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vcmi/client/widgets/CGarrisonInt.cpp
2024-11-21 23:12:27 +01:00

817 lines
21 KiB
C++

/*
* CGarrisonInt.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CGarrisonInt.h"
#include "Buttons.h"
#include "TextControls.h"
#include "RadialMenu.h"
#include "../gui/CGuiHandler.h"
#include "../gui/WindowHandler.h"
#include "../render/IImage.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/CWindowWithArtifacts.h"
#include "../windows/GUIClasses.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../../CCallback.h"
#include "../../lib/ArtifactUtils.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/texts/TextOperations.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/networkPacks/ArtifactLocation.h"
#include "../../lib/gameState/CGameState.h"
void CGarrisonSlot::setHighlight(bool on)
{
if (on)
selectionImage->enable(); //show
else
selectionImage->disable(); //hide
}
void CGarrisonSlot::hover (bool on)
{
////Hoverable::hover(on);
if(on)
{
std::string temp;
if(creature)
{
if(owner->getSelection())
{
if(owner->getSelection() == this)
{
temp = CGI->generaltexth->tcommands[4]; //View %s
boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
}
else if (owner->getSelection()->creature == creature)
{
temp = CGI->generaltexth->tcommands[2]; //Combine %s armies
boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
}
else if (owner->getSelection()->creature)
{
temp = CGI->generaltexth->tcommands[7]; //Exchange %s with %s
boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
}
else
{
logGlobal->warn("Warning - shouldn't be - highlighted void slot %d", owner->getSelection()->ID.getNum());
logGlobal->warn("Highlighted set to nullptr");
owner->selectSlot(nullptr);
}
}
else
{
const bool isHeroOnMap = owner->upperArmy() // Hero is not a visitor and not a garrison defender
&& owner->upperArmy()->ID == Obj::HERO
&& (!owner->lowerArmy() || owner->lowerArmy()->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
&& !(static_cast<const CGHeroInstance*>(owner->upperArmy()))->inTownGarrison;
if(isHeroOnMap)
{
temp = CGI->generaltexth->allTexts[481]; //Select %s
}
else if(upg == EGarrisonType::UPPER)
{
temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
}
else // Hero is visiting some object (town, mine, etc)
{
temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
}
boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
}
}
else
{
if(owner->getSelection())
{
const CArmedInstance *highl = owner->getSelection()->getObj();
if( highl->needsLastStack() //we are moving stack from hero's
&& highl->stacksCount() == 1 //it's only stack
&& owner->getSelection()->upg != upg //we're moving it to the other garrison
)
{
temp = CGI->generaltexth->tcommands[5]; //Cannot move last army to garrison
}
else
{
temp = CGI->generaltexth->tcommands[6]; //Move %s
boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
}
}
else
{
temp = CGI->generaltexth->tcommands[11]; //Empty
}
}
GH.statusbar()->write(temp);
}
else
{
GH.statusbar()->clear();
}
}
const CArmedInstance * CGarrisonSlot::getObj() const
{
return owner->army(upg);
}
bool CGarrisonSlot::our() const
{
return owner->isArmyOwned(upg);
}
bool CGarrisonSlot::ally() const
{
if(!getObj())
return false;
return PlayerRelations::ALLIES == LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, getObj()->tempOwner);
}
std::function<void()> CGarrisonSlot::getDismiss() const
{
const bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID
&& (getObj()->stacksCount() > 1 ||
!getObj()->needsLastStack());
return canDismiss ? [=]()
{
LOCPLINT->cb->dismissCreature(getObj(), ID);
} : (std::function<void()>)nullptr;
}
/// The creature slot has been clicked twice, therefore the creature info should be shown
/// @return Whether the view should be refreshed
bool CGarrisonSlot::viewInfo()
{
UpgradeInfo pom;
LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID != CreatureID::NONE; //upgrade is possible
std::function<void(CreatureID)> upgr = nullptr;
auto dism = getDismiss();
if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
owner->selectSlot(nullptr);
owner->setSplittingMode(false);
for(auto & elem : owner->splitButtons)
elem->block(true);
redraw();
GH.windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
return true;
}
/// The selection is empty, therefore the creature should be moved
/// @return Whether the view should be refreshed
bool CGarrisonSlot::highlightOrDropArtifact()
{
bool artSelected = false;
if (auto chw = GH.windows().topWindow<CWindowWithArtifacts>()) //dirty solution
{
const auto pickedArtInst = chw->getPickedArtifact();
if(pickedArtInst)
{
const auto * srcHero = chw->getHeroPickedArtifact();
artSelected = true;
