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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Merge remote-tracking branch 'origin/beta' into random_prison_distributor

This commit is contained in:
Tomasz Zieliński
2024-01-14 21:56:49 +01:00
9 changed files with 62 additions and 17 deletions

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@@ -243,6 +243,9 @@ void CInGameConsole::startEnteringText()
if (!isActive())
return;
if(enteredText != "")
return;
assert(currentStatusBar.expired());//effectively, nullptr check
currentStatusBar = GH.statusbar();

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@@ -400,12 +400,11 @@ void OptionsTab::CPlayerOptionTooltipBox::genBonusWindow()
textBonusDescription = std::make_shared<CTextBox>(getDescription(), Rect(10, 100, pos.w - 20, 70), 0, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE);
}
OptionsTab::SelectionWindow::SelectionWindow(CPlayerSettingsHelper & helper, SelType _type)
: CWindowObject(BORDERED), CPlayerSettingsHelper(helper)
OptionsTab::SelectionWindow::SelectionWindow(const PlayerColor & color, SelType _type)
: CWindowObject(BORDERED), color(color)
{
addUsedEvents(LCLICK | SHOW_POPUP);
color = helper.playerSettings.color;
type = _type;
initialFaction = SEL->getStartInfo()->playerInfos.find(color)->second.castle;
@@ -481,8 +480,9 @@ void OptionsTab::SelectionWindow::setSelection()
void OptionsTab::SelectionWindow::reopen()
{
std::shared_ptr<SelectionWindow> window = std::shared_ptr<SelectionWindow>(new SelectionWindow(*this, type));
std::shared_ptr<SelectionWindow> window = std::shared_ptr<SelectionWindow>(new SelectionWindow(color, type));
close();
if(CSH->isMyColor(color) || CSH->isHost())
GH.windows().pushWindow(window);
}
@@ -632,7 +632,7 @@ void OptionsTab::SelectionWindow::genContentHeroes()
void OptionsTab::SelectionWindow::genContentBonus()
{
PlayerSettings set = PlayerSettings(playerSettings);
PlayerSettings set = SEL->getStartInfo()->playerInfos.find(color)->second;
int i = 0;
for(auto elem : allowedBonus)
@@ -819,7 +819,7 @@ void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition)
return;
GH.input().hapticFeedback();
GH.windows().createAndPushWindow<SelectionWindow>(*this, selectionType);
GH.windows().createAndPushWindow<SelectionWindow>(playerSettings.color, selectionType);
}
void OptionsTab::SelectedBox::scrollBy(int distance)

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@@ -96,7 +96,7 @@ private:
CPlayerOptionTooltipBox(CPlayerSettingsHelper & helper);
};
class SelectionWindow : public CWindowObject, public CPlayerSettingsHelper
class SelectionWindow : public CWindowObject
{
//const int ICON_SMALL_WIDTH = 48;
const int ICON_SMALL_HEIGHT = 32;
@@ -148,7 +148,7 @@ private:
public:
void reopen();
SelectionWindow(CPlayerSettingsHelper & helper, SelType _type);
SelectionWindow(const PlayerColor & color, SelType _type);
};
/// Image with current town/hero/bonus

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@@ -388,6 +388,13 @@ void CMapGenOptions::setStartingTownForPlayer(const PlayerColor & color, Faction
it->second.setStartingTown(town);
}
void CMapGenOptions::setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero)
{
auto it = players.find(color);
assert(it != players.end());
it->second.setStartingHero(hero);
}
void CMapGenOptions::setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType)
{
// FIXME: Why actually not set it to COMP_ONLY? Ie. when swapping human to another color?
@@ -746,7 +753,7 @@ const CRmgTemplate * CMapGenOptions::getPossibleTemplate(CRandomGenerator & rand
return *RandomGeneratorUtil::nextItem(templates, rand);
}
CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
CMapGenOptions::CPlayerSettings::CPlayerSettings() : color(0), startingTown(FactionID::RANDOM), startingHero(HeroTypeID::RANDOM), playerType(EPlayerType::AI), team(TeamID::NO_TEAM)
{
}
@@ -778,6 +785,17 @@ void CMapGenOptions::CPlayerSettings::setStartingTown(FactionID value)
startingTown = value;
}
HeroTypeID CMapGenOptions::CPlayerSettings::getStartingHero() const
{
return startingHero;
}
void CMapGenOptions::CPlayerSettings::setStartingHero(HeroTypeID value)
{
assert(value == HeroTypeID::RANDOM || value.toEntity(VLC) != nullptr);
startingHero = value;
}
EPlayerType CMapGenOptions::CPlayerSettings::getPlayerType() const
{
return playerType;

