mirror of
https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
870 lines
23 KiB
C++
870 lines
23 KiB
C++
/*
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* BattleInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleInterface.h"
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#include "BattleAnimationClasses.h"
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#include "BattleActionsController.h"
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#include "BattleInterfaceClasses.h"
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#include "CreatureAnimation.h"
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#include "BattleProjectileController.h"
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#include "BattleEffectsController.h"
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#include "BattleObstacleController.h"
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#include "BattleSiegeController.h"
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#include "BattleFieldController.h"
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#include "BattleWindow.h"
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#include "BattleStacksController.h"
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#include "BattleRenderer.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../media/IMusicPlayer.h"
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#include "../media/ISoundPlayer.h"
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#include "../windows/CTutorialWindow.h"
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#include "../render/Canvas.h"
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#include "../adventureMap/AdventureMapInterface.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleFieldHandler.h"
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#include "../../lib/CStack.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/gameState/InfoAboutArmy.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/networkPacks/PacksForClientBattle.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/CThreadHelper.h"
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BattleInterface::BattleInterface(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2,
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const CGHeroInstance *hero1, const CGHeroInstance *hero2,
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std::shared_ptr<CPlayerInterface> att,
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std::shared_ptr<CPlayerInterface> defen,
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std::shared_ptr<CPlayerInterface> spectatorInt)
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: attackingHeroInstance(hero1)
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, defendingHeroInstance(hero2)
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, attackerInt(att)
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, defenderInt(defen)
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, curInt(att)
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, battleID(battleID)
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, battleOpeningDelayActive(true)
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, round(0)
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{
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if(spectatorInt)
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{
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curInt = spectatorInt;
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}
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else if(!curInt)
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{
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//May happen when we are defending during network MP game -> attacker interface is just not present
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curInt = defenderInt;
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}
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//hot-seat -> check tactics for both players (defender may be local human)
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if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist())
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tacticianInterface = attackerInt;
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else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->battleGetTacticDist())
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tacticianInterface = defenderInt;
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//if we found interface of player with tactics, then enter tactics mode
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tacticsMode = static_cast<bool>(tacticianInterface);
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//initializing armies
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this->army1 = army1;
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this->army2 = army2;
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const CGTownInstance *town = getBattle()->battleGetDefendedTown();
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if(town && town->fortificationsLevel().wallsHealth > 0)
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siegeController.reset(new BattleSiegeController(*this, town));
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windowObject = std::make_shared<BattleWindow>(*this);
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projectilesController.reset(new BattleProjectileController(*this));
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stacksController.reset( new BattleStacksController(*this));
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actionsController.reset( new BattleActionsController(*this));
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effectsController.reset(new BattleEffectsController(*this));
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obstacleController.reset(new BattleObstacleController(*this));
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adventureInt->onAudioPaused();
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ongoingAnimationsState.setBusy();
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GH.windows().pushWindow(windowObject);
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windowObject->blockUI(true);
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windowObject->updateQueue();
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playIntroSoundAndUnlockInterface();
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}
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void BattleInterface::playIntroSoundAndUnlockInterface()
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{
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auto onIntroPlayed = [this]()
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{
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// Make sure that battle have not ended while intro was playing AND that a different one has not started
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if(LOCPLINT->battleInt.get() == this)
