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https://github.com/vcmi/vcmi.git
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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
1080 lines
35 KiB
C++
1080 lines
35 KiB
C++
/*
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* BattleActionsController.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 "BattleActionsController.h"
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#include "BattleWindow.h"
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#include "BattleStacksController.h"
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#include "BattleInterface.h"
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#include "BattleFieldController.h"
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#include "BattleSiegeController.h"
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#include "BattleInterfaceClasses.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/CIntObject.h"
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#include "../gui/WindowHandler.h"
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#include "../windows/CCreatureWindow.h"
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#include "../windows/InfoWindows.h"
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#include "../../CCallback.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/CStack.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/Problem.h"
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struct TextReplacement
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{
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std::string placeholder;
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std::string replacement;
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};
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using TextReplacementList = std::vector<TextReplacement>;
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static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
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{
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for(const auto & entry : format)
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boost::replace_all(input, entry.placeholder, entry.replacement);
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return input;
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}
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static std::string translatePlural(int amount, const std::string& baseTextID)
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{
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if(amount == 1)
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return CGI->generaltexth->translate(baseTextID + ".1");
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return CGI->generaltexth->translate(baseTextID);
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}
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static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
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{
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std::string baseString = translatePlural(amount, baseTextID);
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TextReplacementList replacements {
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{ "%d", amountString }
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};
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return replacePlaceholders(baseString, replacements);
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}
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static std::string formatPlural(int amount, const std::string & baseTextID)
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{
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return formatPluralImpl(amount, std::to_string(amount), baseTextID);
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}
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static std::string formatPlural(DamageRange range, const std::string & baseTextID)
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{
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if (range.min == range.max)
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return formatPlural(range.min, baseTextID);
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std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
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return formatPluralImpl(range.max, rangeString, baseTextID);
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}
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static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
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{
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TextReplacementList replacements = {
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{ "%CREATURE", creatureName },
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{ "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
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{ "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
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{ "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
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};
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return replacePlaceholders(CGI->generaltexth->translate(baseTextID), replacements);
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}
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static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
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{
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std::string baseTextID = estimation.kills.max == 0 ?
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"vcmi.battleWindow.damageEstimation.melee" :
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"vcmi.battleWindow.damageEstimation.meleeKills";
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return formatAttack(estimation, creatureName, baseTextID, 0);
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}
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static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
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{
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std::string baseTextID = estimation.kills.max == 0 ?
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"vcmi.battleWindow.damageEstimation.ranged" :
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"vcmi.battleWindow.damageEstimation.rangedKills";
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return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
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}
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static std::string formatRetaliation(const DamageEstimation & estimation, bool mayBeKilled)
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{
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if (estimation.damage.max == 0)
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return CGI->generaltexth->translate("vcmi.battleWindow.damageRetaliation.never");
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std::string baseTextID = estimation.kills.max == 0 ?
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"vcmi.battleWindow.damageRetaliation.damage" :
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"vcmi.battleWindow.damageRetaliation.damageKills";
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std::string prefixTextID = mayBeKilled ?
