mirror of
https://github.com/vcmi/vcmi.git
synced 2025-02-15 13:33:36 +02:00
Merge branch 'optimization/swiftAI' into develop
Conflicts: lib/CGameState.cpp
This commit is contained in:
commit
fc16c8d207
@ -175,9 +175,11 @@ std::string strFromInt3(int3 pos)
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return oss.str();
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}
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bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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{
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const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
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const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
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*rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
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if(ln->turns != rn->turns)
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return ln->turns < rn->turns;
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@ -340,11 +342,6 @@ bool isSafeToVisit(HeroPtr h, crint3 tile)
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return true; //there's no danger
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}
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bool isReachable(const CGObjectInstance *obj)
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{
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return cb->getPathInfo(obj->visitablePos())->turns < 255;
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}
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bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
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{
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//tile must be free of with unoccupied boat
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@ -356,7 +353,6 @@ bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
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int3 whereToExplore(HeroPtr h)
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{
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TimeCheck tc ("where to explore");
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cb->setSelection(*h);
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int radius = h->getSightRadious();
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int3 hpos = h->visitablePos();
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@ -371,7 +367,7 @@ int3 whereToExplore(HeroPtr h)
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{
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int3 op = obj->visitablePos();
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CGPath p;
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cb->getPath2(op, p);
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ai->myCb->getPathsInfo(h.get())->getPath(op, p);
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if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
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if (ai->isGoodForVisit(obj, h))
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nearbyVisitableObjs.push_back(obj);
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@ -379,7 +375,7 @@ int3 whereToExplore(HeroPtr h)
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}
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}
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vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
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boost::sort(nearbyVisitableObjs, isCloser);
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boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
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if(nearbyVisitableObjs.size())
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return nearbyVisitableObjs.back()->visitablePos();
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@ -396,8 +392,8 @@ int3 whereToExplore(HeroPtr h)
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bool isBlockedBorderGate(int3 tileToHit)
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{
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return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
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&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
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return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
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(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
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}
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int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
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@ -146,8 +146,6 @@ void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out
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bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater);
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bool isBlockedBorderGate(int3 tileToHit);
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bool isReachable(const CGObjectInstance *obj);
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bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
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bool isWeeklyRevisitable (const CGObjectInstance * obj);
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bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
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@ -162,3 +160,12 @@ bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
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bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
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ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
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int3 whereToExplore(HeroPtr h);
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class CDistanceSorter
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{
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const CGHeroInstance * hero;
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public:
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CDistanceSorter(const CGHeroInstance * hero): hero(hero) {}
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bool operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
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};
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|
@ -405,7 +405,6 @@ float FuzzyHelper::evaluate (Goals::VisitTile & g)
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return 0;
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//assert(cb->isInTheMap(g.tile));
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cb->setSelection (g.hero.h);
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float turns = 0;
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float distance = cb->getMovementCost(g.hero.h, g.tile);
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if (!distance) //we stand on that tile
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|
@ -256,7 +256,7 @@ TSubgoal Win::whatToDoToAchieve()
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return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
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}),
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towns.end());
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boost::sort(towns, isCloser);
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boost::sort(towns, CDistanceSorter(h.get()));
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if(towns.size())
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{
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return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
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@ -353,7 +353,7 @@ TSubgoal FindObj::whatToDoToAchieve()
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}
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}
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}
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if (o && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is
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if (o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
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return sptr (Goals::GetObj(o->id.getNum()));
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else
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return sptr (Goals::Explore());
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@ -377,7 +377,7 @@ TSubgoal GetObj::whatToDoToAchieve()
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}
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else
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{
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if (isReachable(obj))
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if (ai->isAccessible(obj->pos))
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return sptr (Goals::VisitTile(pos).sethero(hero)); //we must visit object with same hero, if any
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}
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return sptr (Goals::ClearWayTo(pos).sethero(hero));
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@ -853,8 +853,31 @@ TSubgoal GatherTroops::whatToDoToAchieve()
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}
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if (dwellings.size())
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{
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boost::sort(dwellings, isCloser);
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return sptr (Goals::GetObj(dwellings.front()->id.getNum()));
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typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
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// sorted helper
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auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
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{
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const CGPathNode *ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos()),
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*rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
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if(ln->turns != rn->turns)
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return ln->turns < rn->turns;
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return (ln->moveRemains > rn->moveRemains);
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};
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// for all owned heroes generate map <hero -> nearest dwelling>
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TDwellMap nearestDwellings;
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for (const CGHeroInstance * hero : cb->getHeroesInfo(true))
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{
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nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
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}
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// find hero who is nearest to a dwelling
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const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
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return sptr (Goals::GetObj(nearest->id.getNum()));
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}
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else
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return sptr (Goals::Explore());
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@ -664,9 +664,6 @@ void VCAI::makeTurn()
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}
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break;
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}
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if(cb->getSelectedHero())
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cb->recalculatePaths();
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markHeroAbleToExplore (primaryHero());
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makeTurnInternal();
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@ -697,9 +694,8 @@ void VCAI::makeTurnInternal()
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continue;
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}
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cb->setSelection(hero.first.get());
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std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
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boost::sort (vec, isCloser);
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boost::sort (vec, CDistanceSorter(hero.first.get()));
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for (auto obj : vec)
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{
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if(!obj || !cb->getObj(obj->id))
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@ -793,7 +789,7 @@ void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