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@@ -45,6 +45,11 @@ public:
FactionID getStartingTown() const;
void setStartingTown(FactionID value);
/// The starting hero of the player ranging from 0 to hero max count or RANDOM_HERO.
/// The default value is RANDOM_HERO
HeroTypeID getStartingHero() const;
void setStartingHero(HeroTypeID value);
/// The default value is EPlayerType::AI.
EPlayerType getPlayerType() const;
void setPlayerType(EPlayerType value);
@@ -56,6 +61,7 @@ public:
private:
PlayerColor color;
FactionID startingTown;
HeroTypeID startingHero;
EPlayerType playerType;
TeamID team;
@@ -68,6 +74,10 @@ public:
h & playerType;
if(version >= 806)
h & team;
if (version >= 832)
h & startingHero;
else
startingHero = HeroTypeID::RANDOM;
}
};
@@ -120,6 +130,7 @@ public:
const std::map<PlayerColor, CPlayerSettings> & getPlayersSettings() const;
const std::map<PlayerColor, CPlayerSettings> & getSavedPlayersMap() const;
void setStartingTownForPlayer(const PlayerColor & color, FactionID town);
void setStartingHeroForPlayer(const PlayerColor & color, HeroTypeID hero);
/// Sets a player type for a standard player. A standard player is the opposite of a computer only player. The
/// values which can be chosen for the player type are EPlayerType::AI or EPlayerType::HUMAN.
void setPlayerTypeForStandardPlayer(const PlayerColor & color, EPlayerType playerType);

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@@ -480,15 +480,27 @@ const std::vector<HeroTypeID> CMapGenerator::getAllPossibleHeroes() const
for (HeroTypeID hero : map->getMap(this).allowedHeroes)
{
auto * h = dynamic_cast<const CHero*>(VLC->heroTypes()->getById(hero));
if ((h->onlyOnWaterMap && !isWaterMap) || (h->onlyOnMapWithoutWater && isWaterMap))
{
if(h->onlyOnWaterMap && !isWaterMap)
continue;
}
else
if(h->onlyOnMapWithoutWater && isWaterMap)
continue;
bool heroUsedAsStarting = false;
for (auto const & player : map->getMapGenOptions().getPlayersSettings())
{
ret.push_back(hero);
if (player.second.getStartingHero() == hero)
{
heroUsedAsStarting = true;
break;
}
}
if (heroUsedAsStarting)
continue;
ret.push_back(hero);
}
return ret;
}

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@@ -14,7 +14,7 @@
VCMI_LIB_NAMESPACE_BEGIN
const ui32 SERIALIZATION_VERSION = 831;
const ui32 SERIALIZATION_VERSION = 832;
const ui32 MINIMAL_SERIALIZATION_VERSION = 831;
const std::string SAVEGAME_MAGIC = "VCMISVG";

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@@ -762,6 +762,7 @@ void CVCMIServer::updateAndPropagateLobbyState()
{
const auto & pset = psetPair.second;
si->mapGenOptions->setStartingTownForPlayer(pset.color, pset.castle);
si->mapGenOptions->setStartingHeroForPlayer(pset.color, pset.hero);
if(pset.isControlledByHuman())
{
si->mapGenOptions->setPlayerTypeForStandardPlayer(pset.color, EPlayerType::HUMAN);

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@@ -384,7 +384,7 @@ void PlayerMessageProcessor::cheatPuzzleReveal(PlayerColor player)
for(auto & obj : gameHandler->gameState()->map->objects)
{
if(obj && obj->ID == Obj::OBELISK)
if(obj && obj->ID == Obj::OBELISK && !obj->wasVisited(player))
{
gameHandler->setObjPropertyID(obj->id, ObjProperty::OBELISK_VISITED, t->id);
for(const auto & color : t->players)