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"vcmi.battleWindow.damageRetaliation.may" :
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"vcmi.battleWindow.damageRetaliation.will";
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return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
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}
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BattleActionsController::BattleActionsController(BattleInterface & owner):
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owner(owner),
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selectedStack(nullptr),
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heroSpellToCast(nullptr)
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{
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}
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void BattleActionsController::endCastingSpell()
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{
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if(heroSpellToCast)
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{
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heroSpellToCast.reset();
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owner.windowObject->blockUI(false);
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}
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if(owner.stacksController->getActiveStack())
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
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selectedStack = nullptr;
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GH.fakeMouseMove();
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}
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bool BattleActionsController::isActiveStackSpellcaster() const
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{
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const CStack * casterStack = owner.stacksController->getActiveStack();
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if (!casterStack)
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return false;
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bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
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return (spellcaster && casterStack->canCast());
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}
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void BattleActionsController::enterCreatureCastingMode()
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{
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//silently check for possible errors
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if (owner.tacticsMode)
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return;
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//hero is casting a spell
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if (heroSpellToCast)
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return;
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if (!owner.stacksController->getActiveStack())
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return;
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if (!isActiveStackSpellcaster())
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return;
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for(const auto & action : possibleActions)
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{
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if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
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continue;
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const spells::Caster * caster = owner.stacksController->getActiveStack();
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const CSpell * spell = action.spell().toSpell();
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spells::Target target;
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target.emplace_back();
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spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
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auto m = spell->battleMechanics(&cast);
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spells::detail::ProblemImpl ignored;
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const bool isCastingPossible = m->canBeCastAt(target, ignored);
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if (isCastingPossible)
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{
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owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, spell->getId());
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selectedStack = nullptr;
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CCS->curh->set(Cursor::Combat::POINTER);
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}
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return;
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}
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possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
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auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
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{
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return !x.spellcast();
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};
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vstd::erase_if(possibleActions, actionFilterPredicate);
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GH.fakeMouseMove();
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}
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std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
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{
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BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
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for(const auto & spell : creatureSpells)
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data.creatureSpellsToCast.push_back(spell->id);
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data.tacticsMode = owner.tacticsMode;
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auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
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allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
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allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
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return std::vector<PossiblePlayerBattleAction>(allActions);
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}
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void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack)