if (myStack) // try dropping the artifact only if the slot isn't empty
{
ArtifactLocation src(srcHero->id, ArtifactPosition::TRANSITION_POS);
ArtifactLocation dst(getObj()->id, ArtifactPosition::CREATURE_SLOT);
dst.creature = getSlot();
if(pickedArtInst->canBePutAt(myStack, ArtifactPosition::CREATURE_SLOT, true))
{ //equip clicked stack
if(auto dstArt = myStack->getArt(ArtifactPosition::CREATURE_SLOT))
{
//creature can wear only one active artifact
//if we are placing a new one, the old one will be returned to the hero's backpack
LOCPLINT->cb->swapArtifacts(dst, ArtifactLocation(srcHero->id,
ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId())));
}
LOCPLINT->cb->swapArtifacts(src, dst);
}
}
}
}
if (!artSelected && creature)
{
owner->selectSlot(this);
if(creature)
{
for(auto & elem : owner->splitButtons)
elem->block(!our());
}
}
redraw();
return true;
}
/// The creature is only being partially moved
/// @return Whether the view should be refreshed
bool CGarrisonSlot::split()
{
const CGarrisonSlot * selection = owner->getSelection();
owner->setSplittingMode(false);
int minLeft=0;
int minRight=0;
if(upg != selection->upg) // not splitting within same army
{
if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
&& selection->getObj()->needsLastStack() )
{
minLeft = 1;
}
// destination army can't be emptied, unless we're rebalancing two stacks of same creature
if(getObj()->stacksCount() == 1
&& selection->creature == creature
&& getObj()->needsLastStack() )
{
minRight = 1;
}
}
int countLeft = selection->myStack ? selection->myStack->count : 0;
int countRight = myStack ? myStack->count : 0;
auto splitFunctor = [this, selection](int amountLeft, int amountRight)
{
owner->splitStacks(selection, owner->army(upg), ID, amountRight);
};
GH.windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
return true;
}
bool CGarrisonSlot::mustForceReselection() const
{
const CGarrisonSlot * selection = owner->getSelection();
bool withAlly = selection->our() ^ our();
// not our turn - actions are blocked
if (!LOCPLINT->makingTurn)
return true;
// Attempt to take creatures from ally (select theirs first)
if (!selection->our())
return true;
if (!creature || !selection->creature)
return false;
// Attempt to swap creatures with ally (select ours first)
if (selection->creature != creature && withAlly)
return true;
if (!owner->removableUnits)
{
if (selection->upg == EGarrisonType::UPPER)
return true;
else
return creature || upg == EGarrisonType::UPPER;
}
return false;
}
void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
{
if(creature)
{
GH.windows().createAndPushWindow<CStackWindow>(myStack, true);
}
}
void CGarrisonSlot::clickPressed(const Point & cursorPosition)
{
bool refr = false;
const CGarrisonSlot * selection = owner->getSelection();
if(!selection)
{
refr = highlightOrDropArtifact(); // Affects selection
handleSplittingShortcuts();
}
else if(selection == this)
{
if(!handleSplittingShortcuts())
refr = viewInfo(); // Affects selection
}
// Re-highlight if troops aren't removable or not ours.
else if (mustForceReselection())
{
if(creature)
owner->selectSlot(this);
owner->redraw();
refr = true;
}
else
{
const CArmedInstance * selectedObj = owner->army(selection->upg);
bool lastHeroStackSelected = false;
if(selectedObj->stacksCount() == 1
&& owner->getSelection()->upg != upg
&& selectedObj->needsLastStack())
{
lastHeroStackSelected = true;
}
if((owner->getSplittingMode() || GH.isKeyboardShiftDown()) // split window
&& (!creature || creature == selection->creature))
{
refr = split();
}
else if(!creature && lastHeroStackSelected) // split all except last creature
LOCPLINT->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);
else if(creature != selection->creature) // swap
LOCPLINT->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);
else if(lastHeroStackSelected) // merge last stack to other hero stack
refr = split();
else // merge
LOCPLINT->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);
}
if(refr)
{
// Refresh Statusbar
hover(false);
hover(true);
}
}
void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
{
if(!on)
return;
if(!myStack)
return;
if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
return;
if(GH.windows().topWindow<CIntObject>()->isPopupWindow())
return;
const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();
bool stackExists = myStack != nullptr;
bool hasSameUnit = stackExists && !owner->army(upg)->getCreatureSlots(myStack->getCreature(), ID).empty();
bool hasOwnEmptySlots = stackExists && owner->army(upg)->getFreeSlot() != SlotID();
bool exchangeMode = stackExists && owner->upperArmy() && owner->lowerArmy();
bool hasOtherEmptySlots = exchangeMode && otherArmy->getFreeSlot() != SlotID();
