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19db016473
Allow targeting empty hex by shooters with multi-tile SPELL_LIKE_ABILITY
897 lines
27 KiB
C++
897 lines
27 KiB
C++
/*
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* BattleStacksController.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 "BattleStacksController.h"
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#include "BattleSiegeController.h"
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#include "BattleInterfaceClasses.h"
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#include "BattleInterface.h"
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#include "BattleActionsController.h"
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#include "BattleAnimationClasses.h"
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#include "BattleFieldController.h"
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#include "BattleEffectsController.h"
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#include "BattleProjectileController.h"
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#include "BattleWindow.h"
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#include "BattleRenderer.h"
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#include "CreatureAnimation.h"
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#include "../CPlayerInterface.h"
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#include "../CGameInfo.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/WindowHandler.h"
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#include "../media/ISoundPlayer.h"
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#include "../render/AssetGenerator.h"
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#include "../render/Colors.h"
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#include "../render/Canvas.h"
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#include "../render/IRenderHandler.h"
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#include "../render/Graphics.h"
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#include "../render/IFont.h"
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#include "../../CCallback.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/battle/BattleHex.h"
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#include "../../lib/texts/TextOperations.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/CStack.h"
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static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim)
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{
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std::shared_ptr<CreatureAnimation> animation = anim.lock();
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if(!animation)
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return;
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if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)
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animation->setType(ECreatureAnimType::HOLDING);
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if (animation->isIdle())
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{
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const CCreature *creature = stack->unitType();
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if (stack->isFrozen())
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animation->setType(ECreatureAnimType::FROZEN);
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else
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if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)
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{
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if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)
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animation->playOnce(ECreatureAnimType::MOUSEON);
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else
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animation->setType(ECreatureAnimType::HOLDING);
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}
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else
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{
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animation->setType(ECreatureAnimType::HOLDING);
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}
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}
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// always reset callback
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animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);
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}
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BattleStacksController::BattleStacksController(BattleInterface & owner):
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owner(owner),
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activeStack(nullptr),
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stackToActivate(nullptr),
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animIDhelper(0)
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{
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AssetGenerator::createCombatUnitNumberWindow();
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//preparing graphics for displaying amounts of creatures
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amountNormal = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowDefault"), EImageBlitMode::COLORKEY);
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amountPositive = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowPositive"), EImageBlitMode::COLORKEY);
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amountNegative = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNegative"), EImageBlitMode::COLORKEY);
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amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNeutral"), EImageBlitMode::COLORKEY);
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std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);
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for(const CStack * s : stacks)
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{
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stackAdded(s, true);
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}
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}
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BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const
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{
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if ( !stackAnimation.at(stack->unitId())->isMoving())
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return stack->getPosition();
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if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING )
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return BattleHex::HEX_AFTER_ALL;
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for (auto & anim : currentAnimations)
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{
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// certainly ugly workaround but fixes quite annoying bug
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// stack position will be updated only *after* movement is finished
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// before this - stack is always at its initial position. Thus we need to find
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// its current position. Which can be found only in this class
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if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))
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{
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if (move->stack == stack)
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return std::max(move->prevHex, move->nextHex);
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}
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}
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return stack->getPosition();
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}
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void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer)
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{
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auto stacks = owner.getBattle()->battleGetAllStacks(false);
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for (auto stack : stacks)
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{
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if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
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continue;
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//FIXME: hack to ignore ghost stacks
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if ((stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())
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continue;
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auto layer = stackAnimation[stack->unitId()]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;
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auto location = getStackCurrentPosition(stack);
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renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){
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showStack(renderer, stack);
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});
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if (stackNeedsAmountBox(stack))
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{
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renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){
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showStackAmountBox(renderer, stack);
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});
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}
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}
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}
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void BattleStacksController::stackReset(const CStack * stack)
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{
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auto iter = stackAnimation.find(stack->unitId());
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if(iter == stackAnimation.end())
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{
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logGlobal->error("Unit %d have no animation", stack->unitId());
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return;
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}
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auto animation = iter->second;
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if(stack->alive() && animation->isDeadOrDying())
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{
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owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
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{
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addNewAnim(new ResurrectionAnimation(owner, stack));
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});
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}
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}
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void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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{
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// Tower shooters have only their upper half visible
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static const int turretCreatureAnimationHeight = 232;
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stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER; // must be set before getting stack position
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Point coords = getStackPositionAtHex(stack->getPosition(), stack);