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{
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if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
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auto assignPriority = [&](const PossiblePlayerBattleAction & item
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) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
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{
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switch(item.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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case PossiblePlayerBattleAction::NO_LOCATION:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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case PossiblePlayerBattleAction::OBSTACLE:
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if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
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{
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PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
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bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
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bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
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if(!enemyTargetingPositiveSpellcast && !friendTargetingNegativeSpellcast)
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return 1;
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}
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return 100; //bottom priority
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break;
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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return 2;
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break;
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case PossiblePlayerBattleAction::SHOOT:
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return 4;
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break;
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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return 5;
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break;
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case PossiblePlayerBattleAction::ATTACK:
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return 6;
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break;
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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return 7;
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break;
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case PossiblePlayerBattleAction::MOVE_STACK:
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return 8;
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break;
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case PossiblePlayerBattleAction::CATAPULT:
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return 9;
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break;
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case PossiblePlayerBattleAction::HEAL:
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return 10;
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break;
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case PossiblePlayerBattleAction::CREATURE_INFO:
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return 11;
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break;
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case PossiblePlayerBattleAction::HERO_INFO:
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return 12;
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break;
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case PossiblePlayerBattleAction::TELEPORT:
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return 13;
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break;
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default:
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assert(0);
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return 200;
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break;
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}
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};
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auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
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{
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return assignPriority(lhs) < assignPriority(rhs);
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};
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std::sort(possibleActions.begin(), possibleActions.end(), comparer);
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}
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void BattleActionsController::castThisSpell(SpellID spellID)
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{
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heroSpellToCast = std::make_shared<BattleAction>();
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heroSpellToCast->actionType = EActionType::HERO_SPELL;
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heroSpellToCast->spell = spellID;
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heroSpellToCast->stackNumber = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? -1 : -2;
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heroSpellToCast->side = owner.defendingHeroInstance ? (owner.curInt->playerID == owner.defendingHeroInstance->tempOwner) : false;
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//choosing possible targets
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const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
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assert(castingHero); // code below assumes non-null hero
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PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
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if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
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{
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heroSpellToCast->aimToHex(BattleHex::INVALID);
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owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
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endCastingSpell();
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}
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else
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{
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possibleActions.clear();
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possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
