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Merge pull request #2684 from dydzio0614/creature-spellcasting-fixes

Better default stack action handling + "F shortcut" mode fixes
This commit is contained in:
Ivan Savenko 2023-08-28 20:01:04 +03:00 committed by GitHub
commit eafa9cbae1
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 36 additions and 16 deletions

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@ -215,7 +215,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
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
@ -229,10 +229,17 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
return 1;
else
return 100; //bottom priority
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
{
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 1;
}
return 100; //bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2;
@ -788,7 +795,7 @@ PossiblePlayerBattleAction BattleActionsController::selectAction(BattleHex targe
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)
{
@ -972,6 +979,11 @@ void BattleActionsController::activateStack()
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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;
}
}
@ -981,8 +993,18 @@ void BattleActionsController::activateStack()
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();
return;
}
auto selectedStack = owner.curInt->cb->battleGetStackByPos(clickedHex, true);
@ -998,7 +1020,7 @@ void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
bool BattleActionsController::spellcastingModeActive() const
{
return heroSpellToCast != nullptr;;
return heroSpellToCast != nullptr;
}
bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)

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@ -23,12 +23,6 @@ VCMI_LIB_NAMESPACE_END
class BattleInterface;
enum class MouseHoveredHexContext
{
UNOCCUPIED_HEX,
OCCUPIED_HEX
};
/// Class that controls actions that can be performed by player, e.g. moving stacks, attacking, etc
/// As well as all relevant feedback for these actions in user interface
class BattleActionsController
@ -53,7 +47,7 @@ class BattleActionsController
bool isCastingPossibleHere (const CSpell * spell, const CStack *shere, BattleHex myNumber);
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
void reorderPossibleActionsPriority(const CStack * stack, MouseHoveredHexContext context);
void reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack);
bool actionIsLegal(PossiblePlayerBattleAction action, BattleHex hoveredHex);

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@ -450,6 +450,10 @@ void BattleWindow::showAlternativeActionIcon(PossiblePlayerBattleAction action)
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
iconName = variables["actionIconSpell"].String();
break;
case PossiblePlayerBattleAction::ANY_LOCATION:
iconName = variables["actionIconSpell"].String();
break;
//TODO: figure out purpose of this icon
//case PossiblePlayerBattleAction::???:

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@ -120,7 +120,7 @@ std::vector<EShortcut> ShortcutHandler::translateKeycode(SDL_Keycode key) const
{SDLK_KP_MINUS, EShortcut::ADVENTURE_ZOOM_OUT },
{SDLK_BACKSPACE, EShortcut::ADVENTURE_ZOOM_RESET },
{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_r, EShortcut::BATTLE_RETREAT },
{SDLK_a, EShortcut::BATTLE_AUTOCOMBAT },