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switch (obj->ID)
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{
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case Obj::CREATURE_GENERATOR1:
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recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
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recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
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checkHeroArmy (h);
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break;
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case Obj::TOWN:
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@ -926,7 +922,7 @@ void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance *
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}
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}
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void VCAI::recruitCreatures(const CGDwelling * d)
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void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
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{
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for(int i = 0; i < d->creatures.size(); i++)
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{
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@ -941,7 +937,7 @@ void VCAI::recruitCreatures(const CGDwelling * d)
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amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
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if(count > 0)
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cb->recruitCreatures(d, creID, count, i);
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cb->recruitCreatures(d, recruiter, creID, count, i);
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}
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}
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@ -1222,7 +1218,7 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
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}
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}
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boost::sort(possibleDestinations, isCloser);
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boost::sort(possibleDestinations, CDistanceSorter(h.get()));
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return possibleDestinations;
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}
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@ -1256,7 +1252,6 @@ bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
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void VCAI::wander(HeroPtr h)
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{
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cb->setSelection(*h);
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//unclaim objects that are now dangerous for us
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auto reservedObjsSetCopy = reservedHeroesMap[h];
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for (auto obj : reservedObjsSetCopy)
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@ -1381,7 +1376,7 @@ void VCAI::wander(HeroPtr h)
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erase_if(dests, shouldBeErased);
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erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
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boost::sort(dests, isCloser); //find next closest one
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boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
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}
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if (h->visitedTown)
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@ -1618,7 +1613,6 @@ const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CG
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bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
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{
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cb->setSelection(*h);
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if (!includeAllies)
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{ //don't visit tile occupied by allied hero
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for (auto obj : cb->getVisitableObjs(pos))
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@ -1629,12 +1623,11 @@ bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /
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return false;
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}
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}
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return cb->getPathInfo(pos)->reachable();
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return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
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}
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bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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{
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cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
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logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
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int3 startHpos = h->visitablePos();
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bool ret = false;
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@ -1649,11 +1642,10 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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else
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{
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CGPath path;
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cb->getPath2(dst, path);
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cb->getPathsInfo(h.get())->getPath(dst, path);
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if(path.nodes.empty())
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{
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logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
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cb->recalculatePaths();
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throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
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}
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@ -1702,7 +1694,6 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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reserveObject(h, obj);
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}
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cb->recalculatePaths();
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if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
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{
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erase_if_present (lockedHeroes, h); //hero seemingly is confused
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@ -2212,7 +2203,7 @@ void VCAI::buildArmyIn(const CGTownInstance * t)
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{
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makePossibleUpgrades(t->visitingHero);
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makePossibleUpgrades(t);
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recruitCreatures(t);
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recruitCreatures(t, t);
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moveCreaturesToHero(t);
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}
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|
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@ -2230,7 +2221,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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auto best = dstToRevealedTiles.begin();
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for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
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{
|
||||
const CGPathNode *pn = cb->getPathInfo(i->first);
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const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
|
||||
//const TerrainTile *t = cb->getTile(i->first);
|
||||
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
|
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best = i;
|
||||
@ -2245,7 +2236,6 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
|
||||
int3 VCAI::explorationNewPoint(HeroPtr h)
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{
|
||||
//logAi->debugStream() << "Looking for an another place for exploration...";
|
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cb->setSelection(h.h);
|
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int radius = h->getSightRadious();
|
||||
|
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
|
||||
@ -2269,13 +2259,11 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
|
||||
|
||||
for(const int3 &tile : tiles[i])
|
||||
{
|
||||
if (cbp->getTile(tile)->blocked) //does it shorten the time?
|
||||
continue;
|
||||
if (!cbp->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
|
||||
if (!cb->getPathsInfo(h.get())->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
|
||||
continue;
|
||||
|
||||
CGPath path;
|
||||
cbp->getPath2(tile, path);
|
||||
cb->getPathsInfo(h.get())->getPath(tile, path);
|
||||
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
|
||||
|
||||
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
||||
@ -2655,7 +2643,6 @@ SectorMap::SectorMap()
|
||||
|
||||
SectorMap::SectorMap(HeroPtr h)
|
||||
{
|
||||
cb->setSelection(h.h);
|
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update();
|
||||
makeParentBFS(h->visitablePos());
|
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}
|
||||
@ -3104,7 +3091,7 @@ int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
|
||||
logAi->warnStream() << ("Another allied hero stands in our way");
|
||||
return ret;
|
||||
}
|
||||
if(cb->getPathInfo(curtile)->reachable())
|
||||
if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
|
||||
{
|
||||
return curtile;
|
||||
}
|
||||
|
@ -263,7 +263,7 @@ public:
|
||||
std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
|
||||
void buildStructure(const CGTownInstance * t);
|
||||
//void recruitCreatures(const CGTownInstance * t);
|
||||
void recruitCreatures(const CGDwelling * d);
|
||||
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
|
||||
bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
|
||||
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
|
||||
void moveCreaturesToHero(const CGTownInstance * t);
|
||||
|
@ -69,12 +69,12 @@ int CCallback::selectionMade(int selection, QueryID queryID)
|
||||
return sendRequest(&pack);
|
||||
}
|
||||
|
||||
void CCallback::recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level/*=-1*/)
|
||||
void CCallback::recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level/*=-1*/)
|
||||
{
|
||||
if(player!=obj->tempOwner && obj->ID != Obj::WAR_MACHINE_FACTORY)
|
||||
return;
|
||||
|
||||
RecruitCreatures pack(obj->id,ID,amount,level);
|
||||
RecruitCreatures pack(obj->id, dst->id, ID, amount, level);
|
||||
sendRequest(&pack);
|
||||
}
|
||||
|
||||
@ -235,36 +235,6 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
|
||||
sendRequest(&pack);
|
||||
}
|
||||
|
||||
void CCallback::setSelection(const CArmedInstance * obj)
|
||||
{
|
||||
if(!player || obj->getOwner() != *player)
|
||||
{
|
||||
logGlobal->errorStream() << boost::format("Cannot set selection to the object that is not owned. Object owner is %s, callback player %s") % obj->getOwner() % player;
|
||||
return;
|
||||
}
|
||||
|
||||
SetSelection ss;
|
||||
ss.player = *player;
|
||||
ss.id = obj->id;
|
||||
sendRequest(&(CPackForClient&)ss);
|
||||
|
||||
if(obj->getOwner() != *player)
|
||||
{
|
||||
// Cf. bug #1679 http://bugs.vcmi.eu/view.php?id=1679
|
||||
logGlobal->warnStream() << "The selection request became invalid because of event that occurred after it was made. Object owner is now " << obj->getOwner();
|
||||
throw std::runtime_error("setSelection not allowed");
|
||||
}
|
||||
|
||||
if(obj->ID == Obj::HERO)
|
||||
{
|
||||
if(cl->pathInfo->hero != obj) //calculate new paths only if we selected a different hero
|
||||
cl->calculatePaths(static_cast<const CGHeroInstance *>(obj));
|
||||
|
||||
//nasty workaround. TODO: nice workaround
|
||||
cl->gs->getPlayer(*player)->currentSelection = obj->id;
|
||||
}
|
||||
}
|
||||
|
||||
void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)
|
||||
{
|
||||
assert(townOrTavern);
|
||||
@ -288,10 +258,10 @@ void CCallback::save( const std::string &fname )
|
||||
}
|
||||
|
||||
|
||||
void CCallback::sendMessage(const std::string &mess)
|
||||
void CCallback::sendMessage(const std::string &mess, const CGObjectInstance * currentObject)
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
PlayerMessage pm(*player, mess);
|
||||
PlayerMessage pm(*player, mess, currentObject? currentObject->id : ObjectInstanceID(-1));
|
||||
sendRequest(&(CPackForClient&)pm);
|
||||
}
|
||||
|
||||
@ -314,66 +284,33 @@ CCallback::~CCallback()
|
||||
//trivial, but required. Don`t remove.