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GH.fakeMouseMove();//update cursor
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}
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owner.windowObject->blockUI(true);
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}
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const CSpell * BattleActionsController::getHeroSpellToCast( ) const
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{
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if (heroSpellToCast)
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return heroSpellToCast->spell.toSpell();
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return nullptr;
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}
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const CSpell * BattleActionsController::getStackSpellToCast(BattleHex hoveredHex)
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{
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if (heroSpellToCast)
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return nullptr;
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if (!owner.stacksController->getActiveStack())
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return nullptr;
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if (!hoveredHex.isValid())
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return nullptr;
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auto action = selectAction(hoveredHex);
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if (action.spell() == SpellID::NONE)
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return nullptr;
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return action.spell().toSpell();
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}
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const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
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{
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if (getHeroSpellToCast())
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return getHeroSpellToCast();
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return getStackSpellToCast(hoveredHex);
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}
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const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
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{
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const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
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if(shere)
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return shere;
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return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
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}
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void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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switch (action.get())
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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CCS->curh->set(Cursor::Combat::POINTER);
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return;
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case PossiblePlayerBattleAction::MOVE_TACTICS:
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case PossiblePlayerBattleAction::MOVE_STACK:
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if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
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CCS->curh->set(Cursor::Combat::FLY);
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else
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CCS->curh->set(Cursor::Combat::MOVE);
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return;
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case PossiblePlayerBattleAction::ATTACK:
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case PossiblePlayerBattleAction::WALK_AND_ATTACK:
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case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
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{
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static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
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{BattleHex::TOP_LEFT, Cursor::Combat::HIT_SOUTHEAST},
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{BattleHex::TOP_RIGHT, Cursor::Combat::HIT_SOUTHWEST},
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{BattleHex::RIGHT, Cursor::Combat::HIT_WEST },
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{BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
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{BattleHex::BOTTOM_LEFT, Cursor::Combat::HIT_NORTHEAST},
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{BattleHex::LEFT, Cursor::Combat::HIT_EAST },
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{BattleHex::TOP, Cursor::Combat::HIT_SOUTH },
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{BattleHex::BOTTOM, Cursor::Combat::HIT_NORTH }
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};
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auto direction = owner.fieldController->selectAttackDirection(targetHex);
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assert(sectorCursor.count(direction) > 0);
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if (sectorCursor.count(direction))
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CCS->curh->set(sectorCursor.at(direction));
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return;
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}
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case PossiblePlayerBattleAction::SHOOT:
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if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
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CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
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else
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CCS->curh->set(Cursor::Combat::SHOOT);
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return;
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::ANY_LOCATION:
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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case PossiblePlayerBattleAction::OBSTACLE:
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CCS->curh->set(Cursor::Spellcast::SPELL);
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return;
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case PossiblePlayerBattleAction::TELEPORT:
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CCS->curh->set(Cursor::Combat::TELEPORT);
