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endBattleConfirm
This commit is contained in:
parent
6dd76908bc
commit
f87762bc96
@ -263,12 +263,12 @@ bool ArtifactUtilsClient::askToAssemble(const CGHeroInstance * hero, const Artif
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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boost::mutex::scoped_lock interfaceLock(GH.interfaceMutex);
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for(const auto combinedArt : assemblyPossibilities)
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for(const auto combinedArt : assemblyPossibilities)
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{
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{
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LOCPLINT->waitWhileDialog();
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bool assembleConfirmed = false;
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bool assembleConfirmed = false;
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CFunctionList<void()> onYesHandlers([&assembleConfirmed]() -> void {assembleConfirmed = true; });
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CFunctionList<void()> onYesHandlers([&assembleConfirmed]() -> void {assembleConfirmed = true; });
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onYesHandlers += std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combinedArt->getId());
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onYesHandlers += std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combinedArt->getId());
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LOCPLINT->showArtifactAssemblyDialog(art->artType, combinedArt, onYesHandlers);
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LOCPLINT->showArtifactAssemblyDialog(art->artType, combinedArt, onYesHandlers);
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LOCPLINT->waitWhileDialog();
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if(assembleConfirmed)
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if(assembleConfirmed)
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break;
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break;
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}
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}
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@ -323,153 +323,9 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
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CasualtiesAfterBattle cab1(battle, BattleSide::ATTACKER);
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CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
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CasualtiesAfterBattle cab2(battle, BattleSide::DEFENDER);
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ChangeSpells cs; //for Eagle Eye
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if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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if (int eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
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{
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double eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
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for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
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{
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auto spell = spellId.toEntity(VLC->spells());
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if(spell && spell->getLevel() <= eagleEyeLevel && !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId()) && gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
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cs.spells.insert(spell->getId());
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}
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}
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}
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std::vector<const CArtifactInstance *> arts; //display them in window
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if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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BulkMoveArtifacts bma(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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bma.askAssemble = true;
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CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
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const auto addArtifactToTransfer = [&](const ArtifactPosition & srcSlot, const CArtifactInstance * art)
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{
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assert(art);
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const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
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if(dstSlot != ArtifactPosition::PRE_FIRST)
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{
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bma.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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arts.emplace_back(art);
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artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
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}
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};
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const auto sendArtifacts = [&bma, this]()
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{
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if(!bma.artsPack0.empty())
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gameHandler->sendAndApply(&bma);
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};
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if(finishingBattle->loserHero)
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{
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for(const auto & artSlot : finishingBattle->loserHero->artifactsWorn)
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{
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if(ArtifactUtils::isArtRemovable(artSlot))
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addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
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}
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for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
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{
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if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
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addArtifactToTransfer(finishingBattle->loserHero->getArtPos(art), art);
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}
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sendArtifacts();
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bma.askAssemble = false;
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bma.artsPack0.clear();
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if(finishingBattle->loserHero->commander)
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{
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bma.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
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addArtifactToTransfer(artSlot.first, artSlot.second.getArt());
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sendArtifacts();
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}
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}
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auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
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bma.srcArtHolder = armyObj->id;
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for(const auto & armySlot : armyObj->stacks)
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{
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bma.artsPack0.clear();
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bma.interfaceOwner = finishingBattle->winnerHero->getOwner();
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bma.srcCreature = armySlot.first;
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for(const auto & artSlot : armySlot.second->artifactsWorn)
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addArtifactToTransfer(artSlot.first, armySlot.second->getArt(artSlot.first));
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sendArtifacts();
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}
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}
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// Display loot
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if(!arts.empty())
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{
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
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for(auto art : arts) //TODO; separate function to display loot for various objects?