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onIntroSoundPlayed();
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};
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auto bfieldType = getBattle()->battleGetBattlefieldType();
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const auto & battlefieldSound = bfieldType.getInfo()->musicFilename;
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std::vector<soundBase::soundID> battleIntroSounds =
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{
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soundBase::battle00, soundBase::battle01,
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soundBase::battle02, soundBase::battle03, soundBase::battle04,
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soundBase::battle05, soundBase::battle06, soundBase::battle07
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};
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int battleIntroSoundChannel = -1;
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if (!battlefieldSound.empty())
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battleIntroSoundChannel = CCS->soundh->playSound(battlefieldSound);
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else
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battleIntroSoundChannel = CCS->soundh->playSoundFromSet(battleIntroSounds);
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if (battleIntroSoundChannel != -1)
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{
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CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
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if (settings["gameTweaks"]["skipBattleIntroMusic"].Bool())
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openingEnd();
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}
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else // failed to play sound
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{
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onIntroSoundPlayed();
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}
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}
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bool BattleInterface::openingPlaying() const
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{
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return battleOpeningDelayActive;
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}
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void BattleInterface::onIntroSoundPlayed()
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{
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if (openingPlaying())
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openingEnd();
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auto bfieldType = getBattle()->battleGetBattlefieldType();
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const auto & battlefieldMusic = bfieldType.getInfo()->musicFilename;
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if (!battlefieldMusic.empty())
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CCS->musich->playMusic(battlefieldMusic, true, true);
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else
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CCS->musich->playMusicFromSet("battle", true, true);
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}
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void BattleInterface::openingEnd()
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{
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assert(openingPlaying());
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if (!openingPlaying())
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return;
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onAnimationsFinished();
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if(tacticsMode)
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tacticNextStack(nullptr);
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activateStack();
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battleOpeningDelayActive = false;
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CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_BATTLE);
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}
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BattleInterface::~BattleInterface()
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{
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CPlayerInterface::battleInt = nullptr;
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if (adventureInt)
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adventureInt->onAudioResumed();
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awaitingEvents.clear();
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onAnimationsFinished();
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}
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void BattleInterface::redrawBattlefield()
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{
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fieldController->redrawBackgroundWithHexes();
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GH.windows().totalRedraw();
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}
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void BattleInterface::stackReset(const CStack * stack)
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{
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stacksController->stackReset(stack);
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}
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void BattleInterface::stackAdded(const CStack * stack)
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{
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stacksController->stackAdded(stack, false);
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}
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void BattleInterface::stackRemoved(uint32_t stackID)
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{
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stacksController->stackRemoved(stackID);
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fieldController->redrawBackgroundWithHexes();
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windowObject->updateQueue();
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}
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void BattleInterface::stackActivated(const CStack *stack)
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{
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stacksController->stackActivated(stack);
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}
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void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport)
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{
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if (teleport)
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stacksController->stackTeleported(stack, destHex, distance);
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else
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stacksController->stackMoved(stack, destHex, distance);
