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	* Move some logic to lib * Mouse action priority queue enhancement * Get rid of siegehandler dependency * Improve AI offensive spellcasting * CBattleInterface cleanup
		
			
				
	
	
		
			184 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			184 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * BattleAction.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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| 
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| #include "StdInc.h"
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| #include "BattleAction.h"
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| #include "Unit.h"
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| #include "CBattleInfoCallback.h"
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| 
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| static const int32_t INVALID_UNIT_ID = -1000;
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| 
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| BattleAction::BattleAction():
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| 	side(-1),
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| 	stackNumber(-1),
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| 	actionType(EActionType::INVALID),
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| 	actionSubtype(-1)
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| {
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| }
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| 
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| BattleAction BattleAction::makeHeal(const battle::Unit * healer, const battle::Unit * healed)
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| {
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| 	BattleAction ba;
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| 	ba.side = healer->unitSide();
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| 	ba.actionType = EActionType::STACK_HEAL;
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| 	ba.stackNumber = healer->unitId();
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| 	ba.aimToUnit(healed);
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeDefend(const battle::Unit * stack)
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| {
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| 	BattleAction ba;
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| 	ba.side = stack->unitSide();
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| 	ba.actionType = EActionType::DEFEND;
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| 	ba.stackNumber = stack->unitId();
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeMeleeAttack(const battle::Unit * stack, BattleHex destination, BattleHex attackFrom, bool returnAfterAttack)
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| {
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| 	BattleAction ba;
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| 	ba.side = stack->unitSide(); //FIXME: will it fail if stack mind controlled?
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| 	ba.actionType = EActionType::WALK_AND_ATTACK;
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| 	ba.stackNumber = stack->unitId();
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| 	ba.aimToHex(attackFrom);
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| 	ba.aimToHex(destination);
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| 	if(returnAfterAttack && stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE))
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| 		ba.aimToHex(stack->getPosition());
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeWait(const battle::Unit * stack)
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| {
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| 	BattleAction ba;
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| 	ba.side = stack->unitSide();
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| 	ba.actionType = EActionType::WAIT;
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| 	ba.stackNumber = stack->unitId();
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeShotAttack(const battle::Unit * shooter, const battle::Unit * target)
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| {
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| 	BattleAction ba;
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| 	ba.side = shooter->unitSide();
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| 	ba.actionType = EActionType::SHOOT;
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| 	ba.stackNumber = shooter->unitId();
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| 	ba.aimToUnit(target);
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeCreatureSpellcast(const battle::Unit * stack, const battle::Target & target, SpellID spellID)
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| {
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| 	BattleAction ba;
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| 	ba.actionType = EActionType::MONSTER_SPELL;
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| 	ba.actionSubtype = spellID;
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| 	ba.setTarget(target);
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| 	ba.side = stack->unitSide();
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| 	ba.stackNumber = stack->unitId();
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeMove(const battle::Unit * stack, BattleHex dest)
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| {
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| 	BattleAction ba;
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| 	ba.side = stack->unitSide();
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| 	ba.actionType = EActionType::WALK;
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| 	ba.stackNumber = stack->unitId();
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| 	ba.aimToHex(dest);
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| 	return ba;
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| }
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| 
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| BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
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| {
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| 	BattleAction ba;
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| 	ba.side = side;
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| 	ba.actionType = EActionType::END_TACTIC_PHASE;
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| 	return ba;
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| }
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| 
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| std::string BattleAction::toString() const
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| {
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| 	std::stringstream actionTypeStream;
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| 	actionTypeStream << actionType;
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| 
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| 	std::stringstream targetStream;
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| 
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| 	for(const DestinationInfo & info : target)
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| 	{
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| 		if(info.unitValue == INVALID_UNIT_ID)
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| 		{
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| 			targetStream << info.hexValue;
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| 		}
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| 		else
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| 		{
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| 			targetStream << info.unitValue;
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| 			targetStream << "@";
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| 			targetStream << info.hexValue;
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| 		}
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| 		targetStream << ",";
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| 	}
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| 
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| 	boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
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| 	fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % actionSubtype % targetStream.str();
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| 	return fmt.str();
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| }
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| 
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| void BattleAction::aimToHex(const BattleHex & destination)
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| {
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| 	DestinationInfo info;
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| 	info.hexValue = destination;
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| 	info.unitValue = INVALID_UNIT_ID;
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| 
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| 	target.push_back(info);
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| }
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| 
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| void BattleAction::aimToUnit(const battle::Unit * destination)
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| {
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| 	DestinationInfo info;
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| 	info.hexValue = destination->getPosition();
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| 	info.unitValue = destination->unitId();
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| 
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| 	target.push_back(info);
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| }
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| 
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| battle::Target BattleAction::getTarget(const CBattleInfoCallback * cb) const
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| {
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| 	battle::Target ret;
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| 
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| 	for(auto & destination : target)
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| 	{
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| 		if(destination.unitValue == INVALID_UNIT_ID)
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| 			ret.emplace_back(destination.hexValue);
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| 		else
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| 			ret.emplace_back(cb->battleGetUnitByID(destination.unitValue));
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| 	}
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| 
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| 	return ret;
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| }
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| 
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| void BattleAction::setTarget(const battle::Target & target_)
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| {
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|     target.clear();
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| 	for(auto & destination : target_)
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| 	{
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| 		if(destination.unitValue == nullptr)
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| 			aimToHex(destination.hexValue);
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| 		else
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| 			aimToUnit(destination.unitValue);
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| 	}
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| }
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| 
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| 
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| std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
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| {
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| 	os << ba.toString();
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| 	return os;
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| }
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