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Moved all battle-related functionality of server into a new class
This commit is contained in:
parent
4edee00a97
commit
e8e6c02a4a
2754
server/BattleProcessor.cpp
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2754
server/BattleProcessor.cpp
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File diff suppressed because it is too large
Load Diff
129
server/BattleProcessor.h
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129
server/BattleProcessor.h
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@ -0,0 +1,129 @@
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/*
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* BattleProcessor.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/NetPacks.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CStack;
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struct SideInBattle;
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namespace battle {
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class CUnitState;
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}
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VCMI_LIB_NAMESPACE_END
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class CBattleQuery;
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struct CasualtiesAfterBattle
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{
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using TStackAndItsNewCount = std::pair<StackLocation, int>;
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using TSummoned = std::map<CreatureID, TQuantity>;
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enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
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void updateArmy(CGameHandler *gh);
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};
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struct FinishingBattleHelper
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{
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FinishingBattleHelper();
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FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
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inline bool isDraw() const {return winnerSide == 2;}
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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ui8 winnerSide;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & winnerHero;
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h & loserHero;
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h & victor;
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h & loser;
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h & winnerSide;
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h & remainingBattleQueriesCount;
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}
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};
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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class BattleProcessor : boost::noncopyable
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{
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////used only in endBattle - don't touch elsewhere
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bool visitObjectAfterVictory;
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std::unique_ptr<boost::thread> battleThread;
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std::unique_ptr<FinishingBattleHelper> finishingBattle;
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void removeObstacle(const CObstacleInstance &obstacle);
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void makeStackDoNothing(const CStack * next);
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void updateGateState();
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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void stackEnchantedTrigger(const CStack * stack);
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void stackTurnTrigger(const CStack *stack);
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void engageIntoBattle( PlayerColor player );
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void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
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int moveStack(int stack, BattleHex dest); //returned value - travelled distance
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void runBattle();
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void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
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// damage, drain life & fire shield; returns amount of drained life
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int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
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void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
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void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
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void checkBattleStateChanges();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
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public:
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CGameHandler * gameHandler;
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BattleProcessor(CGameHandler * gameHandler);
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BattleProcessor();
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~BattleProcessor();
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void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr); //use hero=nullptr for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false); //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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void battleAfterLevelUp(const BattleResult &result);
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bool makeBattleAction(BattleAction &ba);
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bool makeCustomAction(BattleAction &ba);
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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}
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};
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File diff suppressed because it is too large
Load Diff
@ -11,28 +11,15 @@
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#include <vcmi/Environment.h>
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#include "../lib/FunctionList.h"
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#include "../lib/IGameCallback.h"
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#include "../lib/battle/CBattleInfoCallback.h"
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#include "../lib/battle/BattleAction.h"
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#include "../lib/ScriptHandler.h"
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#include "CQuery.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGameState;
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struct StartInfo;
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struct BattleResult;
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struct SideInBattle;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct CPack;
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struct Query;
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struct SetResources;
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struct NewStructures;
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class CGHeroInstance;
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class IMarket;
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class SpellCastEnvironment;
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#if SCRIPTING_ENABLED
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@ -42,16 +29,15 @@ namespace scripting
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}
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#endif
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template<typename T> class CApplier;
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VCMI_LIB_NAMESPACE_END
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class HeroPoolProcessor;
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class CGameHandler;
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class CVCMIServer;
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class CBaseForGHApply;
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class PlayerMessageProcessor;
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class BattleProcessor;
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struct PlayerStatus
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{
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@ -80,33 +66,17 @@ public:
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}
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};
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struct CasualtiesAfterBattle
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{
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using TStackAndItsNewCount = std::pair<StackLocation, int>;
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using TSummoned = std::map<CreatureID, TQuantity>;
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enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const SideInBattle & battleSide, const BattleInfo * bat);
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void updateArmy(CGameHandler *gh);
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};
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class CGameHandler : public IGameCallback, public CBattleInfoCallback, public Environment
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{
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CVCMIServer * lobby;
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std::shared_ptr<CApplier<CBaseForGHApply>> applier;
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std::unique_ptr<boost::thread> battleThread;
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public:
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boost::recursive_mutex battleActionMutex;
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using CCallbackBase::setBattle;
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std::unique_ptr<HeroPoolProcessor> heroPool;
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std::unique_ptr<BattleProcessor> battles;
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using FireShieldInfo = std::vector<std::pair<const CStack *, int64_t>>;
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
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enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
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@ -135,26 +105,6 @@ public:
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bool isBlockedByQueries(const CPack *pack, PlayerColor player);
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bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, BattleHex dest); //returned value - travelled distance
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void runBattle();
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////used only in endBattle - don't touch elsewhere
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bool visitObjectAfterVictory;
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//
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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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void makeAttack(const CStack * attacker, const CStack * defender, int distance, BattleHex targetHex, bool first, bool ranged, bool counter);
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// damage, drain life & fire shield; returns amount of drained life
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int64_t applyBattleEffects(BattleAttack & bat, std::shared_ptr<battle::CUnitState> attackerState, FireShieldInfo & fireShield, const CStack * def, int distance, bool secondary);
