/* * BattleStacksController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "BattleStacksController.h" #include "BattleSiegeController.h" #include "BattleInterfaceClasses.h" #include "BattleInterface.h" #include "BattleActionsController.h" #include "BattleAnimationClasses.h" #include "BattleFieldController.h" #include "BattleEffectsController.h" #include "BattleProjectileController.h" #include "BattleWindow.h" #include "BattleRenderer.h" #include "CreatureAnimation.h" #include "../CPlayerInterface.h" #include "../CMusicHandler.h" #include "../CGameInfo.h" #include "../gui/CGuiHandler.h" #include "../render/Colors.h" #include "../render/Canvas.h" #include "../render/IRenderHandler.h" #include "../../CCallback.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/battle/BattleAction.h" #include "../../lib/battle/BattleHex.h" #include "../../lib/CStack.h" #include "../../lib/CondSh.h" #include "../../lib/TextOperations.h" static void onAnimationFinished(const CStack *stack, std::weak_ptr anim) { std::shared_ptr animation = anim.lock(); if(!animation) return; if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN) animation->setType(ECreatureAnimType::HOLDING); if (animation->isIdle()) { const CCreature *creature = stack->unitType(); if (stack->isFrozen()) animation->setType(ECreatureAnimType::FROZEN); else if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0) { if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10) animation->playOnce(ECreatureAnimType::MOUSEON); else animation->setType(ECreatureAnimType::HOLDING); } else { animation->setType(ECreatureAnimType::HOLDING); } } // always reset callback animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim); } BattleStacksController::BattleStacksController(BattleInterface & owner): owner(owner), activeStack(nullptr), stackToActivate(nullptr), animIDhelper(0) { //preparing graphics for displaying amounts of creatures amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY); amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY); amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY); amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("CMNUMWIN.BMP"), EImageBlitMode::COLORKEY); static const auto shifterNormal = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.6f, 0.2f, 1.0f ); static const auto shifterPositive = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 0.2f, 1.0f, 0.2f ); static const auto shifterNegative = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 0.2f, 0.2f ); static const auto shifterNeutral = ColorFilter::genRangeShifter( 0.f, 0.f, 0.f, 1.0f, 1.0f, 0.2f ); // do not change border color static const int32_t ignoredMask = 1 << 26; amountNormal->adjustPalette(shifterNormal, ignoredMask); amountPositive->adjustPalette(shifterPositive, ignoredMask); amountNegative->adjustPalette(shifterNegative, ignoredMask); amountEffNeutral->adjustPalette(shifterNeutral, ignoredMask); std::vector stacks = owner.getBattle()->battleGetAllStacks(true); for(const CStack * s : stacks) { stackAdded(s, true); } } BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const { if ( !stackAnimation.at(stack->unitId())->isMoving()) return stack->getPosition(); if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING ) return BattleHex::HEX_AFTER_ALL; for (auto & anim : currentAnimations) { // certainly ugly workaround but fixes quite annoying bug // stack position will be updated only *after* movement is finished // before this - stack is always at its initial position. Thus we need to find // its current position. Which can be found only in this class if (StackMoveAnimation *move = dynamic_cast(anim)) { if (move->stack == stack) return std::max(move->prevHex, move->nextHex); } } return stack->getPosition(); } void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer) { auto stacks = owner.getBattle()->battleGetAllStacks(false); for (auto stack : stacks) { if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks continue; //FIXME: hack to ignore ghost stacks if ((stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost()) continue; auto layer = stackAnimation[stack->unitId()]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS; auto location = getStackCurrentPosition(stack); renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){ showStack(renderer, stack); }); if (stackNeedsAmountBox(stack)) { renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){ showStackAmountBox(renderer, stack); }); } } } void BattleStacksController::stackReset(const CStack * stack) { auto iter = stackAnimation.find(stack->unitId()); if(iter == stackAnimation.end()) { logGlobal->error("Unit %d have no animation", stack->unitId()); return; } auto animation = iter->second; if(stack->alive() && animation->isDeadOrDying()) { owner.addToAnimationStage(EAnimationEvents::HIT, [=]() { addNewAnim(new ResurrectionAnimation(owner, stack)); }); } } void BattleStacksController::stackAdded(const CStack * stack, bool instant) { // Tower shooters have only their upper half visible static const int turretCreatureAnimationHeight = 232; stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER; // must be set before getting stack position Point coords = getStackPositionAtHex(stack->getPosition(), stack); if(stack->initialPosition < 0) //turret { assert(owner.siegeController); const CCreature *turretCreature = owner.siegeController->getTurretCreature(); stackAnimation[stack->unitId()] = AnimationControls::getAnimation(turretCreature); stackAnimation[stack->unitId()]->pos.h = turretCreatureAnimationHeight; stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth(); // FIXME: workaround for visible animation of Medusa tails (animation disabled in H3) if (turretCreature->getId() == CreatureID::MEDUSA ) stackAnimation[stack->unitId()]->pos.w = 250; coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition); } else { stackAnimation[stack->unitId()] = AnimationControls::getAnimation(stack->unitType()); stackAnimation[stack->unitId()]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->unitId()]); stackAnimation[stack->unitId()]->pos.h = stackAnimation[stack->unitId()]->getHeight(); stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth(); } stackAnimation[stack->unitId()]->pos.x = coords.x; stackAnimation[stack->unitId()]->pos.y = coords.y; stackAnimation[stack->unitId()]->setType(ECreatureAnimType::HOLDING); if (!instant) { // immediately make stack transparent, giving correct shifter time to start auto shifterFade = ColorFilter::genAlphaShifter(0); setStackColorFilter(shifterFade, stack, nullptr, true); owner.addToAnimationStage(EAnimationEvents::HIT, [=]() { addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr)); if (stack->isClone()) addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() )); }); } } void BattleStacksController::setActiveStack(const CStack *stack) { if (activeStack) // update UI stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getNoBorder()); activeStack = stack; if (activeStack) // update UI stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder()); owner.windowObject->blockUI(activeStack == nullptr); if (activeStack) stackAmountBoxHidden.clear(); } bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const { //do not show box for singular war machines, stacked war machines with box shown are supported as extension feature if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1) return false; if(!stack->alive()) return false; //hide box when target is going to die anyway - do not display "0 creatures" if(stack->getCount() == 0) return false; // if stack has any ongoing animation - hide the box if (stackAmountBoxHidden.count(stack->unitId())) return false; return true; } std::shared_ptr BattleStacksController::getStackAmountBox(const CStack * stack) { std::vector activeSpells = stack->activeSpells(); if ( activeSpells.empty()) return amountNormal; int effectsPositivness = 0; for(const auto & spellID : activeSpells) { auto positiveness = CGI->spells()->getByIndex(spellID)->getPositiveness(); if(!boost::logic::indeterminate(positiveness)) { if(positiveness) effectsPositivness++; else effectsPositivness--; } } if (effectsPositivness > 0) return amountPositive; if (effectsPositivness < 0) return amountNegative; return amountEffNeutral; } void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack) { auto amountBG = getStackAmountBox(stack); bool doubleWide = stack->doubleWide(); bool turnedRight = facingRight(stack); bool attacker = stack->unitSide() == BattleSide::ATTACKER; BattleHex stackPos = stack->getPosition(); // double-wide unit turned around - use opposite hex for stack label if (doubleWide && turnedRight != attacker) stackPos = stack->occupiedHex(); BattleHex frontPos = turnedRight ? stackPos.cloneInDirection(BattleHex::RIGHT) : stackPos.cloneInDirection(BattleHex::LEFT); bool moveInside = !owner.fieldController->stackCountOutsideHex(frontPos); Point boxPosition; if (moveInside) { boxPosition = owner.fieldController->hexPositionLocal(stackPos).center() + Point(-15, 1); } else { if (turnedRight) boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point (-22, 1); else boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point(-8, -14); } Point textPosition = amountBG->dimensions()/2 + boxPosition; canvas.draw(amountBG, boxPosition); canvas.drawText(textPosition, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, TextOperations::formatMetric(stack->getCount(), 