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Merge pull request #4454 from IvanSavenko/hotfix
[1.5.X] Changes for a potential hotfix
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commit
fb37b9e08b
@ -265,7 +265,7 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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{
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std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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return reachability.distances[h1] < reachability.distances[h2];
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return reachability.distances.at(h1) < reachability.distances.at(h2);
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});
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for(auto hex : targetHexes)
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@ -283,7 +283,7 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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}
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}
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if(reachability.distances[targetHexes.front()] <= GameConstants::BFIELD_SIZE)
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if(reachability.distances.at(targetHexes.front()) <= GameConstants::BFIELD_SIZE)
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{
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break;
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}
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@ -291,16 +291,15 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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std::vector<BattleHex> copy = targetHexes;
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for(auto hex : copy)
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{
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vstd::concatenate(targetHexes, hex.allNeighbouringTiles());
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}
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vstd::erase_if(targetHexes, [](const BattleHex & hex) {return !hex.isValid();});
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vstd::removeDuplicates(targetHexes);
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}
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BattleHex bestNeighbor = targetHexes.front();
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if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
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if(reachability.distances.at(bestNeighbor) > GameConstants::BFIELD_SIZE)
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{
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return BattleAction::makeDefend(stack);
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}
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@ -764,7 +764,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUn
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ReachabilityInfo unitReachability = reachabilityIter != reachabilityCache.end() ? reachabilityIter->second : turnBattle.getReachability(unit);
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bool reachable = unitReachability.distances[hex] <= radius;
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bool reachable = unitReachability.distances.at(hex) <= radius;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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@ -774,7 +774,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUn
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= radius;
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reachable = unitReachability.distances.at(neighbor) <= radius;
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if(reachable) break;
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}
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@ -824,7 +824,7 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool enemyUnit = false;
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bool reachable = unitReachability.distances[hex] <= unitSpeed;
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bool reachable = unitReachability.distances.at(hex) <= unitSpeed;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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@ -836,7 +836,7 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unitSpeed;
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reachable = unitReachability.distances.at(neighbor) <= unitSpeed;
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if(reachable) break;
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}
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@ -620,9 +620,7 @@ void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreat
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{
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movementController->onBattleStarted();
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//Don't wait for dialogs when we are non-active hot-seat player
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if (LOCPLINT == this)
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waitForAllDialogs();
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waitForAllDialogs();
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}
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void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed)
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@ -645,9 +643,7 @@ void CPlayerInterface::battleStart(const BattleID & battleID, const CCreatureSet
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cb->registerBattleInterface(autofightingAI);
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}
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//Don't wait for dialogs when we are non-active hot-seat player
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if (LOCPLINT == this)
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waitForAllDialogs();
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waitForAllDialogs();
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BATTLE_EVENT_POSSIBLE_RETURN;
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}
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@ -1830,6 +1826,9 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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void CPlayerInterface::waitForAllDialogs()
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{
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if (!makingTurn)
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return;
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while(!dialogs.empty())
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{
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auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
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@ -68,7 +68,10 @@ GlobalLobbyLoginWindow::GlobalLobbyLoginWindow()
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onLoginModeChanged(0); // call it manually to disable widgets - toggleMode will not emit this call if this is currenly selected option
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}
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else
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{
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toggleMode->setSelected(1);
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onLoginModeChanged(1);
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}
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filledBackground->playerColored(PlayerColor(1));
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inputUsername->setCallback([this](const std::string & text)
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@ -286,5 +286,5 @@ GlobalLobbyMatchCard::GlobalLobbyMatchCard(GlobalLobbyWindow * window, const Glo
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opponentDescription.replaceNumber(matchDescription.participants.size());
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}
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labelMatchOpponent = std::make_shared<CLabel>(5, 30, FONT_SMALL, ETextAlignment::CENTERLEFT, Colors::YELLOW, opponentDescription.toString());
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labelMatchOpponent = std::make_shared<CLabel>(5, 30, FONT_SMALL, ETextAlignment::CENTERLEFT, Colors::YELLOW, opponentDescription.toString(), 120);
