1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-02-03 13:01:33 +02:00

Better default stack action handling + "F shortcut" mode fixes

This commit is contained in:
Dydzio 2023-08-27 17:33:10 +02:00
parent 43096f0ed1
commit e1eb245565
4 changed files with 36 additions and 8 deletions

View File

@ -215,7 +215,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
return std::vector<PossiblePlayerBattleAction>(allActions); return std::vector<PossiblePlayerBattleAction>(allActions);
} }
void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context) void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack)
{ {
if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
@ -229,8 +229,17 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
case PossiblePlayerBattleAction::NO_LOCATION: case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION: case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE: case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX) if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
return 1; {
PlayerColor stackOwner = owner.curInt->cb->battleGetOwner(targetStack);
bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
if(enemyTargetingPositiveSpellcast || friendTargetingNegativeSpellcast)
return 100;
else
return 1;
}
else else
return 100; //bottom priority return 100; //bottom priority
break; break;
@ -788,7 +797,7 @@ PossiblePlayerBattleAction BattleActionsController::selectAction(BattleHex targe
const CStack * targetStack = getStackForHex(targetHex); const CStack * targetStack = getStackForHex(targetHex);
reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), targetStack ? MouseHoveredHexContext::OCCUPIED_HEX : MouseHoveredHexContext::UNOCCUPIED_HEX); reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), targetStack);
for (PossiblePlayerBattleAction action : possibleActions) for (PossiblePlayerBattleAction action : possibleActions)
{ {
@ -972,6 +981,11 @@ void BattleActionsController::activateStack()
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE: case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
actionsToSelect.push_back(possibleActions.front()); actionsToSelect.push_back(possibleActions.front());
actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
actionsToSelect.push_back(possibleActions.front());
actionsToSelect.push_back(PossiblePlayerBattleAction::ATTACK);
break; break;
} }
} }
@ -981,8 +995,18 @@ void BattleActionsController::activateStack()
void BattleActionsController::onHexRightClicked(BattleHex clickedHex) void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
{ {
if (spellcastingModeActive()) auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action)
{
return action.spellcast();
};
bool isCurrentStackInSpellcastMode = std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate);
if (spellcastingModeActive() || isCurrentStackInSpellcastMode)
{
endCastingSpell(); endCastingSpell();
return;
}
auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true); auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true);
@ -998,7 +1022,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
bool BattleActionsController::spellcastingModeActive() const bool BattleActionsController::spellcastingModeActive() const
{ {
return heroSpellToCast != nullptr;; return heroSpellToCast != nullptr;
} }
bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex) bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)

View File

@ -53,7 +53,7 @@ class BattleActionsController
bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber); bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback bool canStackMoveHere (const CStack *sactive, BattleHex MyNumber) const; //TODO: move to BattleState / callback
std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn std::vector<PossiblePlayerBattleAction> getPossibleActionsForStack (const CStack *stack) const; //called when stack gets its turn
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context); void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack);
bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex); bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);

View File

@ -451,6 +451,10 @@ void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
iconName = variables["actionIconSpell"].String(); iconName = variables["actionIconSpell"].String();
break; break;
case PossiblePlayerBattleAction::ANY_LOCATION:
iconName = variables["actionIconSpell"].String();
break;
//TODO: figure out purpose of this icon //TODO: figure out purpose of this icon
//case PossiblePlayerBattleAction::???: //case PossiblePlayerBattleAction::???:
//iconName = variables["actionIconWalk"].String(); //iconName = variables["actionIconWalk"].String();

View File

@ -120,7 +120,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
{SDLK_KP_MINUS, EShortcut::ADVENTURE_ZOOM_OUT }, {SDLK_KP_MINUS, EShortcut::ADVENTURE_ZOOM_OUT },
{SDLK_BACKSPACE, EShortcut::ADVENTURE_ZOOM_RESET }, {SDLK_BACKSPACE, EShortcut::ADVENTURE_ZOOM_RESET },
{SDLK_q, EShortcut::BATTLE_TOGGLE_QUEUE }, {SDLK_q, EShortcut::BATTLE_TOGGLE_QUEUE },
{SDLK_c, EShortcut::BATTLE_USE_CREATURE_SPELL }, {SDLK_f, EShortcut::BATTLE_USE_CREATURE_SPELL },
{SDLK_s, EShortcut::BATTLE_SURRENDER }, {SDLK_s, EShortcut::BATTLE_SURRENDER },
{SDLK_r, EShortcut::BATTLE_RETREAT }, {SDLK_r, EShortcut::BATTLE_RETREAT },
{SDLK_a, EShortcut::BATTLE_AUTOCOMBAT }, {SDLK_a, EShortcut::BATTLE_AUTOCOMBAT },