include <unordered_set>
#include <utility> #include <utility>
#include <variant>
#include <vector> #include <vector>
//The only available version is 3, as of Boost 1.50 //The only available version is 3, as of Boost 1.50

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@ -1,6 +1,7 @@
[![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml) [![GitHub](https://github.com/vcmi/vcmi/actions/workflows/github.yml/badge.svg)](https://github.com/vcmi/vcmi/actions/workflows/github.yml)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.1) [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.1)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0) [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.0/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.0)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/1.3.1/total)](https://github.com/vcmi/vcmi/releases/tag/1.3.1)
[![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases) [![Github Downloads](https://img.shields.io/github/downloads/vcmi/vcmi/total)](https://github.com/vcmi/vcmi/releases)
# VCMI Project # VCMI Project
VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities. VCMI is work-in-progress attempt to recreate engine for Heroes III, giving it new and extended possibilities.

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@ -52,6 +52,7 @@
#include <boost/uuid/uuid.hpp> #include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_io.hpp> #include <boost/uuid/uuid_io.hpp>
#include <boost/uuid/uuid_generators.hpp> #include <boost/uuid/uuid_generators.hpp>
#include <boost/asio.hpp>
#include "../lib/serializer/Cast.h" #include "../lib/serializer/Cast.h"
#include "LobbyClientNetPackVisitors.h" #include "LobbyClientNetPackVisitors.h"
@ -86,6 +87,8 @@ template<typename T> class CApplyOnLobby : public CBaseForLobbyApply
public: public:
bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override bool applyOnLobbyHandler(CServerHandler * handler, void * pack) const override
{ {
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
T * ptr = static_cast<T *>(pack); T * ptr = static_cast<T *>(pack);
ApplyOnLobbyHandlerNetPackVisitor visitor(*handler); ApplyOnLobbyHandlerNetPackVisitor visitor(*handler);

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@ -169,10 +169,10 @@ void AdventureMapInterface::tick(uint32_t msPassed)
void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed) void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
{ {
/// Width of window border, in pixels, that triggers map scrolling /// Width of window border, in pixels, that triggers map scrolling
static constexpr uint32_t borderScrollWidth = 15; static constexpr int32_t borderScrollWidth = 15;
uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float(); int32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000; int32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
Point cursorPosition = GH.getCursorPosition(); Point cursorPosition = GH.getCursorPosition();
Point scrollDirection; Point scrollDirection;

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@ -52,7 +52,7 @@
</categories> </categories>
<releases> <releases>
<release version="1.4.0" date="2023-12-22" type="development" /> <release version="1.4.0" date="2023-12-22" type="development" />
<release version="1.3.1" date="2023-08-18" type="development" /> <release version="1.3.1" date="2023-08-18" />
<release version="1.3.0" date="2023-08-04" /> <release version="1.3.0" date="2023-08-04" />
<release version="1.2.1" date="2023-04-28" /> <release version="1.2.1" date="2023-04-28" />
<release version="1.2.0" date="2023-04-14" /> <release version="1.2.0" date="2023-04-14" />

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@ -1731,6 +1731,10 @@ SpellID CBattleInfoCallback::getRandomCastedSpell(CRandomGenerator & rand,const
TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER)); TConstBonusListPtr bl = caster->getBonuses(Selector::type()(BonusType::SPELLCASTER));
if (!bl->size()) if (!bl->size())
return SpellID::NONE; return SpellID::NONE;
if(bl->size() == 1)
return SpellID(bl->front()->subtype);
int totalWeight = 0; int totalWeight = 0;
for(const auto & b : *bl) for(const auto & b : *bl)
{ {

