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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

Merge branch 'battle-dialog' into battle-dialog2

# Conflicts:
#	AI/BattleAI/BattleAI.h
#	AI/StupidAI/StupidAI.h
#	client/CPlayerInterface.cpp
#	client/CPlayerInterface.h
#	client/Client.cpp
#	client/NetPacksClient.cpp
#	client/battle/CBattleInterface.cpp
#	client/battle/CBattleInterface.h
#	client/battle/CBattleInterfaceClasses.cpp
#	client/battle/CBattleInterfaceClasses.h
#	config/schemas/settings.json
#	lib/CGameInterface.h
#	lib/IGameEventsReceiver.h
#	lib/NetPacks.h
#	lib/NetPacksLib.cpp
#	lib/battle/BattleInfo.cpp
#	server/CGameHandler.cpp
#	server/CQuery.h
This commit is contained in:
nordsoft 2023-04-06 19:53:52 +04:00
commit ece8a2a41f
4 changed files with 90 additions and 47 deletions

View File

@ -182,7 +182,7 @@
"type" : "object",
"additionalProperties" : false,
"default": {},
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation" ],
"required" : [ "heroMoveTime", "enemyMoveTime", "scrollSpeedPixels", "heroReminder", "quickCombat", "objectAnimation", "terrainAnimation", "alwaysSkipCombat" ],
"properties" : {
"heroMoveTime" : {
"type" : "number",
@ -211,6 +211,10 @@
"terrainAnimation" : {
"type" : "boolean",
"default" : true
},
"alwaysSkipCombat" : {
"type" : "boolean",
"default" : false
}
}
},

View File

@ -205,6 +205,7 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
curB->battlefieldType = battlefieldType;
curB->round = -2;
curB->activeStack = -1;
curB->creatureBank = creatureBank;
if(town)
{

