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synced 2025-07-03 00:46:55 +02:00
Show cursor (including attack direction) when swiping in battle
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@ -160,7 +160,7 @@ void BattleActionsController::enterCreatureCastingMode()
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if (!isActiveStackSpellcaster())
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return;
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for (auto const & action : possibleActions)
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for(const auto & action : possibleActions)
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{
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if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
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continue;
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@ -203,7 +203,7 @@ std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActi
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{
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BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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for (auto const & spell : creatureSpells)
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for(const auto & spell : creatureSpells)
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data.creatureSpellsToCast.push_back(spell->id);
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data.tacticsMode = owner.tacticsMode;
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@ -219,49 +219,62 @@ void BattleActionsController::reorderPossibleActionsPriority(const CStack * stac
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{
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if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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auto assignPriority = [&](PossiblePlayerBattleAction const & item) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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auto assignPriority = [&](const PossiblePlayerBattleAction & item
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) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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{
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switch(item.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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case PossiblePlayerBattleAction::NO_LOCATION:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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case PossiblePlayerBattleAction::OBSTACLE:
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if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
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return 1;
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else
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return 100;//bottom priority
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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return 2; break;
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case PossiblePlayerBattleAction::SHOOT:
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return 4; break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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return 5; break;
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case PossiblePlayerBattleAction::ATTACK:
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return 6; break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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return 7; break;
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case PossiblePlayerBattleAction::MOVE_STACK:
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return 8; break;
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case PossiblePlayerBattleAction::CATAPULT:
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return 9; break;
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case PossiblePlayerBattleAction::HEAL:
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return 10; break;
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case PossiblePlayerBattleAction::CREATURE_INFO:
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return 11; break;
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case PossiblePlayerBattleAction::HERO_INFO:
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return 12; break;
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case PossiblePlayerBattleAction::TELEPORT:
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return 13; break;
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default:
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assert(0);
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return 200; break;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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case PossiblePlayerBattleAction::NO_LOCATION:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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case PossiblePlayerBattleAction::OBSTACLE:
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if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && context == MouseHoveredHexContext::OCCUPIED_HEX)
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return 1;
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else
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return 100; //bottom priority
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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return 2;
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break;
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case PossiblePlayerBattleAction::SHOOT:
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return 4;
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break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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return 5;
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break;
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case PossiblePlayerBattleAction::ATTACK:
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return 6;
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break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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return 7;
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break;
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case PossiblePlayerBattleAction::MOVE_STACK:
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return 8;
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break;
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case PossiblePlayerBattleAction::CATAPULT:
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return 9;
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break;
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case PossiblePlayerBattleAction::HEAL:
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return 10;
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break;
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case PossiblePlayerBattleAction::CREATURE_INFO:
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return 11;
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break;
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case PossiblePlayerBattleAction::HERO_INFO:
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return 12;
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break;
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case PossiblePlayerBattleAction::TELEPORT:
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return 13;
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break;
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default:
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assert(0);
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return 200;
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break;
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}
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};
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auto comparer = [&](PossiblePlayerBattleAction const & lhs, PossiblePlayerBattleAction const & rhs)
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auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
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{
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return assignPriority(lhs) < assignPriority(rhs);
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};
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@ -358,8 +371,26 @@ void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action,
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case PossiblePlayerBattleAction::ATTACK:
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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owner.fieldController->setBattleCursor(targetHex);
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{
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static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
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{BattleHex::TOP_LEFT, Cursor::Combat::HIT_SOUTHEAST},
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{BattleHex::TOP_RIGHT, Cursor::Combat::HIT_SOUTHWEST},
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{BattleHex::RIGHT, Cursor::Combat::HIT_WEST },
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{BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
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{BattleHex::BOTTOM_LEFT, Cursor::Combat::HIT_NORTHEAST},
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{BattleHex::LEFT, Cursor::Combat::HIT_EAST },
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{BattleHex::TOP, Cursor::Combat::HIT_SOUTH },
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{BattleHex::BOTTOM, Cursor::Combat::HIT_NORTH }
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};
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auto direction = owner.fieldController->selectAttackDirection(targetHex);
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assert(sectorCursor.count(direction) > 0);
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if (sectorCursor.count(direction))
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CCS->curh->set(sectorCursor.at(direction));
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return;
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}
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case PossiblePlayerBattleAction::SHOOT:
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if (owner.curInt->cb->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
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@ -856,7 +887,7 @@ void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterS
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TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(BonusType::SPELLCASTER));
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for (auto const & bonus : *bl)
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for(const auto & bonus : *bl)
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{
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if (bonus->additionalInfo[0] <= 0)
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creatureSpells.push_back(SpellID(bonus->subtype).toSpell());
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