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}
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@ -230,7 +230,7 @@ std::string CComponent::getDescription() const
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return description;
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}
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case ComponentType::SPELL:
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return VLC->spells()->getById(data.subType.as<SpellID>())->getDescriptionTranslated(data.value.value_or(0));
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return VLC->spells()->getById(data.subType.as<SpellID>())->getDescriptionTranslated(std::max(0, data.value.value_or(0)));
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case ComponentType::MORALE:
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return CGI->generaltexth->heroscrn[ 4 - (data.value.value_or(0)>0) + (data.value.value_or(0)<0)];
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case ComponentType::LUCK:
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@ -290,7 +290,7 @@ std::string CComponent::getSubtitle() const
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return CGI->artifacts()->getById(data.subType.as<ArtifactID>())->getNameTranslated();
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case ComponentType::SPELL_SCROLL:
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case ComponentType::SPELL:
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if (data.value < 0)
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if (data.value.value_or(0) < 0)
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return "{#A9A9A9|" + CGI->spells()->getById(data.subType.as<SpellID>())->getNameTranslated() + "}";
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else
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return CGI->spells()->getById(data.subType.as<SpellID>())->getNameTranslated();
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@ -1035,7 +1035,7 @@ ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibi
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if(isInObstacle(curHex, obstacles, checkParams))
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continue;
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const int costToNeighbour = ret.distances[curHex.hex] + 1;
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const int costToNeighbour = ret.distances.at(curHex.hex) + 1;
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for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
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{
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if(neighbour.isValid())
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@ -312,6 +312,27 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
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std::unique_ptr<CMap> randomMap = mapGenerator.generate();
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progressTracking.exclude(mapGenerator);
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// Update starting options
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for(int i = 0; i < randomMap->players.size(); ++i)
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{
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const auto & playerInfo = randomMap->players[i];
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if(playerInfo.canAnyonePlay())
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{
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PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
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playerSettings.compOnly = !playerInfo.canHumanPlay;
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playerSettings.castle = playerInfo.defaultCastle();
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if(playerSettings.isControlledByAI() && playerSettings.name.empty())
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{
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playerSettings.name = VLC->generaltexth->allTexts[468];
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}
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playerSettings.color = PlayerColor(i);
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}
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else
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{
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scenarioOps->playerInfos.erase(PlayerColor(i));
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}
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}
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if(allowSavingRandomMap)
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{
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try
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@ -342,26 +363,6 @@ void CGameState::initNewGame(const IMapService * mapService, bool allowSavingRan
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}
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map = randomMap.release();
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// Update starting options
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for(int i = 0; i < map->players.size(); ++i)
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{
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const auto & playerInfo = map->players[i];
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if(playerInfo.canAnyonePlay())
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{
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PlayerSettings & playerSettings = scenarioOps->playerInfos[PlayerColor(i)];
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playerSettings.compOnly = !playerInfo.canHumanPlay;
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playerSettings.castle = playerInfo.defaultCastle();
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if(playerSettings.isControlledByAI() && playerSettings.name.empty())
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{
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playerSettings.name = VLC->generaltexth->allTexts[468];
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}
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playerSettings.color = PlayerColor(i);
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}
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else
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{
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scenarioOps->playerInfos.erase(PlayerColor(i));
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}
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}
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logGlobal->info("Generated random map in %i ms.", sw.getDiff());
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}
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@ -2696,10 +2696,11 @@ bool CGameHandler::garrisonSwap(ObjectInstanceID tid)
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}
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else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
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{
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//check if moving hero out of town will break 8 wandering heroes limit
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if (getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
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int mapCap = VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
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//check if moving hero out of town will break wandering heroes limit
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if (getHeroCount(town->garrisonHero->tempOwner,false) >= mapCap)
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{
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complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
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complain("Cannot move hero out of the garrison, there are already " + std::to_string(mapCap) + " wandering heroes!");
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return false;
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}
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