bool hasAnyEmptySlots = hasOtherEmptySlots || hasOwnEmptySlots;
std::vector<RadialMenuConfig> menuElements = {
{ RadialMenuConfig::ITEM_NW, hasSameUnit, "stackMerge", "vcmi.radialWheel.mergeSameUnit", [this](){owner->bulkMergeStacks(this);} },
{ RadialMenuConfig::ITEM_NE, hasOwnEmptySlots, "stackFillOne", "vcmi.radialWheel.fillSingleUnit", [this](){owner->bulkSplitStack(this);} },
{ RadialMenuConfig::ITEM_WW, hasOwnEmptySlots, "stackSplitOne", "vcmi.radialWheel.splitSingleUnit", [this](){splitIntoParts(this->getGarrison(), 1); } },
{ RadialMenuConfig::ITEM_EE, hasOwnEmptySlots, "stackSplitEqual", "vcmi.radialWheel.splitUnitEqually", [this](){owner->bulkSmartSplitStack(this);} },
{ RadialMenuConfig::ITEM_SW, hasOtherEmptySlots, "heroMove", "vcmi.radialWheel.moveUnit", [this](){owner->moveStackToAnotherArmy(this);} },
{ RadialMenuConfig::ITEM_SE, hasAnyEmptySlots, "heroSwap", "vcmi.radialWheel.splitUnit", [this](){ owner->selectSlot(this); owner->splitClick();} },
};
if (hasAnyEmptySlots || hasSameUnit)
GH.windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
}
void CGarrisonSlot::update()
{
if(getObj() != nullptr)
{
addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
myStack = getObj()->getStackPtr(ID);
creature = myStack ? myStack->getCreature() : nullptr;
}
else
{
removeUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
myStack = nullptr;
creature = nullptr;
}
if(creature)
{
creatureImage->enable();
creatureImage->setFrame(creature->getIconIndex());
stackCount->enable();
stackCount->setText(TextOperations::formatMetric(myStack->count, 4));
}
else
{
creatureImage->disable();
stackCount->disable();
}
}
CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)
: ID(IID),
owner(Owner),
myStack(creature_),
creature(creature_ ? creature_->getCreature() : nullptr),
upg(Upg)
{
OBJECT_CONSTRUCTION;
pos.x += x;
pos.y += y;
AnimationPath imgName = AnimationPath::builtin(owner->smallIcons ? "cprsmall" : "TWCRPORT");
creatureImage = std::make_shared<CAnimImage>(imgName, 0);
creatureImage->disable();
selectionImage = std::make_shared<CAnimImage>(imgName, 1);
selectionImage->disable();
selectionImage->center(creatureImage->pos.center());
if(Owner->smallIcons)
{
pos.w = 32;
pos.h = 32;
}
else
{
pos.w = 58;
pos.h = 64;
}
int labelPosW = pos.w;
int labelPosH = pos.h;
if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon
{
labelPosW = pos.w / 2 + 1;
labelPosH += 7;
}
ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS
? ETextAlignment::CENTER
: ETextAlignment::BOTTOMRIGHT;
stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);
update();
}
void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
{
auto empty = owner->getEmptySlot(type);
if(empty == SlotID())
return;
owner->splitStacks(this, owner->army(type), empty, amount);
}
bool CGarrisonSlot::handleSplittingShortcuts()
{
const bool isAlt = GH.isKeyboardAltDown();
const bool isLShift = GH.isKeyboardShiftDown();
const bool isLCtrl = GH.isKeyboardCmdDown();
if(!isAlt && !isLShift && !isLCtrl)
return false; // This is only case when return false
auto selected = owner->getSelection();
if(!selected)
return true; // Some Shortcusts are pressed but there are no appropriate actions
auto units = selected->myStack->count;
if(units < 1)
return true;
if (isLShift && isLCtrl && isAlt)
{
owner->bulkMoveArmy(selected);
}
else if(isLCtrl && isAlt)
{
owner->moveStackToAnotherArmy(selected);
}
else if(isLShift && isAlt)
{
auto dismiss = getDismiss();
if(dismiss)
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[12], dismiss, nullptr);
}
else if(isAlt)
{
owner->bulkMergeStacks(selected);
}
else
{
if(units <= 1)
return true;
if(isLCtrl && isLShift)
owner->bulkSplitStack(selected);
else if(isLShift)
owner->bulkSmartSplitStack(selected);
else
splitIntoParts(selected->upg, 1); // LCtrl
}
return true;
}
void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
{
addChild(button.get());
splitButtons.push_back(button);
button->block(getSelection() == nullptr);
}
void CGarrisonInt::createSlots()
{
availableSlots.clear();
int distance = interx + (smallIcons ? 32 : 58);
for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
{
Point offset = garOffset * static_cast<int>(i);
for(int j = 0; j < 7; j++)
{
Point position(offset.x + (j*distance), offset.y);
if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
{
position += Point(-126, 37);
}
else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)
{
if(j >= 3)
{
position += Point(-90, 49);
}
else
{
position += Point(36, 0);
}
}
SlotID slot(j);
availableSlots.push_back(std::make_shared<CGarrisonSlot>(this, position.x, position.y, slot, i, army(i) ? army(i)->getStackPtr(slot) : nullptr));
}
}
}
void CGarrisonInt::recreateSlots()