|
||||
}
|
||||
|
||||
|
||||
const CGPathNode * CCallback::getPathInfo( int3 tile )
|
||||
{
|
||||
if (!gs->map->isInTheMap(tile))
|
||||
return nullptr;
|
||||
|
||||
validatePaths();
|
||||
return &cl->pathInfo->nodes[tile.x][tile.y][tile.z];
|
||||
}
|
||||
|
||||
int CCallback::getDistance( int3 tile )
|
||||
{
|
||||
CGPath ret;
|
||||
if (getPath2 (tile, ret))
|
||||
return ret.nodes.size();
|
||||
else
|
||||
return 255;
|
||||
}
|
||||
|
||||
bool CCallback::canMoveBetween(const int3 &a, const int3 &b)
|
||||
{
|
||||
//TODO: merge with Pathfinder::canMoveBetween
|
||||
return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);
|
||||
}
|
||||
|
||||
bool CCallback::getPath2( int3 dest, CGPath &ret )
|
||||
{
|
||||
if (!gs->map->isInTheMap(dest))
|
||||
return false;
|
||||
|
||||
validatePaths();
|
||||
|
||||
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
|
||||
return cl->pathInfo->getPath(dest, ret);
|
||||
}
|
||||
|
||||
int CCallback::getMovementCost(const CGHeroInstance * hero, int3 dest)
|
||||
{
|
||||
return gs->getMovementCost(hero, hero->visitablePos(), dest, hero->hasBonusOfType (Bonus::FLYING_MOVEMENT), hero->movement);
|
||||
}
|
||||
|
||||
const CPathsInfo * CCallback::getPathsInfo(const CGHeroInstance *h)
|
||||
{
|
||||
return cl->getPathsInfo(h);
|
||||
}
|
||||
|
||||
int3 CCallback::getGuardingCreaturePosition(int3 tile)
|
||||
{
|
||||
if (!gs->map->isInTheMap(tile))
|
||||
return int3(-1,-1,-1);
|
||||
|
||||
validatePaths();
|
||||
|
||||
boost::unique_lock<boost::mutex> pathLock(cl->pathMx);
|
||||
return gs->map->guardingCreaturePositions[tile.x][tile.y][tile.z];
|
||||
}
|
||||
|
||||
void CCallback::recalculatePaths()
|
||||
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
|
||||
{
|
||||
cl->calculatePaths(cl->IGameCallback::getSelectedHero(*player));
|
||||
}
|
||||
|
||||
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out, int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/ )
|
||||
{
|
||||
gs->calculatePaths(hero, out, src, movement);
|
||||
gs->calculatePaths(hero, out);
|
||||
}
|
||||
|
||||
void CCallback::dig( const CGObjectInstance *hero )
|
||||
@ -398,18 +335,6 @@ void CCallback::unregisterAllInterfaces()
|
||||
cl->battleints.clear();
|
||||
}
|
||||
|
||||
void CCallback::validatePaths()
|
||||
{
|
||||
ASSERT_IF_CALLED_WITH_PLAYER
|
||||
const CGHeroInstance *h = cl->IGameCallback::getSelectedHero(*player);
|
||||
if(h && ( cl->pathInfo->hero != h //wrong hero
|
||||
|| cl->pathInfo->hpos != h->getPosition(false) //wrong hero position
|
||||
|| !cl->pathInfo->isValid)) //paths invalidated by game event
|
||||
{
|
||||
recalculatePaths();
|
||||
}
|
||||
}
|
||||
|
||||
int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance *s2, SlotID p1, SlotID p2)
|
||||
{
|
||||
if(s1->getCreature(p1) == s2->getCreature(p2))
|
||||
|
24
CCallback.h
24
CCallback.h
@ -54,7 +54,7 @@ public:
|
||||
//town
|
||||
virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
|
||||
virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
|
||||
virtual void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1)=0;
|
||||
virtual void recruitCreatures(const CGDwelling *obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1)=0;
|
||||
virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
|
||||
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
|
||||
|
||||
@ -72,11 +72,9 @@ public:
|
||||
virtual void endTurn()=0;
|
||||
virtual void buyArtifact(const CGHeroInstance *hero, ArtifactID aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
|
||||
virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
|
||||
virtual void setSelection(const CArmedInstance * obj)=0;
|
||||
|
||||
|
||||
virtual void save(const std::string &fname) = 0;
|
||||
virtual void sendMessage(const std::string &mess) = 0;
|
||||
virtual void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr) = 0;
|
||||
virtual void buildBoat(const IShipyard *obj) = 0;
|
||||
};
|
||||
|
||||
@ -100,24 +98,17 @@ public:
|
||||
|
||||
class CCallback : public CPlayerSpecificInfoCallback, public IGameActionCallback, public CBattleCallback
|
||||
{
|
||||
private:
|
||||
|
||||
void validatePaths(); //recalcualte paths if necessary
|
||||
|
||||
public:
|
||||
CCallback(CGameState * GS, boost::optional<PlayerColor> Player, CClient *C);
|
||||
virtual ~CCallback();
|
||||
|
||||
//client-specific functionalities (pathfinding)
|
||||
virtual const CGPathNode *getPathInfo(int3 tile); //uses main, client pathfinder info
|
||||
virtual int getDistance(int3 tile);
|
||||
virtual bool getPath2(int3 dest, CGPath &ret); //uses main, client pathfinder info
|
||||
virtual bool canMoveBetween(const int3 &a, const int3 &b);
|
||||
virtual int getMovementCost(const CGHeroInstance * hero, int3 dest);
|
||||
virtual int3 getGuardingCreaturePosition(int3 tile); //uses main, client pathfinder info
|
||||
virtual int3 getGuardingCreaturePosition(int3 tile);
|
||||
virtual const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
|
||||
|
||||
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
|
||||
virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
|
||||
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
|
||||
|
||||
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
|
||||
void registerGameInterface(shared_ptr<IGameEventsReceiver> gameEvents);
|
||||
@ -142,7 +133,7 @@ public:
|
||||
//bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
|
||||
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
|
||||
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) override;
|
||||
void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1);
|
||||
void recruitCreatures(const CGDwelling * obj, const CArmedInstance * dst, CreatureID ID, ui32 amount, si32 level=-1);
|
||||
bool dismissCreature(const CArmedInstance *obj, SlotID stackPos);
|
||||
bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE) override;
|
||||
void endTurn();
|
||||
@ -150,10 +141,9 @@ public:
|
||||
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
|
||||
void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = nullptr);
|
||||
void setFormation(const CGHeroInstance * hero, bool tight);
|
||||
void setSelection(const CArmedInstance * obj);
|
||||
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