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if(stack->initialPosition < 0) //turret
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{
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assert(owner.siegeController);
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const CCreature *turretCreature = owner.siegeController->getTurretCreature(stack->initialPosition);
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stackAnimation[stack->unitId()] = AnimationControls::getAnimation(turretCreature);
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stackAnimation[stack->unitId()]->pos.h = turretCreatureAnimationHeight;
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stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
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// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)
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if (turretCreature->getId() == CreatureID::MEDUSA )
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stackAnimation[stack->unitId()]->pos.w = 250;
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coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);
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}
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else
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{
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stackAnimation[stack->unitId()] = AnimationControls::getAnimation(stack->unitType());
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stackAnimation[stack->unitId()]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->unitId()]);
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stackAnimation[stack->unitId()]->pos.h = stackAnimation[stack->unitId()]->getHeight();
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stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();
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}
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stackAnimation[stack->unitId()]->pos.x = coords.x;
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stackAnimation[stack->unitId()]->pos.y = coords.y;
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stackAnimation[stack->unitId()]->setType(ECreatureAnimType::HOLDING);
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if (!instant)
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{
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// immediately make stack transparent, giving correct shifter time to start
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auto shifterFade = ColorFilter::genAlphaShifter(0);
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setStackColorFilter(shifterFade, stack, nullptr, true);
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owner.addToAnimationStage(EAnimationEvents::HIT, [=]()
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{
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addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));
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if (stack->isClone())
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addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() ));
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});
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}
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}
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void BattleStacksController::setActiveStack(const CStack *stack)
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{
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if (activeStack) // update UI
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stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
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activeStack = stack;
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if (activeStack) // update UI
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stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
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owner.windowObject->blockUI(activeStack == nullptr);
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if (activeStack)
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stackAmountBoxHidden.clear();
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}
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bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const
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{
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//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature
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if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1)
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return false;
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if(!stack->alive())
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return false;
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//hide box when target is going to die anyway - do not display "0 creatures"
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if(stack->getCount() == 0)
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return false;
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// if stack has any ongoing animation - hide the box
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if (stackAmountBoxHidden.count(stack->unitId()))
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return false;
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return true;
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}
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std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack)
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{
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std::vector<SpellID> activeSpells = stack->activeSpells();
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if ( activeSpells.empty())
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return amountNormal;
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int effectsPositivness = 0;
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for(const auto & spellID : activeSpells)
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{
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auto positiveness = CGI->spells()->getByIndex(spellID)->getPositiveness();
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if(!boost::logic::indeterminate(positiveness))
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{
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if(positiveness)
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effectsPositivness++;
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else
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effectsPositivness--;
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}
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}
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if (effectsPositivness > 0)
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return amountPositive;
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if (effectsPositivness < 0)
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return amountNegative;
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return amountEffNeutral;
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}
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void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack)
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{
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auto amountBG = getStackAmountBox(stack);
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bool doubleWide = stack->doubleWide();
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bool turnedRight = facingRight(stack);
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bool attacker = stack->unitSide() == BattleSide::ATTACKER;
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BattleHex stackPos = stack->getPosition();
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// double-wide unit turned around - use opposite hex for stack label
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if (doubleWide && turnedRight != attacker)
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stackPos = stack->occupiedHex();
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BattleHex frontPos = turnedRight ?
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stackPos.cloneInDirection(BattleHex::RIGHT) :
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stackPos.cloneInDirection(BattleHex::LEFT);
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bool moveInside = !owner.fieldController->stackCountOutsideHex(frontPos);
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Point boxPosition;
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if (moveInside)
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{
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boxPosition = owner.fieldController->hexPositionLocal(stackPos).center() + Point(-15, 1);
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}
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else
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{
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if (turnedRight)
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boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point (-22, 1);
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else
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boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point(-8, -14);
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}
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Point textPosition = Point(amountBG->dimensions().x/2 + boxPosition.x, boxPosition.y + amountBG->dimensions().y/2);
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canvas.draw(amountBG, boxPosition);
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canvas.drawText(textPosition, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::CENTER, TextOperations::formatMetric(stack->getCount(), 4));
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}
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void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
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{
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ColorFilter fullFilter = ColorFilter::genEmptyShifter();
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for(const auto & filter : stackFilterEffects)
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{
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if (filter.target == stack)
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fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);
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}
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stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
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}
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void BattleStacksController::tick(uint32_t msPassed)
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{
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updateHoveredStacks();
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updateBattleAnimations(msPassed);
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}
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void BattleStacksController::initializeBattleAnimations()
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{
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auto copiedVector = currentAnimations;
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for (auto & elem : copiedVector)
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if (elem && !elem->isInitialized())
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elem->tryInitialize();
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}