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return;
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case PossiblePlayerBattleAction::SACRIFICE:
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CCS->curh->set(Cursor::Combat::SACRIFICE);
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return;
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case PossiblePlayerBattleAction::HEAL:
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CCS->curh->set(Cursor::Combat::HEAL);
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return;
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case PossiblePlayerBattleAction::CATAPULT:
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CCS->curh->set(Cursor::Combat::SHOOT_CATAPULT);
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return;
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case PossiblePlayerBattleAction::CREATURE_INFO:
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CCS->curh->set(Cursor::Combat::QUERY);
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return;
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case PossiblePlayerBattleAction::HERO_INFO:
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CCS->curh->set(Cursor::Combat::HERO);
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return;
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}
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assert(0);
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}
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void BattleActionsController::actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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switch (action.get())
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{
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case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
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case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
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case PossiblePlayerBattleAction::TELEPORT:
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case PossiblePlayerBattleAction::SACRIFICE:
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case PossiblePlayerBattleAction::FREE_LOCATION:
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CCS->curh->set(Cursor::Combat::BLOCKED);
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return;
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default:
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if (targetHex == -1)
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CCS->curh->set(Cursor::Combat::POINTER);
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else
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CCS->curh->set(Cursor::Combat::BLOCKED);
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return;
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}
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assert(0);
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}
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std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex targetHex)
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{
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const CStack * targetStack = getStackForHex(targetHex);
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switch (action.get()) //display console message, realize selected action
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{
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case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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return (boost::format(CGI->generaltexth->allTexts[481]) % targetStack->getName()).str(); //Select %s
|
|
|
|
case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
|
|
return (boost::format(CGI->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
|
|
else
|
|
return (boost::format(CGI->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
|
|
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
|
{
|
|
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
|
|
DamageEstimation retaliation;
|
|
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(owner.stacksController->getActiveStack(), targetStack, attackFromHex, &retaliation);
|
|
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
|
|
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
|
|
bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
|
|
|
|
return formatMeleeAttack(estimation, targetStack->getName()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
{
|
|
const auto * shooter = owner.stacksController->getActiveStack();
|
|
|
|
DamageEstimation retaliation;
|
|
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(shooter, targetStack, shooter->getPosition(), &retaliation);
|
|
estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
|
|
estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
|
|
return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
return boost::str(boost::format(CGI->generaltexth->allTexts[27]) % action.spell().toSpell()->getNameTranslated() % targetStack->getName()); //Cast %s on %s
|
|
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
|
|
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
return boost::str(boost::format(CGI->generaltexth->allTexts[301]) % targetStack->getName()); //Cast a spell on %
|
|
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
return CGI->generaltexth->allTexts[25]; //Teleport Here
|
|
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
return CGI->generaltexth->allTexts[550];
|
|
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
return (boost::format(CGI->generaltexth->allTexts[549]) % targetStack->getName()).str(); //sacrifice the %s
|
|
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
|
|
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
return (boost::format(CGI->generaltexth->allTexts[419]) % targetStack->getName()).str(); //Apply first aid to the %s
|
|
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
return ""; // TODO
|
|
|
|
case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
return (boost::format(CGI->generaltexth->allTexts[297]) % targetStack->getName()).str();
|
|
|
|
case PossiblePlayerBattleAction::HERO_INFO:
|
|
return CGI->generaltexth->translate("core.genrltxt.417"); // "View Hero Stats"
|
|
}
|
|
assert(0);
|
|
return "";
|
|
}
|
|
|
|
std::string BattleActionsController::actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
|
|
{
|
|
switch (action.get())
|
|
{
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
return CGI->generaltexth->allTexts[23];
|
|
break;
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
return CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