|
||||
void save(const std::string &fname);
|
||||
void sendMessage(const std::string &mess);
|
||||
void sendMessage(const std::string &mess, const CGObjectInstance * currentObject = nullptr);
|
||||
void buildBoat(const IShipyard *obj);
|
||||
void dig(const CGObjectInstance *hero);
|
||||
void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1));
|
||||
|
@ -105,6 +105,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
|
||||
curAction = nullptr;
|
||||
playerID=Player;
|
||||
human=true;
|
||||
currentSelection = nullptr;
|
||||
castleInt = nullptr;
|
||||
battleInt = nullptr;
|
||||
//pim = new boost::recursive_mutex;
|
||||
@ -1256,12 +1257,10 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
|
||||
{
|
||||
h & pathsMap;
|
||||
|
||||
CPathsInfo pathsInfo(cb->getMapSize());
|
||||
for(auto &p : pathsMap)
|
||||
{
|
||||
cb->calculatePaths(p.first, pathsInfo);
|
||||
CGPath path;
|
||||
pathsInfo.getPath(p.second, path);
|
||||
cb->getPathsInfo(p.first)->getPath(p.second, path);
|
||||
paths[p.first] = path;
|
||||
logGlobal->traceStream() << boost::format("Restored path for hero %s leading to %s with %d nodes")
|
||||
% p.first->nodeName() % p.second % path.nodes.size();
|
||||
@ -1464,7 +1463,7 @@ void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const C
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
waitWhileDialog();
|
||||
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, id, count, -1); };
|
||||
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(dwelling, dst, id, count, -1); };
|
||||
CRecruitmentWindow *cr = new CRecruitmentWindow(dwelling, level, dst, recruitCb);
|
||||
GH.pushInt(cr);
|
||||
}
|
||||
@ -1552,6 +1551,16 @@ bool CPlayerInterface::ctrlPressed() const
|
||||
return isCtrlKeyDown();
|
||||
}
|
||||
|
||||
const CArmedInstance * CPlayerInterface::getSelection()
|
||||
{
|
||||
return currentSelection;
|
||||
}
|
||||
|
||||
void CPlayerInterface::setSelection(const CArmedInstance * obj)
|
||||
{
|
||||
currentSelection = obj;
|
||||
}
|
||||
|
||||
void CPlayerInterface::update()
|
||||
{
|
||||
if (!locked)
|
||||
@ -2206,7 +2215,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
|
||||
{
|
||||
assert(h->getPosition(false) == path.startPos());
|
||||
//update the hero path in case of something has changed on map
|
||||
if(LOCPLINT->cb->getPath2(path.endPos(), path))
|
||||
if(LOCPLINT->cb->getPathsInfo(h)->getPath(path.endPos(), path))
|
||||
return &path;
|
||||
else
|
||||
paths.erase(h);
|
||||
|
@ -86,6 +86,7 @@ enum
|
||||
/// Central class for managing user interface logic
|
||||
class CPlayerInterface : public CGameInterface, public ILockedUpdatable
|
||||
{
|
||||
const CArmedInstance * currentSelection;
|
||||
public:
|
||||
bool observerInDuelMode;
|
||||
|
||||
@ -117,6 +118,8 @@ public:
|
||||
shared_ptr<CBattleGameInterface> autofightingAI; //AI that makes decisions
|
||||
bool isAutoFightOn; //Flag, switch it to stop quick combat. Don't touch if there is no battle interface.
|
||||
|
||||
const CArmedInstance * getSelection();
|
||||
void setSelection(const CArmedInstance * obj);
|
||||
|
||||
struct SpellbookLastSetting
|
||||
{
|
||||
@ -246,6 +249,7 @@ public:
|
||||
void movementPxStep( const TryMoveHero &details, int i, const int3 &hp, const CGHeroInstance * ho );//performing step of movement
|
||||
void finishMovement( const TryMoveHero &details, const int3 &hp, const CGHeroInstance * ho ); //finish movement
|
||||
void eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath = true );
|
||||
|
||||
void removeLastNodeFromPath(const CGHeroInstance *ho);
|
||||
CGPath *getAndVerifyPath( const CGHeroInstance * h );
|
||||
void acceptTurn(); //used during hot seat after your turn message is close
|
||||
|
@ -542,14 +542,6 @@ void CClient::handlePack( CPack * pack )
|
||||
delete pack;
|
||||
}
|
||||
|
||||
void CClient::updatePaths()
|
||||
{
|
||||
//TODO? lazy evaluation? paths now can get recalculated multiple times upon various game events
|
||||
const CGHeroInstance *h = getSelectedHero();
|
||||
if (h)//if we have selected hero...
|
||||
calculatePaths(h);
|
||||
}
|
||||
|
||||
void CClient::finishCampaign( shared_ptr<CCampaignState> camp )
|
||||
{
|
||||
}
|
||||
@ -672,13 +664,6 @@ PlayerColor CClient::getLocalPlayer() const
|
||||
return getCurrentPlayer();
|
||||
}
|
||||
|
||||
void CClient::calculatePaths(const CGHeroInstance *h)
|
||||
{
|
||||
assert(h);
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
gs->calculatePaths(h, *pathInfo);
|
||||
}
|
||||
|
||||
void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleInt)
|
||||
{
|
||||
setThreadName("CClient::commenceTacticPhaseForInt");
|
||||
@ -693,10 +678,22 @@ void CClient::commenceTacticPhaseForInt(shared_ptr<CBattleGameInterface> battleI
|
||||
} HANDLE_EXCEPTION
|
||||
}
|
||||
|
||||
void CClient::invalidatePaths(const CGHeroInstance *h /*= nullptr*/)
|
||||
void CClient::invalidatePaths()
|
||||
{
|
||||
if(!h || pathInfo->hero == h)
|
||||
pathInfo->isValid = false;
|
||||
// turn pathfinding info into invalid. It will be regenerated later
|
||||
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
|
||||
pathInfo->hero = nullptr;
|
||||
}
|
||||
|
||||
const CPathsInfo * CClient::getPathsInfo(const CGHeroInstance *h)
|
||||
{
|
||||
assert(h);
|
||||
boost::unique_lock<boost::mutex> pathLock(pathInfo->pathMx);
|
||||
if (pathInfo->hero != h)
|
||||
{
|
||||
gs->calculatePaths(h, *pathInfo.get());
|
||||
}
|
||||
return pathInfo.get();
|
||||
}
|
||||
|
||||
int CClient::sendRequest(const CPack *request, PlayerColor player)
|
||||
|
@ -113,6 +113,7 @@ public:
|
||||
/// Class which handles client - server logic
|
||||
class CClient : public IGameCallback
|
||||
{
|
||||
unique_ptr<CPathsInfo> pathInfo;
|
||||
public:
|
||||
std::map<PlayerColor,shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
|
||||
std::map<PlayerColor,shared_ptr<CBattleCallback> > battleCallbacks; //callbacks given to player interfaces
|
||||
@ -129,9 +130,6 @@ public:
|
||||
|
||||
boost::optional<BattleAction> curbaction;
|
||||
|
||||
unique_ptr<CPathsInfo> pathInfo;
|
||||
boost::mutex pathMx; //protects the variable above
|
||||
|
||||
CScriptingModule *erm;
|
||||
|
||||
ThreadSafeVector<int> waitingRequest;
|
||||
@ -158,9 +156,9 @@ public:
|
||||
