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- No battle actions will be available during tactics phase
- Fixed moving stacks during tactics - Fixed Genie spell targeting - Fixed AI getting stuck at Tree of Knowledge when no resources
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@ -2666,6 +2666,12 @@ bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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if (h->level < 12)
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return false;
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case Obj::TREE_OF_KNOWLEDGE:
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{
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TResources myRes = ai->myCb->getResourceAmount();
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if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
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return false;
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}
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break;
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}
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@ -1941,14 +1941,9 @@ void CBattleInterface::activateStack()
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{
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stackCanCastSpell = true;
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if(randomSpellcaster)
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creatureSpellToCast = -1;
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else
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creatureSpellToCast = curInt->cb->battleGetRandomStackSpell(s, CBattleInfoCallback::RANDOM_AIMED); //faerie dragon can cast only one spell until their next move
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else
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creatureSpellToCast = spellcaster->subtype;
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if(creatureSpellToCast < 0) //TODO proper way of detecting casters of positive spells
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spellSelMode = FRIENDLY_CREATURE_SPELL;
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else
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spellSelMode = selectionTypeByPositiveness(*CGI->spellh->spells[creatureSpellToCast]);
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}
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else
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{
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@ -1996,63 +1991,69 @@ void CBattleInterface::endCastingSpell()
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void CBattleInterface::getPossibleActionsForStack(const CStack * stack)
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{
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possibleActions.clear();
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//first action will be prioritized over later ones
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if (stack->casts) //TODO: check for battlefield effects that prevent casting?
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if (tacticsMode)
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{
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if (stack->hasBonusOfType (Bonus::SPELLCASTER))
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{
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//TODO: poll possible spells
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const CSpell * spell;
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BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
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BOOST_FOREACH (Bonus * spellBonus, spellBonuses)
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{
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spell = CGI->spellh->spells[spellBonus->subtype];
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if (spell->isRisingSpell())
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{
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possibleActions.push_back (RISING_SPELL);
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}
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//possibleActions.push_back (NO_LOCATION);
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//possibleActions.push_back (ANY_LOCATION);
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//possibleActions.push_back (OTHER_SPELL);
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else
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{
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switch (spellBonus->subtype)
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{
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case Spells::REMOVE_OBSTACLE:
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possibleActions.push_back (OBSTACLE);
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break;
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default:
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possibleActions.push_back (selectionTypeByPositiveness (*spell));
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break;
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}
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}
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}
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std::sort(possibleActions.begin(), possibleActions.end());
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auto it = std::unique (possibleActions.begin(), possibleActions.end());
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possibleActions.erase (it, possibleActions.end());
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}
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if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
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possibleActions.push_back (RANDOM_GENIE_SPELL);
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if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
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possibleActions.push_back (RISE_DEMONS);
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possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
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}
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if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
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possibleActions.push_back (SHOOT);
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if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
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possibleActions.push_back (ATTACK_AND_RETURN);
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else
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{
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//first action will be prioritized over later ones
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if (stack->casts) //TODO: check for battlefield effects that prevent casting?
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{
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if (stack->hasBonusOfType (Bonus::SPELLCASTER))
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{
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//TODO: poll possible spells
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const CSpell * spell;
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BonusList spellBonuses = *stack->getBonuses (Selector::type(Bonus::SPELLCASTER));
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BOOST_FOREACH (Bonus * spellBonus, spellBonuses)
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{
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spell = CGI->spellh->spells[spellBonus->subtype];
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if (spell->isRisingSpell())
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{
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possibleActions.push_back (RISING_SPELL);
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}
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//possibleActions.push_back (NO_LOCATION);
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//possibleActions.push_back (ANY_LOCATION);
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//possibleActions.push_back (OTHER_SPELL);
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else
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{
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switch (spellBonus->subtype)
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{
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case Spells::REMOVE_OBSTACLE:
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possibleActions.push_back (OBSTACLE);
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break;
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default:
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possibleActions.push_back (selectionTypeByPositiveness (*spell));
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break;
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}
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}
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possibleActions.push_back(ATTACK); //all active stacks can attack
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possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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}
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std::sort(possibleActions.begin(), possibleActions.end());
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auto it = std::unique (possibleActions.begin(), possibleActions.end());
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possibleActions.erase (it, possibleActions.end());
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}
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if (stack->hasBonusOfType (Bonus::RANDOM_SPELLCASTER))
