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Merge pull request #2638 from IvanSavenko/battle_processor_regression_fix
Battle processor regression fix
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commit
dd8a59fa86
@ -654,6 +654,11 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
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void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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{
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// when battle starts, game will send battleStart pack *before* movement confirmation
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// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
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// leading to several bugs, such as blocked input during intro
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stillMoveHero.setn(STOP_MOVE);
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//Don't wait for dialogs when we are non-active hot-seat player
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if (LOCPLINT == this)
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waitForAllDialogs();
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@ -601,28 +601,13 @@ void BattleInterface::startAction(const BattleAction & action)
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return;
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}
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const CStack *stack = curInt->cb->battleGetStackByID(action.stackNumber);
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if (stack)
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{
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windowObject->updateQueue();
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}
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else
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{
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assert(action.actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
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}
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stacksController->startAction(action);
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if(action.actionType == EActionType::HERO_SPELL) //when hero casts spell
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if (!action.isUnitAction())
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return;
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if (!stack)
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{
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logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action.stackNumber);
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return;
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}
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assert(curInt->cb->battleGetStackByID(action.stackNumber));
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windowObject->updateQueue();
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effectsController->startAction(action);
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}
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@ -194,7 +194,8 @@ void BattleAction::setTarget(const battle::Target & target_)
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bool BattleAction::isUnitAction() const
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{
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static const std::array<EActionType, 9> actions = {
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static const std::array<EActionType, 109> actions = {
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EActionType::NO_ACTION,
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EActionType::WALK,
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EActionType::WAIT,
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EActionType::DEFEND,
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@ -205,7 +206,6 @@ bool BattleAction::isUnitAction() const
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EActionType::BAD_MORALE,
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EActionType::STACK_HEAL
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};
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return vstd::contains(actions, actionType);
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}
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@ -215,7 +215,15 @@ bool BattleAction::isSpellAction() const
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EActionType::HERO_SPELL,
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EActionType::MONSTER_SPELL
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};
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return vstd::contains(actions, actionType);
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}
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bool BattleAction::isBattleEndAction() const
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{
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static const std::array<EActionType, 2> actions = {
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EActionType::RETREAT,
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EActionType::SURRENDER
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};
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return vstd::contains(actions, actionType);
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}
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@ -227,7 +235,6 @@ bool BattleAction::isTacticsAction() const
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EActionType::RETREAT,
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EActionType::SURRENDER
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};
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return vstd::contains(actions, actionType);
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}
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@ -46,6 +46,7 @@ public:
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bool isTacticsAction() const;
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bool isUnitAction() const;
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bool isSpellAction() const;
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bool isBattleEndAction() const;
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std::string toString() const;
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void aimToHex(const BattleHex & destination);
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@ -535,13 +535,20 @@ bool BattleActionProcessor::makeBattleActionImpl(const BattleAction &ba)
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logGlobal->trace("Making action: %s", ba.toString());
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const CStack * stack = gameHandler->gameState()->curB->battleGetStackByID(ba.stackNumber);
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// for these events client does not expects StartAction/EndAction wrapper
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if (!ba.isBattleEndAction())
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{
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StartAction startAction(ba);
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gameHandler->sendAndApply(&startAction);
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}
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bool result = dispatchBattleAction(ba);
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if (!ba.isBattleEndAction())
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{
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EndAction endAction;
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gameHandler->sendAndApply(&endAction);
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}
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if(ba.actionType == EActionType::WAIT || ba.actionType == EActionType::DEFEND || ba.actionType == EActionType::SHOOT || ba.actionType == EActionType::MONSTER_SPELL)
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gameHandler->handleObstacleTriggersForUnit(*gameHandler->spellEnv, *stack);
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@ -147,6 +147,9 @@ bool BattleProcessor::checkBattleStateChanges()
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if (gameHandler->battleGetSiegeLevel() > 0)
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updateGateState();
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if (resultProcessor->battleIsEnding())
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return true;
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//check if battle ended
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if (auto result = gameHandler->battleIsFinished())
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{
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@ -528,6 +528,7 @@ void BattleResultProcessor::battleAfterLevelUp(const BattleResult &result)
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}
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finishingBattle.reset();
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battleResult.reset();
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}
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void BattleResultProcessor::setBattleResult(EBattleResult resultType, int victoriusSide)
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@ -537,3 +538,8 @@ void BattleResultProcessor::setBattleResult(EBattleResult resultType, int victor
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battleResult->winner = victoriusSide; //surrendering side loses
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gameHandler->gameState()->curB->calculateCasualties(battleResult->casualties);
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}
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bool BattleResultProcessor::battleIsEnding() const
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{
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return battleResult != nullptr;
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}
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@ -71,6 +71,8 @@ public:
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explicit BattleResultProcessor(BattleProcessor * owner);
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void setGameHandler(CGameHandler * newGameHandler);
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bool battleIsEnding() const;
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void setBattleResult(EBattleResult resultType, int victoriusSide);
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void endBattle(int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2); //ends battle
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void endBattleConfirm(const BattleInfo * battleInfo);
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