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}
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void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
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stacksController->stacksAreAttacked(attackedInfos);
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BattleSideArray<int> killedBySide;
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for(const StackAttackedInfo & attackedInfo : attackedInfos)
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{
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BattleSide side = attackedInfo.defender->unitSide();
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killedBySide.at(side) += attackedInfo.amountKilled;
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}
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for(BattleSide side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
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{
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if(killedBySide.at(side) > killedBySide.at(getBattle()->otherSide(side)))
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setHeroAnimation(side, EHeroAnimType::DEFEAT);
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else if(killedBySide.at(side) < killedBySide.at(getBattle()->otherSide(side)))
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setHeroAnimation(side, EHeroAnimType::VICTORY);
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}
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}
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void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
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{
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stacksController->stackAttacking(attackInfo);
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}
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void BattleInterface::newRoundFirst()
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{
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waitForAnimations();
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}
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void BattleInterface::newRound()
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{
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console->addText(CGI->generaltexth->allTexts[412]);
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round++;
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}
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void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID spell)
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{
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const CStack * actor = nullptr;
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if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
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{
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actor = stacksController->getActiveStack();
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}
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auto side = getBattle()->playerToSide(curInt->playerID);
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if(side == BattleSide::NONE)
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{
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logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
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return;
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}
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BattleAction ba;
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ba.side = side;
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ba.actionType = action;
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ba.aimToHex(tile);
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ba.spell = spell;
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sendCommand(ba, actor);
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}
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void BattleInterface::sendCommand(BattleAction command, const CStack * actor)
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{
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command.stackNumber = actor ? actor->unitId() : ((command.side == BattleSide::ATTACKER) ? -1 : -2);
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if(!tacticsMode)
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{
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logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
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stacksController->setActiveStack(nullptr);
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curInt->cb->battleMakeUnitAction(battleID, command);
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}
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else
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{
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curInt->cb->battleMakeTacticAction(battleID, command);
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stacksController->setActiveStack(nullptr);
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//next stack will be activated when action ends
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}
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CCS->curh->set(Cursor::Combat::POINTER);
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}
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const CGHeroInstance * BattleInterface::getActiveHero()
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{
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const CStack *attacker = stacksController->getActiveStack();
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if(!attacker)
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{
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return nullptr;
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}
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if(attacker->unitSide() == BattleSide::ATTACKER)
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{
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return attackingHeroInstance;
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}
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return defendingHeroInstance;
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}
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void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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{
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if (siegeController)
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siegeController->stackIsCatapulting(ca);
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}
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void BattleInterface::gateStateChanged(const EGateState state)
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{
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if (siegeController)