View File

@ -614,44 +614,56 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
if(heroDefender)
battleResult.data->exp[1] = heroDefender->calculateXp(battleResult.data->exp[1]);
const CArmedInstance *bEndArmy1 = gs->curB->sides.at(0).armyObject;
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result;
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
{
for (auto &q : queries.allQueries())
{
if (auto bq = std::dynamic_pointer_cast<CBattleQuery>(q))
if (bq->bi == gs->curB)
return bq;
}
return std::shared_ptr<CBattleQuery>();
};
auto battleQuery = findBattleQuery();
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(gs->curB->sides[0].color));
if (!battleQuery)
{
logGlobal->error("Cannot find battle query!");
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " has no battle query at the top!");
return;
}
if (battleQuery != queries.topQuery(gs->curB->sides[0].color))
complain("Player " + boost::lexical_cast<std::string>(gs->curB->sides[0].color) + " although in battle has no battle query at the top!");
battleQuery->result = boost::make_optional(*battleResult.data);
//set same battle result for all queries
for(auto q : queries.allQueries())
{
auto otherBattleQuery = std::dynamic_pointer_cast<CBattleQuery>(q);
if(otherBattleQuery && otherBattleQuery->bi == battleQuery->bi)
otherBattleQuery->result = battleQuery->result;
}
//Check how many battle queries were created (number of players blocked by battle)
const int queriedPlayers = battleQuery ? (int)boost::count(queries.allQueries(), battleQuery) : 0;
finishingBattle = std::make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
finishingBattle = make_unique<FinishingBattleHelper>(battleQuery, queriedPlayers);
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
auto battleDialogQuery = std::make_shared<CBattleDialogQuery>(this, gs->curB);
battleResult.data->queryID = battleDialogQuery->queryID;
queries.addQuery(battleDialogQuery);
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
}
void CGameHandler::endBattleConfirm(const BattleInfo * battleInfo)
{
auto battleQuery = std::dynamic_pointer_cast<CBattleQuery>(queries.topQuery(battleInfo->sides.at(0).color));
if(!battleQuery)
{
logGlobal->trace("No battle query, battle end was confirmed by another player");
return;
}
const CArmedInstance *bEndArmy1 = battleInfo->sides.at(0).armyObject;
const CArmedInstance *bEndArmy2 = battleInfo->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result;
CasualtiesAfterBattle cab1(bEndArmy1, battleInfo), cab2(bEndArmy2, battleInfo); //calculate casualties before deleting battle
ChangeSpells cs; //for Eagle Eye
if (finishingBattle->winnerHero)
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_LEVEL_LIMIT, -1))
{
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(Bonus::LEARN_BATTLE_SPELL_CHANCE, 0);
for(auto & spellId : gs->curB->sides.at(!battleResult.data->winner).usedSpellsHistory)
for(auto & spellId : battleInfo->sides.at(!battleResult.data->winner).usedSpellsHistory)
{
auto spell = spellId.toSpell(VLC->spells());
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && getRandomGenerator().nextInt(99) < eagleEyeChance)
@ -661,7 +673,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
}
std::vector<const CArtifactInstance *> arts; //display them in window
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
if(result == BattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
@ -697,7 +709,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
if (art->artType->getId() != ArtifactID::GRAIL) //grail may not be won
{
@ -719,7 +731,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
}
}
}
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
for (auto armySlot : battleInfo->sides.at(!battleResult.data->winner).armyObject->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
@ -734,7 +746,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
}
}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
{
@ -797,35 +808,40 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance * heroAttacker, con
cab1.updateArmy(this);
cab2.updateArmy(this); //take casualties after battle is deleted
if(battleResult.data->winner != BattleSide::ATTACKER && heroAttacker) //remove beaten Attacker
if(finishingBattle->loserHero) //remove beaten hero
{
RemoveObject ro(heroAttacker->id);
RemoveObject ro(finishingBattle->loserHero->id);
sendAndApply(&ro);
}
if(battleResult.data->winner != BattleSide::DEFENDER && heroDefender) //remove beaten Defender
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
{
RemoveObject ro(heroDefender->id);
RemoveObject ro(finishingBattle->winnerHero->id);
sendAndApply(&ro);
}
if(battleResult.data->winner == BattleSide::DEFENDER
&& heroDefender
&& heroDefender->visitedTown
&& !heroDefender->inTownGarrison
&& heroDefender->visitedTown->garrisonHero == heroDefender)
&& finishingBattle->winnerHero
&& finishingBattle->winnerHero->visitedTown
&& !finishingBattle->winnerHero->inTownGarrison
&& finishingBattle->winnerHero->visitedTown->garrisonHero == finishingBattle->winnerHero)
{
swapGarrisonOnSiege(heroDefender->visitedTown->id); //return defending visitor from garrison to its rightful place
swapGarrisonOnSiege(finishingBattle->winnerHero->visitedTown->id); //return defending visitor from garrison to its rightful place
}
//give exp
if(battleResult.data->exp[0] && heroAttacker && battleResult.get()->winner == BattleSide::ATTACKER)
changePrimSkill(heroAttacker, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
else if(battleResult.data->exp[1] && heroDefender && battleResult.get()->winner == BattleSide::DEFENDER)
changePrimSkill(heroDefender, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
if(!finishingBattle->isDraw() && battleResult.data->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
changePrimSkill(finishingBattle->winnerHero, PrimarySkill::EXPERIENCE, battleResult.data->exp[finishingBattle->winnerSide]);
BattleResultAccepted raccepted;
raccepted.army1 = const_cast<CArmedInstance*>(bEndArmy1);
raccepted.army2 = const_cast<CArmedInstance*>(bEndArmy2);
raccepted.hero1 = const_cast<CGHeroInstance*>(battleInfo->sides.at(0).hero);
raccepted.hero2 = const_cast<CGHeroInstance*>(battleInfo->sides.at(1).hero);
raccepted.exp[0] = battleResult.data->exp[0];
raccepted.exp[1] = battleResult.data->exp[1];
sendAndApply(&raccepted);
queries.popIfTop(battleQuery);
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query (above)
//--> continuation (battleAfterLevelUp) occurs after level-up queries are handled or on removing query
}
void CGameHandler::battleAfterLevelUp(const BattleResult &result)

View File

@ -409,6 +409,28 @@ void CBattleDialogQuery::onRemoval(PlayerColor color)
}
}
CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi):
CDialogQuery(owner)
{
bi = Bi;
for(auto & side : bi->sides)
addPlayer(side.color);
}
void CBattleDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
if(*answer == 1)
{
gh->startBattlePrimary(bi->sides[0].armyObject, bi->sides[1].armyObject, bi->tile, bi->sides[0].hero, bi->sides[1].hero, bi->creatureBank, bi->town);
}
else
{
gh->endBattleConfirm(bi);
}
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
{
assert(answer);