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endBattleConfirm

This commit is contained in:
SoundSSGood 2024-05-10 17:57:15 +03:00
parent 6dd76908bc
commit f87762bc96
2 changed files with 155 additions and 146 deletions

View File

@ -263,12 +263,12 @@ bool ArtifactUtilsClient::askToAssemble(const CGHeroInstance * hero, const Artif
boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
for(const auto combinedArt : assemblyPossibilities)
{
LOCPLINT->waitWhileDialog();
bool assembleConfirmed = false;
CFunctionList<void()> onYesHandlers([&assembleConfirmed]() -> void {assembleConfirmed = true; });
onYesHandlers += std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combinedArt->getId());
LOCPLINT->showArtifactAssemblyDialog(art->artType, combinedArt, onYesHandlers);
LOCPLINT->waitWhileDialog();
if(assembleConfirmed)
break;
}

View File

@ -323,153 +323,9 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
ChangeSpells cs; //for Eagle Eye
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
{
double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
{
auto spell = spellId.toEntity(VLC->spells());
if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
cs.spells.insert(spell->getId());
}
}
}
std::vector<const CArtifactInstance *> arts; //display them in window
if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
BulkMoveArtifacts bma(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
bma.askAssemble = true;
CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
const auto addArtifactToTransfer = [&](const ArtifactPosition & srcSlot, const CArtifactInstance * art)
{
assert(art);
const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
if(dstSlot != ArtifactPosition::PRE_FIRST)
{
bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
arts.emplace_back(art);
artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
}
};
const auto sendArtifacts = [&bma, this]()
{
if(!bma.artsPack0.empty())
gameHandler->sendAndApply(&bma);
};
if(finishingBattle->loserHero)
{
for(const auto & artSlot : finishingBattle->loserHero->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artSlot))
addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
}
for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
{
if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
addArtifactToTransfer(finishingBattle->loserHero->getArtPos(art), art);
}
sendArtifacts();
bma.askAssemble = false;
bma.artsPack0.clear();
if(finishingBattle->loserHero->commander)
{
bma.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
sendArtifacts();
}
}
auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
bma.srcArtHolder = armyObj->id;
for(const auto & armySlot : armyObj->stacks)
{
bma.artsPack0.clear();
bma.interfaceOwner = finishingBattle->winnerHero->getOwner();
bma.srcCreature = armySlot.first;
for(const auto & artSlot : armySlot.second->artifactsWorn)
addArtifactToTransfer(artSlot.first, armySlot.second->getArt(artSlot.first));
sendArtifacts();
}
}
// Display loot
if(!arts.empty())
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
for(auto art : arts) //TODO; separate function to display loot for various objects?
{
if(art->isScroll())
iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
else
iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
{
gameHandler->sendAndApply(&iw);
iw.components.clear();
}
}
gameHandler->sendAndApply(&iw);
}
//Eagle Eye secondary skill handling
if (!cs.spells.empty())
{
cs.learn = 1;
cs.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
std::ostringstream names;
for (int i = 0; i < cs.spells.size(); i++)
{
names << "%s";
if (i < cs.spells.size() - 2)
names << ", ";
else if (i < cs.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.replaceRawString(names.str());
auto it = cs.spells.begin();
for (int i = 0; i < cs.spells.size(); i++, it++)
{
iw.text.replaceName(*it);
if (i == cs.spells.size() - 2) //we just added pre-last name
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
iw.components.emplace_back(ComponentType::SPELL, *it);
}
gameHandler->sendAndApply(&iw);
gameHandler->sendAndApply(&cs);
}
cab1.updateArmy(gameHandler);
cab2.updateArmy(gameHandler); //take casualties after battle is deleted
if(finishingBattle->loserHero) //remove beaten hero
{
RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
gameHandler->sendAndApply(&ro);
}
if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
{
RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
gameHandler->sendAndApply(&ro);
}
if(battleResult->winner == BattleSide::DEFENDER
&& finishingBattle->winnerHero
&& finishingBattle->winnerHero->visitedTown
@ -482,6 +338,159 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