|
break;
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
return CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
|
break;
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
return boost::str(boost::format(CGI->generaltexth->allTexts[181]) % action.spell().toSpell()->getNameTranslated()); //No room to place %s here
|
|
break;
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, BattleHex targetHex)
|
|
{
|
|
const CStack * targetStack = getStackForHex(targetHex);
|
|
bool targetStackOwned = targetStack && targetStack->unitOwner() == owner.curInt->playerID;
|
|
|
|
switch (action.get())
|
|
{
|
|
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
|
|
return (targetStack && targetStackOwned && targetStack->getMovementRange() > 0);
|
|
|
|
case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
return (targetStack && targetStackOwned && targetStack->alive());
|
|
|
|
case PossiblePlayerBattleAction::HERO_INFO:
|
|
if (targetHex == BattleHex::HERO_ATTACKER)
|
|
return owner.attackingHero != nullptr;
|
|
|
|
if (targetHex == BattleHex::HERO_DEFENDER)
|
|
return owner.defendingHero != nullptr;
|
|
|
|
return false;
|
|
|
|
case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
if (!(targetStack && targetStack->alive())) //we can walk on dead stacks
|
|
{
|
|
if(canStackMoveHere(owner.stacksController->getActiveStack(), targetHex))
|
|
return true;
|
|
}
|
|
return false;
|
|
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
|
|
if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
|
|
{
|
|
if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
|
|
return true;
|
|
}
|
|
return false;
|
|
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
return owner.getBattle()->battleCanShoot(owner.stacksController->getActiveStack(), targetHex);
|
|
|
|
case PossiblePlayerBattleAction::NO_LOCATION:
|
|
return false;
|
|
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
|
|
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
|
|
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
|
|
if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
|
|
{
|
|
SpellID spellID = owner.getBattle()->getRandomBeneficialSpell(CRandomGenerator::getDefault(), owner.stacksController->getActiveStack(), targetStack);
|
|
return spellID != SpellID::NONE;
|
|
}
|
|
return false;
|
|
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
return selectedStack && isCastingPossibleHere(action.spell().toSpell(), selectedStack, targetHex);
|
|
|
|
case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
|
|
return targetStack && targetStack != selectedStack && targetStackOwned && targetStack->alive();
|
|
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
|
|
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
|
|
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
return targetStack && targetStackOwned && targetStack->canBeHealed();
|
|
}
|
|
|
|
assert(0);
|
|
return false;
|
|
}
|
|
|
|
void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, BattleHex targetHex)
|
|
{
|
|
const CStack * targetStack = getStackForHex(targetHex);
|
|
|
|
switch (action.get()) //display console message, realize selected action
|
|
{
|
|
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
|
|
{
|
|
owner.stackActivated(targetStack);
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::MOVE_TACTICS:
|
|
case PossiblePlayerBattleAction::MOVE_STACK:
|
|
{
|
|
if(owner.stacksController->getActiveStack()->doubleWide())
|
|
{
|
|
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
|
|
BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
|
|
if(vstd::contains(acc, targetHex))
|
|
owner.giveCommand(EActionType::WALK, targetHex);
|
|
else if(vstd::contains(acc, shiftedDest))
|
|
owner.giveCommand(EActionType::WALK, shiftedDest);
|
|
}
|
|
else
|
|
{
|
|
owner.giveCommand(EActionType::WALK, targetHex);
|
|
}
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::ATTACK:
|
|
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
|
|
case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
|
|
{
|
|
bool returnAfterAttack = action.get() == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
|
|
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
|
|
if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
|
|
{
|
|
BattleAction command = BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), targetHex, attackFromHex, returnAfterAttack);
|
|
owner.sendCommand(command, owner.stacksController->getActiveStack());
|
|
}
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::SHOOT:
|
|
{
|
|
owner.giveCommand(EActionType::SHOOT, targetHex);
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::HEAL:
|
|
{
|
|
owner.giveCommand(EActionType::STACK_HEAL, targetHex);
|
|
return;
|
|
};
|
|
|
|
case PossiblePlayerBattleAction::CATAPULT:
|
|
{
|
|
owner.giveCommand(EActionType::CATAPULT, targetHex);
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::CREATURE_INFO:
|
|
{
|
|
GH.windows().createAndPushWindow<CStackWindow>(targetStack, false);
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::HERO_INFO:
|
|
{
|
|
if (targetHex == BattleHex::HERO_ATTACKER)
|
|
owner.attackingHero->heroLeftClicked();
|
|
|
|
if (targetHex == BattleHex::HERO_DEFENDER)
|
|
owner.defendingHero->heroLeftClicked();
|
|
|
|
return;
|
|
}
|
|
|
|
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
|
|
case PossiblePlayerBattleAction::ANY_LOCATION:
|
|
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
|
|
case PossiblePlayerBattleAction::TELEPORT:
|
|
case PossiblePlayerBattleAction::OBSTACLE:
|
|
case PossiblePlayerBattleAction::SACRIFICE:
|
|
case PossiblePlayerBattleAction::FREE_LOCATION:
|
|
{
|
|
if (action.get() == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE )
|
|
{
|
|
if (action.spell() == SpellID::SACRIFICE)
|
|
{
|
|
heroSpellToCast->aimToHex(targetHex);
|
|
possibleActions.push_back({PossiblePlayerBattleAction::SACRIFICE, action.spell()});
|
|
selectedStack = targetStack;
|
|
return;
|
|
}
|
|
if (action.spell() == SpellID::TELEPORT)
|
|
{
|
|
heroSpellToCast->aimToUnit(targetStack);
|
|
possibleActions.push_back({PossiblePlayerBattleAction::TELEPORT, action.spell()});
|
|
selectedStack = targetStack;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!spellcastingModeActive())
|
|
{
|
|
if (action.spell().hasValue())
|
|
{
|
|
owner.giveCommand(EActionType::MONSTER_SPELL, targetHex, action.spell());
|
|
}
|
|
else //unknown random spell
|
|
{
|
|
owner.giveCommand(EActionType::MONSTER_SPELL, targetHex);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(getHeroSpellToCast());
|
|
switch (getHeroSpellToCast()->id.toEnum())
|
|
{
|
|
case SpellID::SACRIFICE:
|
|
heroSpellToCast->aimToUnit(targetStack);//victim
|
|
break;
|
|
default:
|
|
heroSpellToCast->aimToHex(targetHex);
|
|