4)); } void BattleStacksController::showStack(Canvas & canvas, const CStack * stack) { ColorFilter fullFilter = ColorFilter::genEmptyShifter(); for(const auto & filter : stackFilterEffects) { if (filter.target == stack) fullFilter = ColorFilter::genCombined(fullFilter, filter.effect); } stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit } void BattleStacksController::tick(uint32_t msPassed) { updateHoveredStacks(); updateBattleAnimations(msPassed); } void BattleStacksController::initializeBattleAnimations() { auto copiedVector = currentAnimations; for (auto & elem : copiedVector) if (elem && !elem->isInitialized()) elem->tryInitialize(); } void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed) { for (auto stack : owner.getBattle()->battleGetAllStacks(true)) { if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks continue; stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f); } // operate on copy - to prevent potential iterator invalidation due to push_back's // FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing) auto copiedVector = currentAnimations; for (auto & elem : copiedVector) if (elem && elem->isInitialized()) elem->tick(msPassed); } void BattleStacksController::updateBattleAnimations(uint32_t msPassed) { bool hadAnimations = !currentAnimations.empty(); initializeBattleAnimations(); tickFrameBattleAnimations(msPassed); vstd::erase(currentAnimations, nullptr); if (currentAnimations.empty()) owner.executeStagedAnimations(); if (hadAnimations && currentAnimations.empty()) owner.onAnimationsFinished(); initializeBattleAnimations(); } void BattleStacksController::addNewAnim(BattleAnimation *anim) { if (currentAnimations.empty()) stackAmountBoxHidden.clear(); owner.onAnimationsStarted(); currentAnimations.push_back(anim); auto stackAnimation = dynamic_cast(anim); if(stackAnimation) stackAmountBoxHidden.insert(stackAnimation->stack->unitId()); } void BattleStacksController::stackRemoved(uint32_t stackID) { if (getActiveStack() && getActiveStack()->unitId() == stackID) setActiveStack(nullptr); } void BattleStacksController::stacksAreAttacked(std::vector attackedInfos) { owner.addToAnimationStage(EAnimationEvents::HIT, [=](){ // remove any potentially erased petrification effect removeExpiredColorFilters(); }); for(auto & attackedInfo : attackedInfos) { if (!attackedInfo.attacker) continue; // In H3, attacked stack will not reverse on ranged attack if (attackedInfo.indirectAttack) continue; // Another type of indirect attack - dragon breath if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender)) continue; // defender need to face in direction opposited to out attacker bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender); // FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applyed - petrification is already removed // if (needsReverse && !attackedInfo.defender->isFrozen()) if (needsReverse && stackAnimation[attackedInfo.defender->unitId()]->getType() != ECreatureAnimType::FROZEN) { owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]() { addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition())); }); } } for(auto & attackedInfo : attackedInfos) { bool useDeathAnim = attackedInfo.killed; bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed; EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT; owner.addToAnimationStage(usedEvent, [=]() { if (useDeathAnim) addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack)); else if(useDefenceAnim) addNewAnim(new DefenceAnimation(owner, attackedInfo.defender)); else addNewAnim(new HittedAnimation(owner, attackedInfo.defender)); if (attackedInfo.fireShield) owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition()); if (attackedInfo.spellEffect != SpellID::NONE) { auto spell = attackedInfo.spellEffect.toSpell(); if (!spell->getCastSound().empty()) CCS->soundh->playSound(spell->getCastSound()); owner.displaySpellEffect(spell, attackedInfo.defender->getPosition()); } }); } for (auto & attackedInfo : attackedInfos) { if (attackedInfo.rebirth) { owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){ owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition()); addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender)); }); } if (attackedInfo.killed && attackedInfo.defender->summoned) { owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){ addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr)); stackRemoved(attackedInfo.defender->unitId()); }); } } owner.executeStagedAnimations(); owner.waitForAnimations(); } void BattleStacksController::stackTeleported(const CStack *stack, std::vector destHex, int distance) { assert(destHex.size() > 0); //owner.checkForAnimations(); // NOTE: at this point spellcast animations were added, but not executed owner.addToAnimationStage(EAnimationEvents::HIT, [=](){ addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) ); }); owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){ stackAnimation[stack->unitId()]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack)); addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) ); }); // animations will be executed by spell } void BattleStacksController::stackMoved(const CStack *stack, std::vector destHex, int distance) { assert(destHex.size() > 0); owner.checkForAnimations(); if(shouldRotate(stack, stack->getPosition(), destHex[0])) { owner.addToAnimationStage(EAnimationEvents::ROTATE, [&]() { addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition())); }); } owner.addToAnimationStage(EAnimationEvents::MOVE_START, [&]() { addNewAnim(new MovementStartAnimation(owner, stack)); }); if (!stack->hasBonus(Selector::typeSubtype(BonusType::FLYING, BonusCustomSubtype::movementTeleporting))) { owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]() { addNewAnim(new MovementAnimation(owner, stack, destHex, distance)); }); } owner.addToAnimationStage(EAnimationEvents::MOVE_END, [&]() { addNewAnim(new MovementEndAnimation(owner, stack, destHex.back())); }); owner.executeStagedAnimations(); owner.waitForAnimations(); } bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender) { bool mustReverse = owner.getBattle()->isToReverse(attacker, defender); if (attacker->unitSide() == BattleSide::ATTACKER) return !mustReverse; else return mustReverse; } void BattleStacksController::stackAttacking( const StackAttackInfo & info ) { owner.checkForAnimations(); auto attacker = info.attacker; auto defender = info.defender; auto tile = info.tile; auto spellEffect = info.spellEffect; auto multiAttack = !info.secondaryDefender.empty(); bool needsReverse = false; if (info.indirectAttack) { needsReverse = shouldRotate(attacker, attacker->position, info.tile); } else { needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker); } if (needsReverse) { owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]() { addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition())); }); } if(info.lucky) { owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { owner.appendBattleLog(info.attacker->formatGeneralMessage(-45)); owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, AudioPath::builtin("GOODLUCK"), attacker->getPosition()); }); } if(info.unlucky) { owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { owner.appendBattleLog(info.attacker->formatGeneralMessage(-44)); owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, AudioPath::builtin("BADLUCK"), attacker->getPosition()); }); } if(info.deathBlow) { owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { owner.appendBattleLog(info.attacker->formatGeneralMessage(365)); owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, AudioPath::builtin("DEATHBLO"), defender->getPosition()); }); for(auto elem : info.secondaryDefender) { owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() { owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition()); }); } } owner.addToAnimationStage(EAnimationEvents::ATTACK, [=]() { if (info.indirectAttack) { addNewAnim(new ShootingAnimation(owner, attacker, tile, defender)); } else { addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack)); } }); if (info.spellEffect != SpellID::NONE) { owner.addToAnimationStage(EAnimationEvents::HIT, [=]() { owner.displaySpellHit(spellEffect.toSpell(), tile); }); } if (info.lifeDrain) { owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]() { owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, AudioPath::builtin("DRAINLIF"), attacker->getPosition()); }); } //return, animation playback will be handled by stacksAreAttacked } bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const { Point begPosition = getStackPositionAtHex(oldPos,stack); Point endPosition = getStackPositionAtHex(nextHex, stack); if((begPosition.x > endPosition.x) && facingRight(stack)) return true; else if((begPosition.x < endPosition.x) && !facingRight(stack)) return true; return false; } void BattleStacksController::endAction(const BattleAction & action) { owner.checkForAnimations(); //check if we should reverse stacks TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY); for (const CStack *s : stacks) { bool shouldFaceRight = s && s->unitSide() == BattleSide::ATTACKER; if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->unitId()]->isIdle()) { addNewAnim(new ReverseAnimation(owner, s, s->getPosition())); } } owner.executeStagedAnimations(); owner.waitForAnimations(); stackAmountBoxHidden.clear(); owner.windowObject->blockUI(activeStack == nullptr); removeExpiredColorFilters(); } void BattleStacksController::startAction(const BattleAction & action) { removeExpiredColorFilters(); } void BattleStacksController::stackActivated(const CStack *stack) { stackToActivate = stack; owner.waitForAnimations(); logAnim->debug("Activating next stack"); owner.activateStack(); } void BattleStacksController::deactivateStack() { if (!activeStack) { return; } stackToActivate = activeStack; setActiveStack(nullptr); } void BattleStacksController::activateStack() { if ( !currentAnimations.empty()) return; if ( !stackToActivate) return; owner.trySetActivePlayer(stackToActivate->unitOwner()); setActiveStack(stackToActivate); stackToActivate = nullptr; const CStack * s = getActiveStack(); if(!s) return; } const CStack* BattleStacksController::getActiveStack() const { return activeStack; } bool BattleStacksController::facingRight(const CStack * stack) const { return stackFacingRight.at(stack->unitId()); } Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const { Point ret(-500, -500); //returned value if(stack && stack->initialPosition < 0) //creatures in turrets return owner.siegeController->getTurretCreaturePosition(stack->initialPosition); static const Point basePos(-189, -139); // position of creature in topleft corner static const int imageShiftX = 29; // X offset to base pos for facing right stacks, negative for facing left ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX(); ret.y = basePos.y + 42 * hexNum.getY(); if (stack) { if(facingRight(stack)) ret.x += imageShiftX; else ret.x -= imageShiftX; //shifting position for double - hex creatures if(stack->doubleWide()) { if(stack->unitSide() == BattleSide::ATTACKER) { if(facingRight(stack)) ret.x -= 44; } else { if(!facingRight(stack)) ret.x += 44; } } } //returning return ret; } void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent) { for (auto & filter : stackFilterEffects) { if (filter.target == target && filter.source == source) { filter.effect = effect; filter.persistent = persistent; return; } } stackFilterEffects.push_back({ effect, target, source, persistent }); } void BattleStacksController::removeExpiredColorFilters() { vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter) { if (!filter.persistent) { if (filter.source && !filter.target->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(filter.source->id)), Selector::all)) return true; if (filter.effect == ColorFilter::genEmptyShifter()) return true; } return false; }); } void BattleStacksController::updateHoveredStacks() { auto newStacks = selectHoveredStacks(); for(const auto * stack : mouseHoveredStacks) { if (vstd::contains(newStacks, stack)) continue; if (stack == activeStack) { owner.windowObject->updateStackInfoWindow(stack); stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getGoldBorder()); } else stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getNoBorder()); } for(const auto * stack : newStacks) { if (vstd::contains(mouseHoveredStacks, stack)) continue; stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getBlueBorder()); if (stackAnimation[stack->unitId()]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen()) stackAnimation[stack->unitId()]->playOnce(ECreatureAnimType::MOUSEON); } mouseHoveredStacks = newStacks; } std::vector BattleStacksController::selectHoveredStacks() { // only allow during our turn - do not try to highlight creatures while they are in the middle of actions if (!activeStack) return {}; if(owner.hasAnimations()) return {}; auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId(); if(hoveredQueueUnitId.has_value()) { return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) }; } auto hoveredHex = owner.fieldController->getHoveredHex(); if (!hoveredHex.isValid()) return {}; const spells::Caster *caster = nullptr; const CSpell *spell = nullptr; spells::Mode mode = owner.actionsController->getCurrentCastMode(); spell = owner.actionsController->getCurrentSpell(hoveredHex); caster = owner.actionsController->getCurrentSpellcaster(); if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell { spells::Target target; target.emplace_back(hoveredHex); spells::BattleCast event(owner.getBattle().get(), caster, mode, spell); auto mechanics = spell->battleMechanics(&event); return mechanics->getAffectedStacks(target); } if(hoveredHex.isValid()) { const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true); if (stack) return {stack}; } return {}; } const std::vector BattleStacksController::getHoveredStacksUnitIds() const { auto result = std::vector(); for(const auto * stack : mouseHoveredStacks) { result.push_back(stack->unitId()); } return result; }