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@ -489,23 +489,49 @@ void CModHandler::afterLoad(bool onlyEssential)
} }
void CModHandler::trySetActiveMods(const std::map<TModID, CModVersion> & modList) void CModHandler::trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList)
{ {
std::vector<TModID> newActiveMods;
ModIncompatibility::ModList missingMods; ModIncompatibility::ModList missingMods;
for(const auto & mod : modList) for(const auto & m : activeMods)
{ {
auto m = mod.first; if (vstd::contains(saveActiveMods, m))
auto mver = mod.second; continue;
if(allMods.count(m) && (allMods[m].version.isNull() || mver.isNull() || allMods[m].version.compatible(mver))) auto & modInfo = allMods.at(m);
allMods[m].setEnabled(true); if(modInfo.checkModGameplayAffecting())
else missingMods.emplace_back(m, modInfo.version.toString());
}
for(const auto & m : saveActiveMods)
{
const CModVersion & mver = modList.at(m);
if (allMods.count(m) == 0)
{
missingMods.emplace_back(m, mver.toString());
continue;
}
auto & modInfo = allMods.at(m);
bool modAffectsGameplay = modInfo.checkModGameplayAffecting();
bool modVersionCompatible = modInfo.version.isNull() || mver.isNull() || modInfo.version.compatible(mver);
bool modEnabledLocally = vstd::contains(activeMods, m);
bool modCanBeEnabled = modEnabledLocally && modVersionCompatible;
allMods[m].setEnabled(modCanBeEnabled);
if (modCanBeEnabled)
newActiveMods.push_back(m);
if (!modCanBeEnabled && modAffectsGameplay)
missingMods.emplace_back(m, mver.toString()); missingMods.emplace_back(m, mver.toString());
} }
if(!missingMods.empty()) std::swap(activeMods, newActiveMods);
throw ModIncompatibility(std::move(missingMods));
} }
CIdentifierStorage & CModHandler::getIdentifiers() CIdentifierStorage & CModHandler::getIdentifiers()

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@ -52,7 +52,7 @@ class DLL_LINKAGE CModHandler : boost::noncopyable
CModVersion getModVersion(TModID modName) const; CModVersion getModVersion(TModID modName) const;
/// Attempt to set active mods according to provided list of mods from save, throws on failure /// Attempt to set active mods according to provided list of mods from save, throws on failure
void trySetActiveMods(const std::map<TModID, CModVersion> & modList); void trySetActiveMods(std::vector<TModID> saveActiveMods, const std::map<TModID, CModVersion> & modList);
std::unique_ptr<CIdentifierStorage> identifiers; std::unique_ptr<CIdentifierStorage> identifiers;
@ -100,16 +100,14 @@ public:
else else
{ {
loadMods(); loadMods();
std::vector<TModID> newActiveMods; std::vector<TModID> saveActiveMods;
std::map<TModID, CModVersion> modVersions; std::map<TModID, CModVersion> modVersions;
h & newActiveMods; h & saveActiveMods;
for(const auto & m : newActiveMods) for(const auto & m : saveActiveMods)
h & modVersions[m]; h & modVersions[m];
trySetActiveMods(modVersions); trySetActiveMods(saveActiveMods, modVersions);
std::swap(activeMods, newActiveMods);
} }
h & identifiers; h & identifiers;

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@ -12,6 +12,7 @@
#include "../CGeneralTextHandler.h" #include "../CGeneralTextHandler.h"
#include "../VCMI_Lib.h" #include "../VCMI_Lib.h"
#include "../filesystem/Filesystem.h"
VCMI_LIB_NAMESPACE_BEGIN VCMI_LIB_NAMESPACE_BEGIN
@ -128,6 +129,48 @@ void CModInfo::loadLocalData(const JsonNode & data)
validation = validated ? PASSED : FAILED; validation = validated ? PASSED : FAILED;
} }
bool CModInfo::checkModGameplayAffecting() const
{
if (modGameplayAffecting.has_value())
return *modGameplayAffecting;
static const std::vector<std::string> keysToTest = {
"heroClasses",
"artifacts",
"creatures",
"factions",
"objects",
"heroes",
"spells",
"skills",
"templates",
"scripts",
"battlefields",
"terrains",
"rivers",
"roads",
"obstacles"
};
ResourceID modFileResource(CModInfo::getModFile(identifier));
if(CResourceHandler::get("initial")->existsResource(modFileResource))
{
const JsonNode modConfig(modFileResource);
for(const auto & key : keysToTest)
{
if (!modConfig[key].isNull())
{
modGameplayAffecting = true;
return *modGameplayAffecting;
}
}
}
modGameplayAffecting = false;
return *modGameplayAffecting;
}
bool CModInfo::isEnabled() const bool CModInfo::isEnabled() const
{ {
return implicitlyEnabled && explicitlyEnabled; return implicitlyEnabled && explicitlyEnabled;

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@ -18,6 +18,10 @@ using TModID = std::string;
class DLL_LINKAGE CModInfo class DLL_LINKAGE CModInfo
{ {
/// cached result of checkModGameplayAffecting() call
/// Do not serialize - depends on local mod version, not server/save mod version
mutable std::optional<bool> modGameplayAffecting;
public: public:
enum EValidationStatus enum EValidationStatus
{ {
@ -67,6 +71,9 @@ public:
static std::string getModDir(const std::string & name); static std::string getModDir(const std::string & name);
static std::string getModFile(const std::string & name); static std::string getModFile(const std::string & name);
/// return true if this mod can affect gameplay, e.g. adds or modifies any game objects
bool checkModGameplayAffecting() const;
private: private:
/// true if mod is enabled by user, e.g. in Launcher UI /// true if mod is enabled by user, e.g. in Launcher UI
bool explicitlyEnabled; bool explicitlyEnabled;