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siegeController->gateStateChanged(state);
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}
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void BattleInterface::battleFinished(const BattleResult& br, QueryID queryID)
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{
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checkForAnimations();
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stacksController->setActiveStack(nullptr);
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CCS->curh->set(Cursor::Map::POINTER);
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curInt->waitWhileDialog();
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if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
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{
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curInt->cb->selectionMade(0, queryID);
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windowObject->close();
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return;
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}
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auto wnd = std::make_shared<BattleResultWindow>(br, *(this->curInt));
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wnd->resultCallback = [=](ui32 selection)
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{
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curInt->cb->selectionMade(selection, queryID);
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};
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GH.windows().pushWindow(wnd);
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curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
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CPlayerInterface::battleInt.reset();
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}
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void BattleInterface::spellCast(const BattleSpellCast * sc)
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{
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// Do not deactivate anything in tactics mode
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// This is battlefield setup spells
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if(!tacticsMode)
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{
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windowObject->blockUI(true);
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// Disable current active stack duing the cast
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// Store the current activeStack to stackToActivate
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stacksController->deactivateStack();
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}
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CCS->curh->set(Cursor::Combat::BLOCKED);
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const SpellID spellID = sc->spellID;
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if(!spellID.hasValue())
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return;
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const CSpell * spell = spellID.toSpell();
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auto targetedTile = sc->tile;
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const AudioPath & castSoundPath = spell->getCastSound();
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if (!castSoundPath.empty())
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{
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auto group = spell->animationInfo.projectile.empty() ?
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EAnimationEvents::HIT:
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EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning
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addToAnimationStage(group, [=]() {
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CCS->soundh->playSound(castSoundPath);
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});
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}
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if ( sc->activeCast )
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{
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const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack);
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if(casterStack != nullptr )
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{
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addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
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{
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stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
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displaySpellCast(spell, casterStack->getPosition());
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});
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}
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else
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{
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auto hero = sc->side == BattleSide::DEFENDER ? defendingHero : attackingHero;
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assert(hero);
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addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
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{
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stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
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});
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}
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}
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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displaySpellHit(spell, targetedTile);
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});
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//queuing affect animation
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for(auto & elem : sc->affectedCres)
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{
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auto stack = getBattle()->battleGetStackByID(elem, false);
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assert(stack);
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if(stack)
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{
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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displaySpellEffect(spell, stack->getPosition());
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});
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}
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}
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for(auto & elem : sc->reflectedCres)
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{
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auto stack = getBattle()->battleGetStackByID(elem, false);
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assert(stack);
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
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});