void campaignMapFinished( shared_ptr<CCampaignState> camp );
|
||||
void finishCampaign( shared_ptr<CCampaignState> camp );
|
||||
void proposeNextMission(shared_ptr<CCampaignState> camp);
|
||||
void invalidatePaths(const CGHeroInstance *h = nullptr); //invalidates paths for hero h or for any hero if h is nullptr => they'll got recalculated when the next query comes
|
||||
void calculatePaths(const CGHeroInstance *h);
|
||||
void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
|
||||
|
||||
void invalidatePaths();
|
||||
const CPathsInfo * getPathsInfo(const CGHeroInstance *h);
|
||||
|
||||
bool terminate; // tell to terminate
|
||||
boost::thread *connectionHandler; //thread running run() method
|
||||
|
@ -160,7 +160,7 @@ void SetMana::applyCl( CClient *cl )
|
||||
void SetMovePoints::applyCl( CClient *cl )
|
||||
{
|
||||
const CGHeroInstance *h = cl->getHero(hid);
|
||||
cl->invalidatePaths(h);
|
||||
cl->invalidatePaths();
|
||||
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroMovePointsChanged, h);
|
||||
}
|
||||
|
||||
@ -822,15 +822,6 @@ void PlayerMessage::applyCl(CClient *cl)
|
||||
LOCPLINT->cingconsole->print(str.str());
|
||||
}
|
||||
|
||||
void SetSelection::applyCl(CClient *cl)
|
||||
{
|
||||
const CGHeroInstance *h = cl->getHero(id);
|
||||
if(!h)
|
||||
return;
|
||||
|
||||
//CPackForClient::GS(cl)->calculatePaths(h, *cl->pathInfo);
|
||||
}
|
||||
|
||||
void ShowInInfobox::applyCl(CClient *cl)
|
||||
{
|
||||
INTERFACE_CALL_IF_PRESENT(player,showComp, c, text.toString());
|
||||
@ -914,7 +905,7 @@ void CenterView::applyCl(CClient *cl)
|
||||
|
||||
void NewObject::applyCl(CClient *cl)
|
||||
{
|
||||
cl->updatePaths();
|
||||
cl->invalidatePaths();
|
||||
|
||||
const CGObjectInstance *obj = cl->getObj(id);
|
||||
CGI->mh->printObject(obj);
|
||||
|
@ -1168,7 +1168,7 @@ void CInGameConsole::endEnteringText(bool printEnteredText)
|
||||
if(printEnteredText)
|
||||
{
|
||||
std::string txt = enteredText.substr(0, enteredText.size()-1);
|
||||
LOCPLINT->cb->sendMessage(txt);
|
||||
LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
|
||||
previouslyEntered.push_back(txt);
|
||||
//print(txt);
|
||||
}
|
||||
|
@ -948,7 +948,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
|
||||
|
||||
CGPath &path = LOCPLINT->paths[h];
|
||||
terrain.currentPath = &path;
|
||||
if(!LOCPLINT->cb->getPath2(h->getPosition(false) + dir, path))
|
||||
if(!LOCPLINT->cb->getPathsInfo(h)->getPath(h->getPosition(false) + dir, path))
|
||||
{
|
||||
terrain.currentPath = nullptr;
|
||||
return;
|
||||
@ -997,7 +997,7 @@ int3 CAdvMapInt::verifyPos(int3 ver)
|
||||
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
|
||||
{
|
||||
assert(sel);
|
||||
LOCPLINT->cb->setSelection(sel);
|
||||
LOCPLINT->setSelection(sel);
|
||||
selection = sel;
|
||||
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
|
||||
{
|
||||
@ -1184,7 +1184,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
||||
}
|
||||
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
|
||||
{
|
||||
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
|
||||
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
|
||||
if(currentHero == topBlocking) //clicked selected hero
|
||||
{
|
||||
LOCPLINT->openHeroWindow(currentHero);
|
||||
@ -1206,7 +1206,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
||||
{
|
||||
CGPath &path = LOCPLINT->paths[currentHero];
|
||||
terrain.currentPath = &path;
|
||||
bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
|
||||
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(mapPos, path); //try getting path, erase if failed
|
||||
updateMoveHero(currentHero);
|
||||
if (!gotPath)
|
||||
LOCPLINT->eraseCurrentPathOf(currentHero);
|
||||
@ -1249,11 +1249,6 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
|
||||
statusbar.setText(hlp);
|
||||
}
|
||||
|
||||
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
|
||||
|
||||
int turns = pnode->turns;
|
||||
vstd::amin(turns, 3);
|
||||
|
||||
if(!selection) //may occur just at the start of game (fake move before full intiialization)
|
||||
return;
|
||||
|
||||
@ -1298,6 +1293,10 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
|
||||
}
|
||||
else if(const CGHeroInstance *h = curHero())
|
||||
{
|
||||
const CGPathNode *pnode = LOCPLINT->cb->getPathsInfo(h)->getPathInfo(mapPos);
|
||||
|
||||
int turns = pnode->turns;
|
||||
vstd::amin(turns, 3);
|
||||
bool accessible = pnode->turns < 255;
|
||||
|
||||
if(objAtTile)
|
||||
|
@ -777,7 +777,7 @@ void CCastleBuildings::enterCastleGate()
|
||||
void CCastleBuildings::enterDwelling(int level)
|
||||
{
|
||||
assert(level >= 0 && level < town->creatures.size());
|
||||
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, id, count, level); };
|
||||
auto recruitCb = [=](CreatureID id, int count){ LOCPLINT->cb->recruitCreatures(town, town, id, count, level); };
|
||||
GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, -87));
|
||||
}
|
||||
|
||||
@ -1066,7 +1066,7 @@ void CCreaInfo::clickLeft(tribool down, bool previousState)
|
||||
if(previousState && (!down))
|
||||
{
|
||||
int offset = LOCPLINT->castleInt? (-87) : 0;
|
||||
auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, id, count, level); };
|
||||
auto recruitCb = [=](CreatureID id, int count) { LOCPLINT->cb->recruitCreatures(town, town, id, count, level); };
|
||||
GH.pushInt(new CRecruitmentWindow(town, level, town, recruitCb, offset));
|
||||
}
|
||||
}
|
||||
|
@ -38,18 +38,6 @@ int CGameInfoCallback::getResource(PlayerColor Player, Res::ERes which) const
|
||||
return p->resources[which];
|
||||
}
|
||||
|
||||
const CGHeroInstance* CGameInfoCallback::getSelectedHero( PlayerColor Player ) const
|
||||
{
|
||||
const PlayerState *p = getPlayer(Player);
|
||||
ERROR_RET_VAL_IF(!p, "No player info!", nullptr);
|
||||
return getHero(p->currentSelection);
|
||||
}
|
||||
|
||||
const CGHeroInstance* CGameInfoCallback::getSelectedHero() const
|
||||
{
|
||||
return getSelectedHero(gs->currentPlayer);
|
||||
}
|
||||
|
||||
const PlayerSettings * CGameInfoCallback::getPlayerSettings(PlayerColor color) const
|
||||
{
|
||||
return &gs->scenarioOps->getIthPlayersSettings(color);
|
||||
|
@ -72,8 +72,6 @@ public:
|
||||
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
|
||||