// Eagle Eye handling
if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
{
ChangeSpells spells;
if(auto eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
{
auto eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
{
auto spell = spellId.toEntity(VLC->spells());
if(spell
&& spell->getLevel() <= eagleEyeLevel
&& !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId())
&& gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
{
spells.spells.insert(spell->getId());
}
}
}
if(!spells.spells.empty())
{
spells.learn = 1;
spells.hid = finishingBattle->winnerHero->id;
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
std::ostringstream names;
for(int i = 0; i < spells.spells.size(); i++)
{
names << "%s";
if(i < spells.spells.size() - 2)
names << ", ";
else if(i < spells.spells.size() - 1)
names << "%s";
}
names << ".";
iw.text.replaceRawString(names.str());
auto it = spells.spells.begin();
for(int i = 0; i < spells.spells.size(); i++, it++)
{
iw.text.replaceName(*it);
if(i == spells.spells.size() - 2) //we just added pre-last name
iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
iw.components.emplace_back(ComponentType::SPELL, *it);
}
gameHandler->sendAndApply(&iw);
gameHandler->sendAndApply(&spells);
}
}
// Artifacts handling
if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
{
std::vector<const CArtifactInstance*> arts; // display them in window
CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
const auto addArtifactToTransfer = [&artFittingSet, &arts](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
{
assert(art);
const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
if(dstSlot != ArtifactPosition::PRE_FIRST)
{
pack.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
arts.emplace_back(art);
artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
}
};
const auto sendArtifacts = [this](BulkMoveArtifacts & bma)
{
if(!bma.artsPack0.empty())
gameHandler->sendAndApply(&bma);
};
BulkMoveArtifacts packHero(finishingBattle->winnerHero->getOwner(), ObjectInstanceID::NONE, finishingBattle->winnerHero->id, false);
if(finishingBattle->loserHero)
{
packHero.srcArtHolder = finishingBattle->loserHero->id;
packHero.askAssemble = true;
for(const auto & artSlot : finishingBattle->loserHero->artifactsWorn)
{
if(ArtifactUtils::isArtRemovable(artSlot))
addArtifactToTransfer(packHero, artSlot.first, artSlot.second.getArt());
}
for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
{
if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
addArtifactToTransfer(packHero, finishingBattle->loserHero->getArtPos(art), art);
}
if(finishingBattle->loserHero->commander)
{
BulkMoveArtifacts packCommander(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
packCommander.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
sendArtifacts(packCommander);
}
}
auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
for(const auto & armySlot : armyObj->stacks)
{
BulkMoveArtifacts packsArmy(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
packsArmy.srcArtHolder = armyObj->id;
packsArmy.srcCreature = armySlot.first;
for(const auto & artSlot : armySlot.second->artifactsWorn)
addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
sendArtifacts(packsArmy);
}
// Display loot
if(!arts.empty())
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
for(auto art : arts) //TODO; separate function to display loot for various objects?
{
if(art->isScroll())
iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
else
iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
{
gameHandler->sendAndApply(&iw);
iw.components.clear();
}
}
gameHandler->sendAndApply(&iw);
}
if(!packHero.artsPack0.empty())
sendArtifacts(packHero);
}
// Remove beaten hero
if(finishingBattle->loserHero)
{
RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
gameHandler->sendAndApply(&ro);
}
// For draw case both heroes should be removed
if(finishingBattle->isDraw() && finishingBattle->winnerHero)
{
RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
gameHandler->sendAndApply(&ro);
}
BattleResultAccepted raccepted;
raccepted.battleID = battle.getBattle()->getBattleID();
raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
@ -490,7 +499,7 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
raccepted.heroResult[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
raccepted.heroResult[0].exp = battleResult->exp[0];
raccepted.heroResult[1].exp = battleResult->exp[1];
raccepted.winnerSide = finishingBattle->winnerSide;
raccepted.winnerSide = finishingBattle->winnerSide;
gameHandler->sendAndApply(&raccepted);
gameHandler->queries->popIfTop(battleQuery);