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ask assemble artifact dialog fix
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a40292e783
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@ -26,6 +26,7 @@
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ArtifactsUIController::ArtifactsUIController()
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{
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numOfMovedArts = 0;
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numOfArtsAskAssembleSession = 0;
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}
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bool ArtifactsUIController::askToAssemble(const ArtifactLocation & al, const bool onlyEquipped, const bool checkIgnored)
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@ -1802,61 +1802,59 @@ void BulkMoveArtifacts::applyGs(CGameState *gs)
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void AssembledArtifact::applyGs(CGameState *gs)
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{
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auto hero = gs->getHero(al.artHolder);
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assert(hero);
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const auto transformedArt = hero->getArt(al.slot);
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auto artSet = gs->getArtSet(al.artHolder);
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assert(artSet);
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const auto transformedArt = artSet->getArt(al.slot);
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assert(transformedArt);
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const auto builtArt = artId.toArtifact();
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assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(hero, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
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assert(vstd::contains_if(ArtifactUtils::assemblyPossibilities(artSet, transformedArt->getTypeId()), [=](const CArtifact * art)->bool
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{
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return art->getId() == builtArt->getId();
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}));
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const auto transformedArtSlot = hero->getArtPos(transformedArt);
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auto * combinedArt = new CArtifactInstance(builtArt);
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gs->map->addNewArtifactInstance(combinedArt);
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// Find slots for all involved artifacts
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std::vector<ArtifactPosition> slotsInvolved;
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CArtifactFittingSet artSet(*hero);
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for(const auto constituent : builtArt->getConstituents())
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std::set<ArtifactPosition, std::greater<>> slotsInvolved = { al.slot };
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CArtifactFittingSet fittingSet(*artSet);
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auto parts = builtArt->getConstituents();
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parts.erase(std::find(parts.begin(), parts.end(), transformedArt->getType()));
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for(const auto constituent : parts)
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{
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const auto slot = artSet.getArtPos(constituent->getId(), false, false);
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artSet.lockSlot(slot);
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const auto slot = fittingSet.getArtPos(constituent->getId(), false, false);
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fittingSet.lockSlot(slot);
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assert(slot != ArtifactPosition::PRE_FIRST);
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slotsInvolved.emplace_back(slot);
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slotsInvolved.insert(slot);
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}
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std::sort(slotsInvolved.begin(), slotsInvolved.end(), std::greater<>());
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// Find a slot for combined artifact
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al.slot = transformedArtSlot;
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for(const auto & slot : slotsInvolved)
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if(ArtifactUtils::isSlotEquipment(al.slot) && ArtifactUtils::isSlotBackpack(*slotsInvolved.begin()))
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{
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if(ArtifactUtils::isSlotEquipment(transformedArtSlot))
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{
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al.slot = ArtifactPosition::BACKPACK_START;
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}
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else if(ArtifactUtils::isSlotBackpack(al.slot))
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{
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for(const auto & slot : slotsInvolved)
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if(ArtifactUtils::isSlotBackpack(slot))
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al.slot = slot;
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}
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else
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{
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for(const auto & slot : slotsInvolved)
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if(!vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), al.slot)
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&& vstd::contains(builtArt->getPossibleSlots().at(artSet->bearerType()), slot))
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{
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al.slot = ArtifactPosition::BACKPACK_START;
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al.slot = slot;
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break;
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}
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if(!vstd::contains(combinedArt->getType()->getPossibleSlots().at(hero->bearerType()), al.slot)
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&& vstd::contains(combinedArt->getType()->getPossibleSlots().at(hero->bearerType()), slot))
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al.slot = slot;
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}
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else
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{
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if(ArtifactUtils::isSlotBackpack(slot))
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al.slot = std::min(al.slot, slot);
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}
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}
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// Delete parts from hero
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for(const auto & slot : slotsInvolved)
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{
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const auto constituentInstance = hero->getArt(slot);
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gs->map->removeArtifactInstance(*hero, slot);
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const auto constituentInstance = artSet->getArt(slot);
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gs->map->removeArtifactInstance(*artSet, slot);
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if(!combinedArt->getType()->isFused())
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{
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@ -1868,7 +1866,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
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}
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// Put new combined artifacts
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gs->map->putArtifactInstance(*hero, combinedArt, al.slot);
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gs->map->putArtifactInstance(*artSet, combinedArt, al.slot);
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}
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void DisassembledArtifact::applyGs(CGameState *gs)
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@ -2629,7 +2629,7 @@ bool CGameHandler::moveArtifact(const PlayerColor & player, const ArtifactLocati
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giveHeroNewArtifact(hero, ArtifactID::SPELLBOOK, ArtifactPosition::SPELLBOOK);
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ma.artsPack0.push_back(BulkMoveArtifacts::LinkedSlots(src.slot, dstSlot));
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if(src.artHolder != dst.artHolder)
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if(src.artHolder != dst.artHolder && !isDstSlotBackpack)
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ma.artsPack0.back().askAssemble = true;
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sendAndApply(ma);
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return true;
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