{
selectSlot(nullptr);
setSplittingMode(false);
for(auto & elem : splitButtons)
elem->block(true);
for(auto slot : availableSlots)
slot->update();
}
void CGarrisonInt::splitClick()
{
if(!getSelection())
return;
setSplittingMode(!getSplittingMode());
redraw();
}
void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
{
LOCPLINT->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
}
bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
{
return selected && selected->myStack && selected->myStack->count > min && selected->creature;
}
void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
{
if(!checkSelected(selected))
return;
const auto srcArmyType = selected->upg;
const auto destArmyType = srcArmyType == EGarrisonType::UPPER
? EGarrisonType::LOWER
: EGarrisonType::UPPER;
auto srcArmy = armedObjs[srcArmyType];
auto destArmy = armedObjs[destArmyType];
if(!destArmy)
return;
auto destSlot = destArmy->getSlotFor(selected->creature);
if(destSlot == SlotID())
return;
const auto srcSlot = selected->ID;
const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
destSlot = srcSlot; // Same place is more preferable
const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
if(!srcAmount)
return;
if(!isDestSlotEmpty || isLastStack)
{
srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
LOCPLINT->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
}
else
{
LOCPLINT->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
}
}
void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
{
if(!checkSelected(selected))
return;
const auto srcArmyType = selected->upg;
const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
? EGarrisonType::LOWER
: EGarrisonType::UPPER;
auto srcArmy = armedObjs[srcArmyType];
auto destArmy = armedObjs[destArmyType];
if(!destArmy)
return;
const auto srcSlot = selected->ID;
LOCPLINT->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
}
void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
{
if(!checkSelected(selected))
return;
const auto type = selected->upg;
if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
return;
LOCPLINT->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
}
void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
{
if(!checkSelected(selected, 1)) // check if > 1
return;
const auto type = selected->upg;
if(!hasEmptySlot(type))
return;
LOCPLINT->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
}
void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
{
if(!checkSelected(selected, 1))
return;
const auto type = selected->upg;
// Do not disturb the server if the creature is already balanced
if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
return;
LOCPLINT->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
}
CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
: highlighted(nullptr)
, inSplittingMode(false)
, interx(inx)
, garOffset(garsOffset)
, smallIcons(smallImgs)
, removableUnits(_removableUnits)
, layout(_layout)
{
OBJECT_CONSTRUCTION;
setArmy(s1, EGarrisonType::UPPER);
setArmy(s2, EGarrisonType::LOWER);
pos += position;
createSlots();
}
const CGarrisonSlot * CGarrisonInt::getSelection() const
{
return highlighted;
}
void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
{
if(slot != highlighted)
{
if(highlighted)
highlighted->setHighlight(false);
highlighted = slot;
for(auto button : splitButtons)
button->block(highlighted == nullptr || !slot->our());
if(highlighted)
highlighted->setHighlight(true);
}
}
void CGarrisonInt::setSplittingMode(bool on)
{
assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
if(inSplittingMode || on)
{
for(auto slot : availableSlots)
{
if(slot.get() != getSelection())
slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
}
inSplittingMode = on;
}
}
bool CGarrisonInt::getSplittingMode()
{
return inSplittingMode;
}
SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
{
assert(army(type));
return army(type) ? army(type)->getFreeSlot() : SlotID();
}
bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
{
return getEmptySlot(type) != SlotID();
}
const CArmedInstance * CGarrisonInt::upperArmy() const
{
return army(EGarrisonType::UPPER);
}
const CArmedInstance * CGarrisonInt::lowerArmy() const
{
return army(EGarrisonType::LOWER);
}
const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
{
if(armedObjs.count(which))
return armedObjs.at(which);
return nullptr;
}
bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
{
const auto * object = army(which);
if (!object)
return false;
if (object->tempOwner == LOCPLINT->playerID)
return true;
if (object->tempOwner == PlayerColor::UNFLAGGABLE)
return true;
return false;
}
void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
{
armedObjs[type] = army;
}