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{
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if(art->isScroll())
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iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
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else
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iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
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if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
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{
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gameHandler->sendAndApply(&iw);
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iw.components.clear();
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}
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}
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gameHandler->sendAndApply(&iw);
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}
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//Eagle Eye secondary skill handling
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if (!cs.spells.empty())
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{
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cs.learn = 1;
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cs.hid = finishingBattle->winnerHero->id;
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
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iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
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std::ostringstream names;
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for (int i = 0; i < cs.spells.size(); i++)
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{
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names << "%s";
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if (i < cs.spells.size() - 2)
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names << ", ";
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else if (i < cs.spells.size() - 1)
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names << "%s";
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}
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names << ".";
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iw.text.replaceRawString(names.str());
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auto it = cs.spells.begin();
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for (int i = 0; i < cs.spells.size(); i++, it++)
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{
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iw.text.replaceName(*it);
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if (i == cs.spells.size() - 2) //we just added pre-last name
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iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
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iw.components.emplace_back(ComponentType::SPELL, *it);
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}
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gameHandler->sendAndApply(&iw);
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gameHandler->sendAndApply(&cs);
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}
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cab1.updateArmy(gameHandler);
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cab1.updateArmy(gameHandler);
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cab2.updateArmy(gameHandler); //take casualties after battle is deleted
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cab2.updateArmy(gameHandler); //take casualties after battle is deleted
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if(finishingBattle->loserHero) //remove beaten hero
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{
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RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
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gameHandler->sendAndApply(&ro);
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}
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if(finishingBattle->isDraw() && finishingBattle->winnerHero) //for draw case both heroes should be removed
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{
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RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
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gameHandler->sendAndApply(&ro);
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}
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if(battleResult->winner == BattleSide::DEFENDER
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if(battleResult->winner == BattleSide::DEFENDER
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&& finishingBattle->winnerHero
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&& finishingBattle->winnerHero
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&& finishingBattle->winnerHero->visitedTown
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&& finishingBattle->winnerHero->visitedTown
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@ -482,6 +338,159 @@ void BattleResultProcessor::endBattleConfirm(const CBattleInfoCallback & battle)
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
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if(!finishingBattle->isDraw() && battleResult->exp[finishingBattle->winnerSide] && finishingBattle->winnerHero)
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gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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gameHandler->giveExperience(finishingBattle->winnerHero, battleResult->exp[finishingBattle->winnerSide]);
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// Eagle Eye handling
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if(!finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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ChangeSpells spells;
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if(auto eagleEyeLevel = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT))
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{
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auto eagleEyeChance = finishingBattle->winnerHero->valOfBonuses(BonusType::LEARN_BATTLE_SPELL_CHANCE);
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for(auto & spellId : battle.getBattle()->getUsedSpells(battle.otherSide(battleResult->winner)))
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{
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auto spell = spellId.toEntity(VLC->spells());
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if(spell
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&& spell->getLevel() <= eagleEyeLevel
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&& !finishingBattle->winnerHero->spellbookContainsSpell(spell->getId())
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&& gameHandler->getRandomGenerator().nextInt(99) < eagleEyeChance)
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{
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spells.spells.insert(spell->getId());
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}
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}
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}
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if(!spells.spells.empty())
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{
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spells.learn = 1;
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spells.hid = finishingBattle->winnerHero->id;
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
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iw.text.replaceRawString(finishingBattle->winnerHero->getNameTranslated());
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std::ostringstream names;
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for(int i = 0; i < spells.spells.size(); i++)
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{
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names << "%s";
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if(i < spells.spells.size() - 2)
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names << ", ";
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else if(i < spells.spells.size() - 1)
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names << "%s";
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}
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names << ".";
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iw.text.replaceRawString(names.str());
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auto it = spells.spells.begin();
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for(int i = 0; i < spells.spells.size(); i++, it++)
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{
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iw.text.replaceName(*it);
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if(i == spells.spells.size() - 2) //we just added pre-last name
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iw.text.replaceLocalString(EMetaText::GENERAL_TXT, 141); // " and "
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iw.components.emplace_back(ComponentType::SPELL, *it);
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}