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void sendGenericKilledLog(const CStack * defender, int32_t killed, bool multiple);
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void addGenericKilledLog(BattleLogMessage & blm, const CStack * defender, int32_t killed, bool multiple);
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void checkBattleStateChanges();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
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CGameHandler() = default;
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CGameHandler(CVCMIServer * lobby);
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@ -242,14 +192,6 @@ public:
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PlayerColor getPlayerAt(std::shared_ptr<CConnection> c) const;
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bool hasPlayerAt(PlayerColor player, std::shared_ptr<CConnection> c) const;
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void updateGateState();
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bool makeBattleAction(BattleAction &ba);
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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bool makeCustomAction(BattleAction &ba);
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void stackEnchantedTrigger(const CStack * stack);
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void stackTurnTrigger(const CStack *stack);
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void removeObstacle(const CObstacleInstance &obstacle);
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bool queryReply( QueryID qid, const JsonNode & answer, PlayerColor player );
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bool buildBoat( ObjectInstanceID objid, PlayerColor player );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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@ -284,7 +226,6 @@ public:
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bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
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void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
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void objectVisitEnded(const CObjectVisitQuery &query);
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void engageIntoBattle( PlayerColor player );
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bool dig(const CGHeroInstance *h);
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void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
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@ -292,7 +233,7 @@ public:
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{
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h & QID;
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h & states;
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h & finishingBattle;
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h & battles;
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h & heroPool;
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h & getRandomGenerator();
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h & playerMessages;
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@ -324,39 +265,8 @@ public:
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void throwAndComplain(CPackForServer * pack, std::string txt);
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bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id);
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struct FinishingBattleHelper
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{
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FinishingBattleHelper();
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FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);
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inline bool isDraw() const {return winnerSide == 2;}
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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ui8 winnerSide;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & winnerHero;
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h & loserHero;
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h & victor;
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h & loser;
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h & winnerSide;
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h & remainingBattleQueriesCount;
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}
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};
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std::unique_ptr<FinishingBattleHelper> finishingBattle;
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void battleAfterLevelUp(const BattleResult &result);
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void run(bool resume);
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void newTurn();
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void handleAttackBeforeCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void handleAfterAttackCasting(bool ranged, const CStack * attacker, const CStack * defender);
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void attackCasting(bool ranged, BonusType attackMode, const battle::Unit * attacker, const battle::Unit * defender);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactPosition> & slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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@ -384,8 +294,6 @@ private:
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void reinitScripting();
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void deserializationFix();
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void makeStackDoNothing(const CStack * next);
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void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
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const std::string complainNoCreatures;
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set(server_SRCS
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StdInc.cpp
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BattleProcessor.cpp
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CGameHandler.cpp
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HeroPoolProcessor.cpp
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PlayerMessageProcessor.cpp
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@ -14,6 +15,7 @@ set(server_SRCS
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set(server_HEADERS
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StdInc.h
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BattleProcessor.h
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CGameHandler.h
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HeroPoolProcessor.h
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PlayerMessageProcessor.h
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#include "StdInc.h"
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#include "CQuery.h"
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#include "CGameHandler.h"
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#include "BattleProcessor.h"
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#include "../lib/battle/BattleInfo.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/serializer/Cast.h"
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@ -326,7 +327,7 @@ bool CBattleQuery::blocksPack(const CPack * pack) const
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void CBattleQuery::onRemoval(PlayerColor color)
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{
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if(result)
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gh->battleAfterLevelUp(*result);
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gh->battles->battleAfterLevelUp(*result);
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}
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void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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@ -418,7 +419,7 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
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}
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else
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{
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gh->endBattleConfirm(bi);
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gh->battles->endBattleConfirm(bi);
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}
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}
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*
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*/
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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/int3.h"
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#include "../lib/NetPacks.h"
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#include "JsonNode.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class JsonNode;
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class CGObjectInstance;
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class CGHeroInstance;
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class CArmedInstance;
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#include "ServerNetPackVisitors.h"
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#include "CGameHandler.h"
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#include "BattleProcessor.h"
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#include "HeroPoolProcessor.h"
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#include "PlayerMessageProcessor.h"
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@ -280,8 +281,6 @@ void ApplyGhNetPackVisitor::visitQueryReply(QueryReply & pack)
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void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
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{
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boost::unique_lock lock(gh.battleActionMutex);
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const BattleInfo * b = gs.curB;
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if(!b)
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gh.throwAndComplain(&pack, "Can not make action - there is no battle ongoing!");
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@ -304,13 +303,11 @@ void ApplyGhNetPackVisitor::visitMakeAction(MakeAction & pack)
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gh.throwAndComplain(&pack, "Can not make actions in battles you are not part of!");
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}
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result = gh.makeBattleAction(pack.ba);
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result = gh.battles->makeBattleAction(pack.ba);
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}
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void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
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{
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boost::unique_lock lock(gh.battleActionMutex);
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const BattleInfo * b = gs.curB;
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if(!b)
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gh.throwNotAllowedAction(&pack);
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@ -325,7 +322,7 @@ void ApplyGhNetPackVisitor::visitMakeCustomAction(MakeCustomAction & pack)
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if(pack.ba.actionType != EActionType::HERO_SPELL)
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gh.throwNotAllowedAction(&pack);
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result = gh.makeCustomAction(pack.ba);
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result = gh.battles->makeCustomAction(pack.ba);
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}
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void ApplyGhNetPackVisitor::visitDigWithHero(DigWithHero & pack)
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