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Allow sending requests to move across multiple tiles at once
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7d93206786
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@ -1216,7 +1216,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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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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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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cb->moveHero(*h, h->convertFromVisitablePos(dst), false);
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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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teleportChannelProbingList.clear();
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@ -1278,7 +1278,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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destinationTeleport = exitId;
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if(exitPos.valid())
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destinationTeleportPos = h->convertFromVisitablePos(exitPos);
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cb->moveHero(*h, h->pos);
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cb->moveHero(*h, h->pos, false);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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afterMovementCheck();
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@ -1837,7 +1837,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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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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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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cb->moveHero(*h, h->convertFromVisitablePos(dst), false);
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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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teleportChannelProbingList.clear();
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@ -1899,7 +1899,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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destinationTeleport = exitId;
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if(exitPos.valid())
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destinationTeleportPos = h->convertFromVisitablePos(exitPos);
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cb->moveHero(*h, h->pos);
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cb->moveHero(*h, h->pos, false);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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afterMovementCheck();
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@ -34,11 +34,16 @@ bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *wh
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return true;
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}
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bool CCallback::moveHero(const CGHeroInstance *h, int3 dst, bool transit)
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void CCallback::moveHero(const CGHeroInstance *h, const int3 & destination, bool transit)
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{
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MoveHero pack(dst,h->id,transit);
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MoveHero pack({destination}, h->id, transit);
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sendRequest(&pack);
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}
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void CCallback::moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit)
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{
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MoveHero pack(path, h->id, transit);
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sendRequest(&pack);
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return true;
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}
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int CCallback::selectionMade(int selection, QueryID queryID)
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@ -67,7 +67,8 @@ class IGameActionCallback
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{
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public:
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//hero
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virtual bool moveHero(const CGHeroInstance *h, int3 dst, bool transit) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
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virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
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virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
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virtual void dig(const CGObjectInstance *hero)=0;
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virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
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@ -159,7 +160,8 @@ public:
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void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
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//commands
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bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //dst must be free, neighbouring tile (this function can move hero only by one tile)
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void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
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void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
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bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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int selectionMade(int selection, QueryID queryID) override;
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int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) override;
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@ -355,22 +355,38 @@ void HeroMovementController::requestMovementStart(const CGHeroInstance * h, cons
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void HeroMovementController::moveInstant(const CGHeroInstance * h, const CGPath & path)
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{
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stopMovementSound();
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bool useTransit = path.nextNode().layer == EPathfindingLayer::AIR || path.nextNode().layer == EPathfindingLayer::WATER;
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std::vector<int3> pathToMove;
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for (auto const & node : boost::adaptors::reverse(path.nodes))
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{
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if (node.coord == h->visitablePos())
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continue; // first node, ignore - this is hero current position
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if(node.isTeleportAction())
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return; // pause after monolith / subterra gates
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break; // pause after monolith / subterra gates
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if (node.turns != 0)
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return; // ran out of MP
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break; // ran out of move points
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bool useTransitHere = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER;
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if (useTransitHere != useTransit)
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break;
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int3 coord = h->convertFromVisitablePos(node.coord);
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pathToMove.push_back(coord);
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bool useTransit = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER;
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LOCPLINT->cb->moveHero(h, coord, useTransit);
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if (LOCPLINT->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1))
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break; // we reached zone-of-control of wandering monster
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if (!LOCPLINT->cb->getVisitableObjs(node.coord).empty())
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break; // we reached event, garrison or some other visitable object - end this movement batch
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}
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if (!pathToMove.empty())
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{
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//updateMovementSound(h, path.currNode().coord, path.nextNode().coord, path.nextNode().action);
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LOCPLINT->cb->moveHero(h, pathToMove, useTransit);
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}
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}
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@ -314,7 +314,7 @@ void AdventureMapShortcuts::visitObject()
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const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
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if(h)
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LOCPLINT->cb->moveHero(h, h->pos);
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LOCPLINT->cb->moveHero(h, h->pos, false);
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}
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void AdventureMapShortcuts::openObject()
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@ -59,22 +59,23 @@ struct DLL_LINKAGE DismissHero : public CPackForServer
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struct DLL_LINKAGE MoveHero : public CPackForServer
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{
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MoveHero() = default;
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MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
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: dest(Dest)
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MoveHero(const std::vector<int3> & path, const ObjectInstanceID & HID, bool Transit)
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: path(path)
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, hid(HID)
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, transit(Transit)
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{
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}
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int3 dest;
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std::vector<int3> path;
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ObjectInstanceID hid;
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bool transit = false;
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void visitTyped(ICPackVisitor & visitor) override;
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template <typename Handler> void serialize(Handler & h)
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template<typename Handler>
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void serialize(Handler & h)
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{
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h & static_cast<CPackForServer &>(*this);
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h & dest;
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h & path;
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h & hid;
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h & transit;
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}
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@ -59,7 +59,17 @@ void ApplyGhNetPackVisitor::visitDismissHero(DismissHero & pack)
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void ApplyGhNetPackVisitor::visitMoveHero(MoveHero & pack)
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{
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gh.throwIfWrongOwner(&pack, pack.hid);
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result = gh.moveHero(pack.hid, pack.dest, 0, pack.transit, pack.player);
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for (auto const & dest : pack.path)
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{
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if (!gh.moveHero(pack.hid, dest, 0, pack.transit, pack.player))
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{
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result = false;
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return;
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}
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}
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result = true;
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}
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void ApplyGhNetPackVisitor::visitCastleTeleportHero(CastleTeleportHero & pack)
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