int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
|
||||
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
|
||||
const CGHeroInstance* getSelectedHero(PlayerColor player) const; //nullptr if no hero is selected
|
||||
const CGHeroInstance* getSelectedHero() const; //of current (active) player
|
||||
const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
|
||||
const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
#include "BattleAction.h"
|
||||
#include "IGameEventsReceiver.h"
|
||||
#include "CGameStateFwd.h"
|
||||
|
||||
/*
|
||||
* CGameInterface.h, part of VCMI engine
|
||||
@ -45,6 +46,7 @@ struct StackLocation;
|
||||
class CStackInstance;
|
||||
class CCommanderInstance;
|
||||
class CStack;
|
||||
class CPathsInfo;
|
||||
class CCreature;
|
||||
class CLoadFile;
|
||||
class CSaveFile;
|
||||
@ -73,7 +75,7 @@ public:
|
||||
};
|
||||
|
||||
/// Central class for managing human player / AI interface logic
|
||||
class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
|
||||
class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
|
||||
{
|
||||
public:
|
||||
virtual void init(shared_ptr<CCallback> CB){};
|
||||
|
@ -2165,10 +2165,10 @@ void CGameState::apply(CPack *pack)
|
||||
applierGs->apps[typ]->applyOnGS(this,pack);
|
||||
}
|
||||
|
||||
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
|
||||
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
|
||||
{
|
||||
CPathfinder pathfinder(out, this, hero);
|
||||
pathfinder.calculatePaths(src, movement);
|
||||
pathfinder.calculatePaths();
|
||||
}
|
||||
|
||||
/**
|
||||
@ -2896,9 +2896,29 @@ bool CGPathNode::reachable() const
|
||||
return turns < 255;
|
||||
}
|
||||
|
||||
bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
|
||||
const CGPathNode * CPathsInfo::getPathInfo( int3 tile ) const
|
||||
{
|
||||
assert(isValid);
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
if (tile.x >= sizes.x || tile.y >= sizes.y || tile.z >= sizes.z)
|
||||
return nullptr;
|
||||
return &nodes[tile.x][tile.y][tile.z];
|
||||
}
|
||||
|
||||
int CPathsInfo::getDistance( int3 tile ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
CGPath ret;
|
||||
if (getPath(tile, ret))
|
||||
return ret.nodes.size();
|
||||
else
|
||||
return 255;
|
||||
}
|
||||
|
||||
bool CPathsInfo::getPath( const int3 &dst, CGPath &out ) const
|
||||
{
|
||||
boost::unique_lock<boost::mutex> pathLock(pathMx);
|
||||
|
||||
out.nodes.clear();
|
||||
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
|
||||
@ -2965,7 +2985,7 @@ void CGPath::convert( ui8 mode )
|
||||
}
|
||||
|
||||
PlayerState::PlayerState()
|
||||
: color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),
|
||||
: color(-1), enteredWinningCheatCode(0),
|
||||
enteredLosingCheatCode(0), status(EPlayerStatus::INGAME)
|
||||
{
|
||||
setNodeType(PLAYER);
|
||||
@ -3277,18 +3297,15 @@ void CPathfinder::initializeGraph()
|
||||
}
|
||||
}
|
||||
|
||||
void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/)
|
||||
void CPathfinder::calculatePaths()
|
||||
{
|
||||
assert(hero);
|
||||
assert(hero == getHero(hero->id));
|
||||
|
||||
if(src.x < 0)
|
||||
src = hero->getPosition(false);
|
||||
if(movement < 0)
|
||||
movement = hero->movement;
|
||||
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
|
||||
int maxMovePointsLand = hero->maxMovePoints(true);
|
||||
int maxMovePointsWater = hero->maxMovePoints(false);
|
||||
int3 src = hero->getPosition(false);
|
||||
|
||||
auto maxMovePoints = [&](CGPathNode *cp) -> int
|
||||
{
|
||||
@ -3296,9 +3313,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
|
||||
};
|
||||
|
||||
out.hero = hero;
|
||||
out.hpos = src;
|
||||
out.hpos = hero->getPosition(false);
|
||||
|
||||
if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input
|
||||
if(!gs->map->isInTheMap(out.hpos)/* || !gs->map->isInTheMap(dest)*/) //check input
|
||||
{
|
||||
logGlobal->errorStream() << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...";
|
||||
return;
|
||||
@ -3308,9 +3325,9 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
|
||||
initializeGraph();
|
||||
|
||||
//initial tile - set cost on 0 and add to the queue
|
||||
CGPathNode &initialNode = *getNode(src);
|
||||
CGPathNode &initialNode = *getNode(out.hpos);
|
||||
initialNode.turns = 0;
|
||||
initialNode.moveRemains = movement;
|
||||
initialNode.moveRemains = hero->movement;
|
||||
mq.push_back(&initialNode);
|
||||
|
||||
std::vector<int3> neighbours;
|
||||
@ -3426,8 +3443,6 @@ void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*=
|
||||
}
|
||||
} //neighbours loop
|
||||
} //queue loop
|
||||
|
||||
out.isValid = true;
|
||||
}
|
||||
|
||||
CGPathNode *CPathfinder::getNode(const int3 &coord)
|
||||
|
@ -164,7 +164,6 @@ struct DLL_LINKAGE PlayerState : public CBonusSystemNode
|
||||
public:
|
||||
PlayerColor color;
|
||||
bool human; //true if human controlled player, false for AI
|
||||
ObjectInstanceID currentSelection; //id of hero/town, 0xffffffff if none
|
||||
TeamID team;
|
||||
TResources resources;
|
||||
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
|
||||
@ -183,7 +182,7 @@ public:
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & color & human & currentSelection & team & resources & status;
|
||||
h & color & human & team & resources & status;
|
||||
h & heroes & towns & availableHeroes & dwellings & visitedObjects;
|
||||
h & getBonusList(); //FIXME FIXME FIXME
|
||||
h & status & daysWithoutCastle;
|
||||
@ -217,50 +216,6 @@ struct UpgradeInfo
|
||||
UpgradeInfo(){oldID = CreatureID::NONE;};
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
bool isValid;
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
bool getPath(const int3 &dst, CGPath &out);
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
};
|
||||
|
||||
struct DLL_EXPORT DuelParameters
|
||||
{
|
||||
ETerrainType terType;
|
||||
@ -350,7 +305,7 @@ private:
|
||||
|
||||
public:
|
||||
CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero);
|
||||
void calculatePaths(int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
};
|
||||
|
||||
|
||||
@ -398,7 +353,7 @@ public:
|
||||
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
|
||||
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
|
||||
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
|
||||