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void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
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{
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for (auto stack : owner.getBattle()->battleGetAllStacks(true))
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{
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if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
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continue;
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stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f);
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}
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// operate on copy - to prevent potential iterator invalidation due to push_back's
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// FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)
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auto copiedVector = currentAnimations;
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for (auto & elem : copiedVector)
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if (elem && elem->isInitialized())
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elem->tick(msPassed);
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}
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void BattleStacksController::updateBattleAnimations(uint32_t msPassed)
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{
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bool hadAnimations = !currentAnimations.empty();
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initializeBattleAnimations();
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tickFrameBattleAnimations(msPassed);
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vstd::erase(currentAnimations, nullptr);
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if (currentAnimations.empty())
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owner.executeStagedAnimations();
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if (hadAnimations && currentAnimations.empty())
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owner.onAnimationsFinished();
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initializeBattleAnimations();
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}
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void BattleStacksController::addNewAnim(BattleAnimation *anim)
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{
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if (currentAnimations.empty())
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stackAmountBoxHidden.clear();
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owner.onAnimationsStarted();
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currentAnimations.push_back(anim);
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auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);
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if(stackAnimation)
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stackAmountBoxHidden.insert(stackAnimation->stack->unitId());
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}
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void BattleStacksController::stackRemoved(uint32_t stackID)
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{
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if (getActiveStack() && getActiveStack()->unitId() == stackID)
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setActiveStack(nullptr);
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}
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void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
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{
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owner.addToAnimationStage(EAnimationEvents::HIT, [=](){
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// remove any potentially erased petrification effect
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removeExpiredColorFilters();
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});
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for(auto & attackedInfo : attackedInfos)
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{
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if (!attackedInfo.attacker)
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continue;
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// In H3, attacked stack will not reverse on ranged attack
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if (attackedInfo.indirectAttack)
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continue;
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// Another type of indirect attack - dragon breath
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if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender))
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continue;
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// defender need to face in direction opposited to out attacker
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bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
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// FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applied - petrification is already removed
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// if (needsReverse && !attackedInfo.defender->isFrozen())
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if (needsReverse && stackAnimation[attackedInfo.defender->unitId()]->getType() != ECreatureAnimType::FROZEN)
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{
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owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()
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{
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addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));
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});
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}
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}
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for(auto & attackedInfo : attackedInfos)
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{
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bool useDeathAnim = attackedInfo.killed;
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bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;
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EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;
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owner.addToAnimationStage(usedEvent, [=]()
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{
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if (useDeathAnim)
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addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));
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else if(useDefenceAnim)
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addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));
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else
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addNewAnim(new HittedAnimation(owner, attackedInfo.defender));
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if (attackedInfo.fireShield)
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owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition());
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if (attackedInfo.spellEffect != SpellID::NONE)
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{
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auto spell = attackedInfo.spellEffect.toSpell();
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if (!spell->getCastSound().empty())
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CCS->soundh->playSound(spell->getCastSound());
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owner.displaySpellEffect(spell, attackedInfo.defender->getPosition());
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}
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});
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}
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for (auto & attackedInfo : attackedInfos)
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{
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if (attackedInfo.rebirth)
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{
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owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
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owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition());
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addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));
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});
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}
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if (attackedInfo.killed && attackedInfo.defender->summoned)
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{
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owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
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addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));
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stackRemoved(attackedInfo.defender->unitId());
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});
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}
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}
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owner.executeStagedAnimations();
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owner.waitForAnimations();
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}
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void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance)
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{
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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<BattleHex> 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)
|
|
{
|
|
// if timer run out and we did not act in time - deactivate current stack
|
|
setActiveStack(nullptr);
|
|
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();
|
|
|
|
if(newStacks.size() == 0)
|
|
owner.windowObject->updateStackInfoWindow(nullptr);
|
|
|
|
for(const auto * stack : mouseHoveredStacks)
|
|
{
|
|
if (vstd::contains(newStacks, stack))
|
|
continue;
|
|
|
|
if (stack == activeStack)
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());
|
|
else
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getNoBorder());
|
|
}
|
|
|
|
for(const auto * stack : newStacks)
|
|
{
|
|
if (vstd::contains(mouseHoveredStacks, stack))
|
|
continue;
|
|
|
|
owner.windowObject->updateStackInfoWindow(newStacks.size() == 1 && vstd::find_pos(newStacks, stack) == 0 ? stack : nullptr);
|
|
stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getBlueBorder());
|
|
if (stackAnimation[stack->unitId()]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())
|
|
stackAnimation[stack->unitId()]->playOnce(ECreatureAnimType::MOUSEON);
|
|
}
|
|
|
|
if(mouseHoveredStacks != newStacks)
|
|
GH.windows().totalRedraw(); //fix for frozen stack info window and blue border in action bar
|
|
|
|
mouseHoveredStacks = newStacks;
|
|
}
|
|
|
|
std::vector<const CStack *> 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();
|
|
|
|
//casting spell or in explicit spellcasting mode that also handles SPELL_LIKE_ATTACK
|
|
if(caster && spell && (owner.actionsController->currentActionSpellcasting(hoveredHex) || owner.actionsController->creatureSpellcastingModeActive()))
|
|
{
|
|
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<uint32_t> BattleStacksController::getHoveredStacksUnitIds() const
|
|
{
|
|
auto result = std::vector<uint32_t>();
|
|
for(const auto * stack : mouseHoveredStacks)
|
|
{
|
|
result.push_back(stack->unitId());
|
|
}
|
|
|
|
return result;
|
|
}
|