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}
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if (!sc->resistedCres.empty())
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{
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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CCS->soundh->playSound(AudioPath::builtin("MAGICRES"));
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});
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}
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for(auto & elem : sc->resistedCres)
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{
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auto stack = getBattle()->battleGetStackByID(elem, false);
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assert(stack);
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addToAnimationStage(EAnimationEvents::HIT, [=](){
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effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
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});
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}
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//mana absorption
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if (sc->manaGained > 0)
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{
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Point leftHero = Point(15, 30);
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Point rightHero = Point(755, 30);
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BattleSide side = sc->side;
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addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
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stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
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stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "SP07_B.DEF" : "SP07_A.DEF"), rightHero));
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});
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}
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// animations will be executed by spell effects
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}
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void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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if(stacksController->getActiveStack() != nullptr)
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fieldController->redrawBackgroundWithHexes();
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}
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void BattleInterface::setHeroAnimation(BattleSide side, EHeroAnimType phase)
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{
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if(side == BattleSide::ATTACKER)
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{
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if(attackingHero)
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attackingHero->setPhase(phase);
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}
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else
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{
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if(defendingHero)
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defendingHero->setPhase(phase);
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}
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}
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void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
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{
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for(const auto & line : battleLog)
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{
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std::string formatted = line.toString();
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boost::algorithm::trim(formatted);
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appendBattleLog(formatted);
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}
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}
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void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
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{
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for(const CSpell::TAnimation & animation : q)
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{
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if(animation.pause > 0)
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stacksController->addNewAnim(new DummyAnimation(*this, animation.pause));
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if (!animation.effectName.empty())
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{
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const CStack * destStack = getBattle()->battleGetStackByPos(destinationTile, false);
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if (destStack)
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stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
|
|
}
|
|
|
|
if(!animation.resourceName.empty())
|
|
{
|
|
int flags = 0;
|
|
|
|
if (isHit)
|
|
flags |= EffectAnimation::FORCE_ON_TOP;
|
|
|
|
if (animation.verticalPosition == VerticalPosition::BOTTOM)
|
|
flags |= EffectAnimation::ALIGN_TO_BOTTOM;
|
|
|
|
if (!destinationTile.isValid())
|
|
flags |= EffectAnimation::SCREEN_FILL;
|
|
|
|
if (!destinationTile.isValid())
|
|
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
|
|
else
|
|
stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile)
|
|
{
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
|
|
}
|
|
|
|
void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile)
|
|
{
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
|
|
}
|
|
|
|
void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile)
|
|
{
|
|
if(spell)
|
|
displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true);
|
|
}
|
|
|
|
CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
|
|
{
|
|
return curInt.get();
|
|
}
|
|
|
|
void BattleInterface::trySetActivePlayer( PlayerColor player )
|
|
{
|
|
if ( attackerInt && attackerInt->playerID == player )
|
|
curInt = attackerInt;
|
|
|
|
if ( defenderInt && defenderInt->playerID == player )
|
|
curInt = defenderInt;
|
|
}
|
|
|
|
void BattleInterface::activateStack()
|
|
{
|
|
stacksController->activateStack();
|
|
|
|
const CStack * s = stacksController->getActiveStack();
|
|
if(!s)
|
|
return;
|
|
|
|
windowObject->updateQueue();
|
|
windowObject->blockUI(false);
|
|
fieldController->redrawBackgroundWithHexes();
|
|
actionsController->activateStack();
|
|
GH.fakeMouseMove();
|
|
}
|
|
|
|
bool BattleInterface::makingTurn() const
|
|
{
|
|
return stacksController->getActiveStack() != nullptr;
|
|
}
|
|
|
|
BattleID BattleInterface::getBattleID() const
|
|
{
|
|
return battleID;
|
|
}
|
|
|
|
std::shared_ptr<CPlayerBattleCallback> BattleInterface::getBattle() const
|
|
{
|
|
return curInt->cb->getBattle(battleID);
|
|
}
|
|
|
|
void BattleInterface::endAction(const BattleAction &action)