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@ -413,14 +413,18 @@ bool ObjectManager::createRequiredObjects()
zone.connectPath(path); zone.connectPath(path);
placeObject(rmgObject, guarded, true); placeObject(rmgObject, guarded, true);
}
for(const auto & nearby : nearbyObjects) for(const auto & nearby : nearbyObjects)
{ {
if(nearby.nearbyTarget != objInfo.obj) auto * targetObject = nearby.nearbyTarget;
if (!targetObject || !targetObject->appearance)
{
continue; continue;
}
rmg::Object rmgNearObject(*nearby.obj); rmg::Object rmgNearObject(*nearby.obj);
rmg::Area possibleArea(rmgObject.instances().front()->getBlockedArea().getBorderOutside()); rmg::Area possibleArea(rmg::Area(targetObject->getBlockedPos()).getBorderOutside());
possibleArea.intersect(zone.areaPossible()); possibleArea.intersect(zone.areaPossible());
if(possibleArea.empty()) if(possibleArea.empty())
{ {
@ -430,6 +434,20 @@ bool ObjectManager::createRequiredObjects()
rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand())); rmgNearObject.setPosition(*RandomGeneratorUtil::nextItem(possibleArea.getTiles(), zone.getRand()));
placeObject(rmgNearObject, false, false); placeObject(rmgNearObject, false, false);
auto path = zone.searchPath(rmgNearObject.getVisitablePosition(), false);
if (path.valid())
{
zone.connectPath(path);
}
else
{
for (auto* instance : rmgNearObject.instances())
{
logGlobal->error("Failed to connect nearby object %s at %s",
instance->object().getObjectName(), instance->getPosition(true).toString());
mapProxy->removeObject(&instance->object());
}
rmgNearObject.clear();
} }
} }

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@ -77,7 +77,6 @@
#define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;} #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
CondSh<bool> battleMadeAction(false); CondSh<bool> battleMadeAction(false);
boost::recursive_mutex battleActionMutex;
CondSh<BattleResult *> battleResult(nullptr); CondSh<BattleResult *> battleResult(nullptr);
template <typename T> class CApplyOnGH; template <typename T> class CApplyOnGH;

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@ -102,6 +102,8 @@ class CGameHandler : public IGameCallback, public CBattleInfoCallback, public En
std::unique_ptr<boost::thread> battleThread; std::unique_ptr<boost::thread> battleThread;
public: public:
boost::recursive_mutex battleActionMutex;
std::unique_ptr<HeroPoolProcessor> heroPool; std::unique_ptr<HeroPoolProcessor> heroPool;
using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>; using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;

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@ -244,7 +244,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
hr.hid = recruitedHero->subID; hr.hid = recruitedHero->subID;
hr.player = player; hr.player = player;
hr.tile = recruitedHero->convertFromVisitablePos(targetPos ); hr.tile = recruitedHero->convertFromVisitablePos(targetPos );
if(gameHandler->getTile(hr.tile)->isWater() && !recruitedHero->boat) if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
{ {
//Create a new boat for hero //Create a new boat for hero
gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum()); gameHandler->createObject(targetPos , Obj::BOAT, recruitedHero->getBoatType().getNum());

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@ -25,8 +25,6 @@
#include "../lib/spells/ISpellMechanics.h" #include "../lib/spells/ISpellMechanics.h"
#include "../lib/serializer/Cast.h" #include "../lib/serializer/Cast.h"
extern boost::recursive_mutex battleActionMutex;
void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack) void ApplyGhNetPackVisitor::visitSaveGame(SaveGame & pack)
{ {
gh.save(pack.fname); gh.save(pack.fname);
@ -282,7 +280,7 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack) void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
{ {
boost::unique_lock lock(battleActionMutex); boost::unique_lock lock(gh.battleActionMutex);
const BattleInfo * b = gs.curB; const BattleInfo * b = gs.curB;
if(!b) if(!b)
@ -311,7 +309,7 @@ void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack) void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
{ {
boost::unique_lock lock(battleActionMutex); boost::unique_lock lock(gh.battleActionMutex);
const BattleInfo * b = gs.curB; const BattleInfo * b = gs.curB;
if(!b) if(!b)