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possibleActions.push_back (RANDOM_GENIE_SPELL);
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if (stack->hasBonusOfType (Bonus::DAEMON_SUMMONING))
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possibleActions.push_back (RISE_DEMONS);
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}
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if (stack->shots && stack->hasBonusOfType (Bonus::SHOOTER))
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possibleActions.push_back (SHOOT);
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if (stack->hasBonusOfType (Bonus::RETURN_AFTER_STRIKE))
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possibleActions.push_back (ATTACK_AND_RETURN);
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if (stack->canMove() && stack->Speed()); //probably no reason to try move war machines or bound stacks
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possibleActions.push_back (MOVE_STACK); //all active stacks can attack
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possibleActions.push_back(ATTACK); //all active stacks can attack
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possibleActions.push_back(WALK_AND_ATTACK); //not all stacks can always walk, but we will check this elsewhere
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if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
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possibleActions.push_back (CATAPULT);
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if (stack->hasBonusOfType (Bonus::HEALER))
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possibleActions.push_back (HEAL);
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if (stack->canMove() && stack->Speed()); //probably no reason to try move war machines or bound stacks
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possibleActions.push_back (MOVE_STACK); //all active stacks can attack
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if (siegeH && stack->hasBonusOfType (Bonus::CATAPULT)) //TODO: check shots
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possibleActions.push_back (CATAPULT);
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if (stack->hasBonusOfType (Bonus::HEALER))
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possibleActions.push_back (HEAL);
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}
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}
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void CBattleInterface::showAliveStack(const CStack *stack, SDL_Surface * to)
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@ -2602,8 +2603,6 @@ void CBattleInterface::bTacticNextStack(const CStack *current /*= NULL*/)
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else
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stackActivated(stacksOfMine.front());
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possibleActions.clear();
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possibleActions += MOVE_TACTICS, CHOOSE_TACTICS_STACK;
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}
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CBattleInterface::PossibleActions CBattleInterface::selectionTypeByPositiveness(const CSpell & spell)
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@ -2702,17 +2701,14 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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switch (action)
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{
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case MOVE_TACTICS:
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break;
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case CHOOSE_TACTICS_STACK:
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if (shere && ourStack)
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legalAction = true;
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break;
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case MOVE_TACTICS:
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case MOVE_STACK:
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{
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if (canStackMoveHere (sactive, myNumber))
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if (canStackMoveHere (sactive, myNumber) && !shere)
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legalAction = true;
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}
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break;
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case ATTACK:
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case WALK_AND_ATTACK:
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@ -2749,7 +2745,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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break;
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case RANDOM_GENIE_SPELL:
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{
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if (shere)
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if (shere && ourStack && shere != sactive) //only positive spells for other allied creatures
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{
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int spellID = curInt->cb->battleGetRandomStackSpell(shere, CBattleInfoCallback::RANDOM_GENIE);
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if (spellID > -1)
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@ -2829,8 +2825,9 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
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realizeAction = [=]{ stackActivated(shere); };
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break;
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case MOVE_TACTICS:
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case MOVE_STACK:
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if(activeStack->hasBonusOfType(Bonus::FLYING))
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if (activeStack->hasBonusOfType(Bonus::FLYING))
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{
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cursorFrame = ECursor::COMBAT_FLY;
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[295]) % activeStack->getName()).str(); //Fly %s here
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@ -2843,7 +2840,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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realizeAction = [=]
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{
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if(activeStack->doubleWide())
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if (activeStack->doubleWide())
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{
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std::vector<BattleHex> acc = curInt->cb->battleGetAvailableHexes(activeStack, false);
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int shiftedDest = myNumber + (activeStack->attackerOwned ? 1 : -1);
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@ -2854,7 +2851,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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}
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else
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{
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giveCommand(BattleAction::WALK, myNumber, activeStack->ID);
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giveCommand (BattleAction::WALK, myNumber, activeStack->ID);
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}
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};
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break;
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@ -2867,7 +2864,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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realizeAction = [=]
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{
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BattleHex attackFromHex = fromWhichHexAttack(myNumber);
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if(attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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if (attackFromHex >= 0) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
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{
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giveCommand(BattleAction::WALK_AND_ATTACK, attackFromHex, activeStack->ID, myNumber);
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}
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@ -959,7 +959,7 @@ CCommanderInstance::CCommanderInstance (TCreature id)
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name = "Commando"; //TODO - parse them
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}
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void CCommanderInstance::init() //called only after CStackInstance::init was executed
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void CCommanderInstance::init()
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{
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alive = true;
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experience = 0;
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@ -205,6 +205,7 @@ namespace Obj
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SHIPWRECK = 85,
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STABLES = 94,
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TRADING_POST = 99,
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TREE_OF_KNOWLEDGE = 102,
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SUBTERRANEAN_GATE = 103,
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UNIVERSITY = 104,
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SCHOOL_OF_WAR = 107,
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