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gameHandler->sendAndApply(&iw);
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gameHandler->sendAndApply(&spells);
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}
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}
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// Artifacts handling
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if(result == EBattleResult::NORMAL && !finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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std::vector<const CArtifactInstance*> arts; // display them in window
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CArtifactFittingSet artFittingSet(*finishingBattle->winnerHero);
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const auto addArtifactToTransfer = [&artFittingSet, &arts](BulkMoveArtifacts & pack, const ArtifactPosition & srcSlot, const CArtifactInstance * art)
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{
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assert(art);
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const auto dstSlot = ArtifactUtils::getArtAnyPosition(&artFittingSet, art->getTypeId());
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if(dstSlot != ArtifactPosition::PRE_FIRST)
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{
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pack.artsPack0.emplace_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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arts.emplace_back(art);
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artFittingSet.putArtifact(dstSlot, const_cast<CArtifactInstance*>(art));
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}
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};
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const auto sendArtifacts = [this](BulkMoveArtifacts & bma)
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{
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if(!bma.artsPack0.empty())
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gameHandler->sendAndApply(&bma);
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};
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BulkMoveArtifacts packHero(finishingBattle->winnerHero->getOwner(), ObjectInstanceID::NONE, finishingBattle->winnerHero->id, false);
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if(finishingBattle->loserHero)
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{
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packHero.srcArtHolder = finishingBattle->loserHero->id;
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packHero.askAssemble = true;
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for(const auto & artSlot : finishingBattle->loserHero->artifactsWorn)
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{
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if(ArtifactUtils::isArtRemovable(artSlot))
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addArtifactToTransfer(packHero, artSlot.first, artSlot.second.getArt());
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}
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for(const auto & artSlot : finishingBattle->loserHero->artifactsInBackpack)
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{
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if(const auto art = artSlot.getArt(); art->getTypeId() != ArtifactID::GRAIL)
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addArtifactToTransfer(packHero, finishingBattle->loserHero->getArtPos(art), art);
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}
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if(finishingBattle->loserHero->commander)
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{
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BulkMoveArtifacts packCommander(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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packCommander.srcCreature = finishingBattle->loserHero->findStack(finishingBattle->loserHero->commander);
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for(const auto & artSlot : finishingBattle->loserHero->commander->artifactsWorn)
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addArtifactToTransfer(packCommander, artSlot.first, artSlot.second.getArt());
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sendArtifacts(packCommander);
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}
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}
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auto armyObj = battle.battleGetArmyObject(battle.otherSide(battleResult->winner));
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for(const auto & armySlot : armyObj->stacks)
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{
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BulkMoveArtifacts packsArmy(finishingBattle->winnerHero->getOwner(), finishingBattle->loserHero->id, finishingBattle->winnerHero->id, false);
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packsArmy.srcArtHolder = armyObj->id;
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packsArmy.srcCreature = armySlot.first;
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for(const auto & artSlot : armySlot.second->artifactsWorn)
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addArtifactToTransfer(packsArmy, artSlot.first, armySlot.second->getArt(artSlot.first));
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sendArtifacts(packsArmy);
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}
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// Display loot
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if(!arts.empty())
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{
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.appendLocalString(EMetaText::GENERAL_TXT, 30); //You have captured enemy artifact
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for(auto art : arts) //TODO; separate function to display loot for various objects?
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{
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if(art->isScroll())
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iw.components.emplace_back(ComponentType::SPELL_SCROLL, art->getScrollSpellID());
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else
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iw.components.emplace_back(ComponentType::ARTIFACT, art->getTypeId());
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if(iw.components.size() >= GameConstants::INFO_WINDOW_ARTIFACTS_MAX_ITEMS)
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{
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gameHandler->sendAndApply(&iw);
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iw.components.clear();
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}
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}
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gameHandler->sendAndApply(&iw);
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}
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if(!packHero.artsPack0.empty())
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sendArtifacts(packHero);
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}
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// Remove beaten hero
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if(finishingBattle->loserHero)
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{
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RemoveObject ro(finishingBattle->loserHero->id, finishingBattle->victor);
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gameHandler->sendAndApply(&ro);
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}
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// For draw case both heroes should be removed
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if(finishingBattle->isDraw() && finishingBattle->winnerHero)
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{
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RemoveObject ro(finishingBattle->winnerHero->id, finishingBattle->loser);
|
||||||
|
gameHandler->sendAndApply(&ro);
|
||||||
|
}
|
||||||
|
|
||||||
BattleResultAccepted raccepted;
|
BattleResultAccepted raccepted;
|
||||||
raccepted.battleID = battle.getBattle()->getBattleID();
|
raccepted.battleID = battle.getBattle()->getBattleID();
|
||||||
raccepted.heroResult[0].army = const_cast<CArmedInstance*>(battle.battleGetArmyObject(BattleSide::ATTACKER));
|
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[1].hero = const_cast<CGHeroInstance*>(battle.battleGetFightingHero(BattleSide::DEFENDER));
|
||||||
raccepted.heroResult[0].exp = battleResult->exp[0];
|
raccepted.heroResult[0].exp = battleResult->exp[0];
|
||||||
raccepted.heroResult[1].exp = battleResult->exp[1];
|
raccepted.heroResult[1].exp = battleResult->exp[1];
|
||||||
raccepted.winnerSide = finishingBattle->winnerSide;
|
raccepted.winnerSide = finishingBattle->winnerSide;
|
||||||
gameHandler->sendAndApply(&raccepted);
|
gameHandler->sendAndApply(&raccepted);
|
||||||
|
|
||||||
gameHandler->queries->popIfTop(battleQuery);
|
gameHandler->queries->popIfTop(battleQuery);
|
||||||
|
Loading…
Reference in New Issue
Block a user