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
|
||||
int3 guardingCreaturePosition (int3 pos) const;
|
||||
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
|
||||
|
||||
|
@ -118,3 +118,49 @@ struct DLL_LINKAGE QuestInfo //universal interface for human and AI
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
enum EAccessibility
|
||||
{
|
||||
NOT_SET = 0,
|
||||
ACCESSIBLE = 1, //tile can be entered and passed
|
||||
VISITABLE, //tile can be entered as the last tile in path
|
||||
BLOCKVIS, //visitable from neighbouring tile but not passable
|
||||
BLOCKED //tile can't be entered nor visited
|
||||
};
|
||||
|
||||
EAccessibility accessible;
|
||||
ui8 land;
|
||||
ui8 turns; //how many turns we have to wait before reachng the tile - 0 means current turn
|
||||
ui32 moveRemains; //remaining tiles after hero reaches the tile
|
||||
CGPathNode * theNodeBefore;
|
||||
int3 coord; //coordinates
|
||||
|
||||
CGPathNode();
|
||||
bool reachable() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
void convert(ui8 mode); //mode=0 -> from 'manifest' to 'object'
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE CPathsInfo
|
||||
{
|
||||
mutable boost::mutex pathMx;
|
||||
|
||||
const CGHeroInstance *hero;
|
||||
int3 hpos;
|
||||
int3 sizes;
|
||||
CGPathNode ***nodes; //[w][h][level]
|
||||
|
||||
const CGPathNode * getPathInfo( int3 tile ) const;
|
||||
bool getPath(const int3 &dst, CGPath &out) const;
|
||||
int getDistance( int3 tile ) const;
|
||||
CPathsInfo(const int3 &Sizes);
|
||||
~CPathsInfo();
|
||||
};
|
||||
|
@ -45,6 +45,9 @@ CTypeList typeList;
|
||||
|
||||
void CConnection::init()
|
||||
{
|
||||
boost::asio::ip::tcp::no_delay option(true);
|
||||
socket->set_option(option);
|
||||
|
||||
enableSmartPointerSerializatoin();
|
||||
disableStackSendingByID();
|
||||
registerTypes(static_cast<CISer<CConnection>&>(*this));
|
||||
|
@ -1803,15 +1803,17 @@ struct RazeStructure : public BuildStructure
|
||||
struct RecruitCreatures : public CPackForServer
|
||||
{
|
||||
RecruitCreatures(){};
|
||||
RecruitCreatures(ObjectInstanceID TID, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
|
||||
ObjectInstanceID tid; //town id
|
||||
RecruitCreatures(ObjectInstanceID TID, ObjectInstanceID DST, CreatureID CRID, si32 Amount, si32 Level):
|
||||
tid(TID), dst(DST), crid(CRID), amount(Amount), level(Level){};
|
||||
ObjectInstanceID tid; //dwelling id, or town
|
||||
ObjectInstanceID dst; //destination ID, e.g. hero
|
||||
CreatureID crid;
|
||||
ui32 amount;//creature amount
|
||||
si32 level;//dwelling level to buy from, -1 if any
|
||||
bool applyGh(CGameHandler *gh);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & tid & crid & amount & level;
|
||||
h & tid & dst & crid & amount & level;
|
||||
}
|
||||
};
|
||||
|
||||
@ -2033,8 +2035,8 @@ struct SaveGame : public CPackForClient, public CPackForServer
|
||||
struct PlayerMessage : public CPackForClient, public CPackForServer //513
|
||||
{
|
||||
PlayerMessage(){CPackForClient::type = 513;};
|
||||
PlayerMessage(PlayerColor Player, const std::string &Text)
|
||||
:player(Player),text(Text)
|
||||
PlayerMessage(PlayerColor Player, const std::string &Text, ObjectInstanceID obj)
|
||||
:player(Player),text(Text), currObj(obj)
|
||||
{CPackForClient::type = 513;};
|
||||
void applyCl(CClient *cl);
|
||||
void applyGs(CGameState *gs){};
|
||||
@ -2042,27 +2044,11 @@ struct PlayerMessage : public CPackForClient, public CPackForServer //513
|
||||
|
||||
PlayerColor player;
|
||||
std::string text;
|
||||
ObjectInstanceID currObj; // optional parameter that specifies current object. For cheats :)
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & text & player;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct SetSelection : public CPackForClient, public CPackForServer //514
|
||||
{
|
||||
SetSelection(){CPackForClient::type = 514;};
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
bool applyGh(CGameHandler *gh);
|
||||
void applyCl(CClient *cl);
|
||||
|
||||
PlayerColor player;
|
||||
ObjectInstanceID id;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & id & player;
|
||||
h & text & player & currObj;
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -1658,11 +1658,6 @@ DLL_LINKAGE void YourTurn::applyGs( CGameState *gs )
|
||||
}
|
||||
}
|
||||
|
||||
DLL_LINKAGE void SetSelection::applyGs( CGameState *gs )
|
||||
{
|
||||
gs->getPlayer(player)->currentSelection = id;
|
||||
}
|
||||
|
||||
DLL_LINKAGE Component::Component(const CStackBasicDescriptor &stack)
|
||||
: id(CREATURE), subtype(stack.type->idNumber), val(stack.count), when(0)
|
||||
{
|
||||
|
@ -298,7 +298,6 @@ void registerTypesClientPacks2(Serializer &s)
|
||||
s.template registerType<CArtifactOperationPack, DisassembledArtifact>();
|
||||
|
||||
s.template registerType<CPackForClient, SaveGame>();
|
||||
s.template registerType<CPackForClient, SetSelection>();
|
||||
s.template registerType<CPackForClient, PlayerMessage>();
|
||||
}
|
||||
|
||||
@ -332,7 +331,6 @@ void registerTypesServerPacks(Serializer &s)
|
||||
s.template registerType<CPackForServer, CommitPackage>();
|
||||
|
||||
s.template registerType<CPackForServer, SaveGame>();
|
||||
s.template registerType<CPackForServer, SetSelection>();
|
||||
s.template registerType<CPackForServer, PlayerMessage>();
|
||||
}
|
||||
|
||||
|
@ -2562,7 +2562,7 @@ void CGameHandler::sendMessageToAll( const std::string &message )
|
||||
sendToAllClients(&sm);
|
||||
}
|
||||
|
||||
bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
|
||||
bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dstid, CreatureID crid, ui32 cram, si32 fromLvl )
|
||||
{
|
||||
const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
|
||||
const CArmedInstance *dst = nullptr;
|
||||
@ -2570,14 +2570,8 @@ bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui
|
||||
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
|
||||
|
||||
//TODO: test for owning
|
||||
|
||||
if(dw->ID == Obj::TOWN)
|
||||
dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
|
||||
else if(dw->ID == Obj::CREATURE_GENERATOR1 || dw->ID == Obj::CREATURE_GENERATOR4
|
||||
|| dw->ID == Obj::REFUGEE_CAMP) //advmap dwelling
|
||||
dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
|
||||
else if(dw->ID == Obj::WAR_MACHINE_FACTORY)
|
||||
dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
|
||||
//TODO: check if dst can recruit objects (e.g. hero is actually visiting object, town and source are same, etc)
|
||||
dst = dynamic_cast<const CArmedInstance*>(getObj(dstid));
|
||||
|
||||
assert(dw && dst);
|
||||
|
||||
@ -3784,10 +3778,10 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
return ok;
|
||||
}
|
||||
|
||||
void CGameHandler::playerMessage( PlayerColor player, const std::string &message )
|
||||
void CGameHandler::playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj )
|
||||
{
|
||||
bool cheated=true;
|
||||
PlayerMessage temp_message(player, message);
|
||||
PlayerMessage temp_message(player, message, ObjectInstanceID(-1)); // don't inform other client on selected object
|
||||
|
||||
sendAndApply(&temp_message);
|
||||
if(message == "vcmiistari") //give all spells and 999 mana
|
||||
@ -3795,7 +3789,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
SetMana sm;
|
||||
ChangeSpells cs;
|
||||
|
||||
CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *h = gs->getHero(currObj);
|
||||
if(!h && complain("Cannot realize cheat, no hero selected!")) return;
|
||||
|
||||
sm.hid = cs.hid = h->id;
|
||||
@ -3819,13 +3813,13 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
}
|
||||
else if (message == "vcmiarmenelos") //build all buildings in selected town
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
CGTownInstance *town;
|
||||
|
||||
if (hero)
|
||||
town = hero->visitedTown;
|
||||
else
|
||||
town = gs->getTown(gs->getPlayer(player)->currentSelection);
|
||||
town = gs->getTown(currObj);
|
||||
|
||||
if (town)
|
||||
{
|
||||
@ -3842,7 +3836,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
}
|
||||
else if(message == "vcmiainur") //gives 5 archangels into each slot
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
const CCreature *archangel = VLC->creh->creatures.at(13);
|
||||
if(!hero) return;
|
||||
|
||||
@ -3852,7 +3846,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
}
|
||||
else if(message == "vcmiangband") //gives 10 black knight into each slot
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
const CCreature *blackKnight = VLC->creh->creatures.at(66);
|
||||
if(!hero) return;
|
||||
|
||||
@ -3862,7 +3856,7 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
}
|
||||
else if(message == "vcminoldor") //all war machines
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
if(!hero) return;
|
||||
|
||||
if(!hero->getArt(ArtifactPosition::MACH1))
|
||||
@ -3872,9 +3866,21 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
if(!hero->getArt(ArtifactPosition::MACH3))
|
||||
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(6), ArtifactPosition::MACH3);
|
||||
}
|
||||
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
if(!hero) return;
|
||||
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
|
||||
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
|
||||
}
|
||||
else if(message == "vcmiglorfindel") //selected hero gains a new level
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
||||
}
|
||||
else if(message == "vcminahar") //1000000 movement points
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
CGHeroInstance *hero = gs->getHero(currObj);
|
||||
if(!hero) return;
|
||||
SetMovePoints smp;
|
||||
smp.hid = hero->id;
|
||||
@ -3907,11 +3913,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
delete [] hlp_tab;
|
||||
sendAndApply(&fc);
|
||||
}
|
||||
else if(message == "vcmiglorfindel") //selected hero gains a new level
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
changePrimSkill(hero, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
||||
}
|
||||
else if(message == "vcmisilmaril") //player wins
|
||||
{
|
||||
gs->getPlayer(player)->enteredWinningCheatCode = 1;
|
||||
@ -3920,13 +3921,6 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
|
||||
{
|
||||
gs->getPlayer(player)->enteredLosingCheatCode = 1;
|
||||
}
|
||||
else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
if(!hero) return;
|
||||
for (int g = 7; g < VLC->arth->artifacts.size(); ++g) //including artifacts from mods
|
||||
giveHeroNewArtifact(hero, VLC->arth->artifacts.at(g), ArtifactPosition::PRE_FIRST);
|
||||
}
|
||||
else
|
||||
cheated = false;
|
||||
if(cheated)
|
||||
|
@ -198,7 +198,7 @@ public:
|
||||
void handleConnection(std::set<PlayerColor> players, CConnection &c);
|
||||
PlayerColor getPlayerAt(CConnection *c) const;
|
||||
|
||||
void playerMessage( PlayerColor player, const std::string &message);
|
||||
void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
|
||||
bool makeBattleAction(BattleAction &ba);
|
||||
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
|
||||
void handleSpellCasting(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
|
||||
@ -224,7 +224,7 @@ public:
|
||||
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
|
||||
bool garrisonSwap(ObjectInstanceID tid);
|
||||
bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
|
||||
bool recruitCreatures(ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 level);
|
||||
bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
|
||||
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
|
||||
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
|
||||
bool disbandCreature( ObjectInstanceID id, SlotID pos );
|
||||
|
@ -114,7 +114,7 @@ bool BuildStructure::applyGh( CGameHandler *gh )
|
||||
|
||||
bool RecruitCreatures::applyGh( CGameHandler *gh )
|
||||
{
|
||||
return gh->recruitCreatures(tid,crid,amount,level);
|
||||
return gh->recruitCreatures(tid,dst,crid,amount,level);
|
||||
}
|
||||
|
||||
bool UpgradeCreature::applyGh( CGameHandler *gh )
|
||||
@ -285,18 +285,6 @@ bool PlayerMessage::applyGh( CGameHandler *gh )
|
||||
{
|
||||
ERROR_IF_NOT(player);
|
||||
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
|
||||
gh->playerMessage(player,text);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SetSelection::applyGh( CGameHandler *gh )
|
||||
{
|
||||
ERROR_IF_NOT(player);
|
||||
if(!gh->getObj(id))
|
||||
{
|
||||
logNetwork->errorStream() << "No such object...";
|
||||
ERROR_AND_RETURN;
|
||||
}
|
||||
gh->sendAndApply(this);
|
||||
gh->playerMessage(player,text, currObj);
|
||||
return true;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user