|
|
{
|
|
// it is possible that tactics mode ended while opening music is still playing
|
|
waitForAnimations();
|
|
|
|
const CStack *stack = getBattle()->battleGetStackByID(action.stackNumber);
|
|
|
|
// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
|
|
activateStack();
|
|
|
|
stacksController->endAction(action);
|
|
windowObject->updateQueue();
|
|
|
|
//stack ended movement in tactics phase -> select the next one
|
|
if (tacticsMode)
|
|
tacticNextStack(stack);
|
|
|
|
//we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|
|
if(action.actionType == EActionType::HERO_SPELL)
|
|
fieldController->redrawBackgroundWithHexes();
|
|
}
|
|
|
|
void BattleInterface::appendBattleLog(const std::string & newEntry)
|
|
{
|
|
console->addText(newEntry);
|
|
}
|
|
|
|
void BattleInterface::startAction(const BattleAction & action)
|
|
{
|
|
if(action.actionType == EActionType::END_TACTIC_PHASE)
|
|
{
|
|
windowObject->tacticPhaseEnded();
|
|
return;
|
|
}
|
|
|
|
stacksController->startAction(action);
|
|
|
|
if (!action.isUnitAction())
|
|
return;
|
|
|
|
assert(getBattle()->battleGetStackByID(action.stackNumber));
|
|
windowObject->updateQueue();
|
|
effectsController->startAction(action);
|
|
}
|
|
|
|
void BattleInterface::tacticPhaseEnd()
|
|
{
|
|
stacksController->setActiveStack(nullptr);
|
|
tacticsMode = false;
|
|
|
|
auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
|
|
auto action = BattleAction::makeEndOFTacticPhase(side);
|
|
|
|
tacticianInterface->cb->battleMakeTacticAction(battleID, action);
|
|
}
|
|
|
|
static bool immobile(const CStack *s)
|
|
{
|
|
return s->getMovementRange() == 0; //should bound stacks be immobile?
|
|
}
|
|
|
|
void BattleInterface::tacticNextStack(const CStack * current)
|
|
{
|
|
if (!current)
|
|
current = stacksController->getActiveStack();
|
|
|
|
//no switching stacks when the current one is moving
|
|
checkForAnimations();
|
|
|
|
TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::ONLY_MINE);
|
|
vstd::erase_if (stacksOfMine, &immobile);
|
|
if (stacksOfMine.empty())
|
|
{
|
|
tacticPhaseEnd();
|
|
return;
|
|
}
|
|
|
|
auto it = vstd::find(stacksOfMine, current);
|
|
if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
|
|
stackActivated(*it);
|
|
else
|
|
stackActivated(stacksOfMine.front());
|
|
|
|
}
|
|
|
|
void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
|
|
{
|
|
obstacleController->obstaclePlaced(oi);
|
|
}
|
|
|
|
void BattleInterface::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
|
|
{
|
|
obstacleController->obstacleRemoved(obstacles);
|
|
}
|
|
|
|
const CGHeroInstance *BattleInterface::currentHero() const
|
|
{
|
|
if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
|
|
return attackingHeroInstance;
|
|
|
|
if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
|
|
return defendingHeroInstance;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
InfoAboutHero BattleInterface::enemyHero() const
|
|
{
|
|
InfoAboutHero ret;
|
|
if (attackingHeroInstance->tempOwner == curInt->playerID)
|
|
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
|
|
else
|
|
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
void BattleInterface::requestAutofightingAIToTakeAction()
|
|
{
|
|
assert(curInt->isAutoFightOn);
|
|
|
|
if(getBattle()->battleIsFinished())
|
|
{
|
|
return; // battle finished with spellcast
|
|
}
|
|
|
|
if (tacticsMode)
|
|
{
|
|
// Always end tactics mode. Player interface is blocked currently, so it's not possible that
|
|
// the AI can take any action except end tactics phase (AI actions won't be triggered)
|
|
//TODO implement the possibility that the AI will be triggered for further actions
|
|
//TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
|
|
tacticPhaseEnd();
|
|
stacksController->setActiveStack(nullptr);
|
|
}
|
|
else
|
|
{
|
|
const CStack* activeStack = stacksController->getActiveStack();
|
|
|
|
// If enemy is moving, activeStack can be null
|
|
if (activeStack)
|
|
{
|
|
stacksController->setActiveStack(nullptr);
|
|
|
|
// FIXME: unsafe
|
|
// Run task in separate thread to avoid UI lock while AI is making turn (which might take some time)
|
|
// HOWEVER this thread won't atttempt to lock game state, potentially leading to races
|
|
boost::thread aiThread([localBattleID = battleID, localCurInt = curInt, activeStack]()
|
|
{
|
|
setThreadName("autofightingAI");
|
|
localCurInt->autofightingAI->activeStack(localBattleID, activeStack);
|
|
});
|
|
aiThread.detach();
|
|
}
|
|
}
|
|
}
|
|
|
|
void BattleInterface::castThisSpell(SpellID spellID)
|
|
{
|
|
actionsController->castThisSpell(spellID);
|
|
}
|
|
|
|
void BattleInterface::endNetwork()
|
|
{
|
|
ongoingAnimationsState.requestTermination();
|
|
}
|
|
|
|
void BattleInterface::executeStagedAnimations()
|
|
{
|
|
EAnimationEvents earliestStage = EAnimationEvents::COUNT;
|
|
|
|
for(const auto & event : awaitingEvents)
|
|
earliestStage = std::min(earliestStage, event.event);
|
|
|
|
if(earliestStage != EAnimationEvents::COUNT)
|
|
executeAnimationStage(earliestStage);
|
|
}
|
|
|
|
void BattleInterface::executeAnimationStage(EAnimationEvents event)
|
|
{
|
|
decltype(awaitingEvents) executingEvents;
|
|
|
|
for(auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
|
|
{
|
|
if(it->event == event)
|
|
{
|
|
executingEvents.push_back(*it);
|
|
it = awaitingEvents.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
for(const auto & event : executingEvents)
|
|
event.action();
|
|
}
|
|
|
|
void BattleInterface::onAnimationsStarted()
|
|
{
|
|
ongoingAnimationsState.setBusy();
|
|
}
|
|
|
|
void BattleInterface::onAnimationsFinished()
|
|
{
|
|
ongoingAnimationsState.setFree();
|
|
}
|
|
|
|
void BattleInterface::waitForAnimations()
|
|
{
|
|
{
|
|
auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
|
|
ongoingAnimationsState.waitWhileBusy();
|
|
}
|
|
|
|
assert(!hasAnimations());
|
|
assert(awaitingEvents.empty());
|
|
|
|
if (!awaitingEvents.empty())
|
|
{
|
|
logGlobal->error("Wait for animations finished but we still have awaiting events!");
|
|
awaitingEvents.clear();
|
|
}
|
|
}
|
|
|
|
bool BattleInterface::hasAnimations()
|
|
{
|
|
return ongoingAnimationsState.isBusy();
|
|
}
|
|
|
|
void BattleInterface::checkForAnimations()
|
|
{
|
|
assert(!hasAnimations());
|
|
if(hasAnimations())
|
|
logGlobal->error("Unexpected animations state: expected all animations to be over, but some are still ongoing!");
|
|
|
|
waitForAnimations();
|
|
}
|
|
|
|
void BattleInterface::addToAnimationStage(EAnimationEvents event, const AwaitingAnimationAction & action)
|
|
{
|
|
awaitingEvents.push_back({action, event});
|
|
}
|
|
|
|
void BattleInterface::setBattleQueueVisibility(bool visible)
|
|
{
|
|
windowObject->hideQueue();
|
|
if(visible)
|
|
windowObject->showQueue();
|
|
}
|
|
|
|
void BattleInterface::setStickyHeroWindowsVisibility(bool visible)
|
|
{
|
|
windowObject->hideStickyHeroWindows();
|
|
if(visible)
|
|
windowObject->showStickyHeroWindows();
|
|
}
|
|
|
|
void BattleInterface::setStickyQuickSpellWindowVisibility(bool visible)
|
|
{
|
|
windowObject->hideStickyQuickSpellWindow();
|
|
if(visible)
|
|
windowObject->showStickyQuickSpellWindow();
|
|
}
|