break;
|
|
}
|
|
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
|
|
endCastingSpell();
|
|
}
|
|
selectedStack = nullptr;
|
|
return;
|
|
}
|
|
}
|
|
assert(0);
|
|
return;
|
|
}
|
|
|
|
PossiblePlayerBattleAction BattleActionsController::selectAction(BattleHex targetHex)
|
|
{
|
|
assert(owner.stacksController->getActiveStack() != nullptr);
|
|
assert(!possibleActions.empty());
|
|
assert(targetHex.isValid());
|
|
|
|
if (owner.stacksController->getActiveStack() == nullptr)
|
|
return PossiblePlayerBattleAction::INVALID;
|
|
|
|
if (possibleActions.empty())
|
|
return PossiblePlayerBattleAction::INVALID;
|
|
|
|
const CStack * targetStack = getStackForHex(targetHex);
|
|
|
|
reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), targetStack);
|
|
|
|
for (PossiblePlayerBattleAction action : possibleActions)
|
|
{
|
|
if (actionIsLegal(action, targetHex))
|
|
return action;
|
|
}
|
|
return possibleActions.front();
|
|
}
|
|
|
|
void BattleActionsController::onHexHovered(BattleHex hoveredHex)
|
|
{
|
|
if (owner.openingPlaying())
|
|
{
|
|
currentConsoleMsg = VLC->generaltexth->translate("vcmi.battleWindow.pressKeyToSkipIntro");
|
|
GH.statusbar()->write(currentConsoleMsg);
|
|
return;
|
|
}
|
|
|
|
if (owner.stacksController->getActiveStack() == nullptr)
|
|
return;
|
|
|
|
if (hoveredHex == BattleHex::INVALID)
|
|
{
|
|
if (!currentConsoleMsg.empty())
|
|
GH.statusbar()->clearIfMatching(currentConsoleMsg);
|
|
|
|
currentConsoleMsg.clear();
|
|
CCS->curh->set(Cursor::Combat::BLOCKED);
|
|
return;
|
|
}
|
|
|
|
auto action = selectAction(hoveredHex);
|
|
|
|
std::string newConsoleMsg;
|
|
|
|
if (actionIsLegal(action, hoveredHex))
|
|
{
|
|
actionSetCursor(action, hoveredHex);
|
|
newConsoleMsg = actionGetStatusMessage(action, hoveredHex);
|
|
}
|
|
else
|
|
{
|
|
actionSetCursorBlocked(action, hoveredHex);
|
|
newConsoleMsg = actionGetStatusMessageBlocked(action, hoveredHex);
|
|
}
|
|
|
|
if (!currentConsoleMsg.empty())
|
|
GH.statusbar()->clearIfMatching(currentConsoleMsg);
|
|
|
|
if (!newConsoleMsg.empty())
|
|
GH.statusbar()->write(newConsoleMsg);
|
|
|
|
currentConsoleMsg = newConsoleMsg;
|
|
}
|
|
|
|
void BattleActionsController::onHoverEnded()
|
|
{
|
|
CCS->curh->set(Cursor::Combat::POINTER);
|
|
|
|
if (!currentConsoleMsg.empty())
|
|
GH.statusbar()->clearIfMatching(currentConsoleMsg);
|
|
|
|
currentConsoleMsg.clear();
|
|
}
|
|
|
|
void BattleActionsController::onHexLeftClicked(BattleHex clickedHex)
|
|
{
|
|
if (owner.stacksController->getActiveStack() == nullptr)
|
|
return;
|
|
|
|
auto action = selectAction(clickedHex);
|
|
|
|
std::string newConsoleMsg;
|
|
|
|
if (!actionIsLegal(action, clickedHex))
|
|
return;
|
|
|
|
actionRealize(action, clickedHex);
|
|
GH.statusbar()->clear();
|
|
}
|
|
|
|
void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
|
|
{
|
|
creatureSpells.clear();
|
|
|
|
bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
|
|
if(casterStack->canCast() && spellcaster)
|
|
{
|
|
// faerie dragon can cast only one, randomly selected spell until their next move
|
|
//TODO: faerie dragon type spell should be selected by server
|
|
const auto spellToCast = owner.getBattle()->getRandomCastedSpell(CRandomGenerator::getDefault(), casterStack);
|
|
|
|
if (spellToCast.hasValue())
|
|
creatureSpells.push_back(spellToCast.toSpell());
|
|
}
|
|
|
|
TConstBonusListPtr bl = casterStack->getBonuses(Selector::type()(BonusType::SPELLCASTER));
|
|
|
|
for(const auto & bonus : *bl)
|
|
{
|
|
if (bonus->additionalInfo[0] <= 0 && bonus->subtype.as<SpellID>().hasValue())
|
|
creatureSpells.push_back(bonus->subtype.as<SpellID>().toSpell());
|
|
}
|
|
}
|
|
|
|
const spells::Caster * BattleActionsController::getCurrentSpellcaster() const
|
|
{
|
|
if (heroSpellToCast)
|
|
return owner.currentHero();
|
|
else
|
|
return owner.stacksController->getActiveStack();
|
|
}
|
|
|
|
spells::Mode BattleActionsController::getCurrentCastMode() const
|
|
{
|
|
if (heroSpellToCast)
|
|
return spells::Mode::HERO;
|
|
else
|
|
return spells::Mode::CREATURE_ACTIVE;
|
|
|
|
}
|
|
|
|
bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *targetStack, BattleHex targetHex)
|
|
{
|
|
assert(currentSpell);
|
|
if (!currentSpell)
|
|
return false;
|
|
|
|
auto caster = getCurrentSpellcaster();
|
|
|
|
const spells::Mode mode = heroSpellToCast ? spells::Mode::HERO : spells::Mode::CREATURE_ACTIVE;
|
|
|
|
spells::Target target;
|
|
if(targetStack)
|
|
target.emplace_back(targetStack);
|
|
target.emplace_back(targetHex);
|
|
|
|
spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
|
|
|
|
auto m = currentSpell->battleMechanics(&cast);
|
|
spells::detail::ProblemImpl problem; //todo: display problem in status bar
|
|
|
|
return m->canBeCastAt(target, problem);
|
|
}
|
|
|
|
bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
|
|
{
|
|
std::vector<BattleHex> acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
|
|
BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
|
|
|
|
if (vstd::contains(acc, myNumber))
|
|
return true;
|
|
else if (stackToMove->doubleWide() && vstd::contains(acc, shiftedDest))
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void BattleActionsController::activateStack()
|
|
{
|
|
const CStack * s = owner.stacksController->getActiveStack();
|
|
if(s)
|
|
{
|
|
tryActivateStackSpellcasting(s);
|
|
|
|
possibleActions = getPossibleActionsForStack(s);
|
|
std::list<PossiblePlayerBattleAction> actionsToSelect;
|
|
if(!possibleActions.empty())
|
|
{
|
|
auto primaryAction = possibleActions.front().get();
|
|
|
|
if(primaryAction == PossiblePlayerBattleAction::SHOOT || primaryAction == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE
|
|
|| primaryAction == PossiblePlayerBattleAction::ANY_LOCATION || primaryAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN)
|
|
{
|
|
actionsToSelect.push_back(possibleActions.front());
|
|
|
|
auto shootActionPredicate = [](const PossiblePlayerBattleAction& action)
|
|
{
|
|
return action.get() == PossiblePlayerBattleAction::SHOOT;
|
|
};
|
|
bool hasShootSecondaryAction = std::any_of(possibleActions.begin() + 1, possibleActions.end(), shootActionPredicate);
|
|
|
|
if(hasShootSecondaryAction) //casters may have shooting capabilities, for example storm elementals
|
|
actionsToSelect.emplace_back(PossiblePlayerBattleAction::SHOOT);
|
|
|
|
/* TODO: maybe it would also make sense to check spellcast as non-top priority action ("NO_SPELLCAST_BY_DEFAULT" bonus)?
|
|
* it would require going beyond this "if" block for melee casters
|
|
* F button helps, but some mod creatures may have that bonus and more than 1 castable spell */
|
|
|
|
actionsToSelect.emplace_back(PossiblePlayerBattleAction::ATTACK); //always allow melee attack as last option
|
|
}
|
|
}
|
|
owner.windowObject->setAlternativeActions(actionsToSelect);
|
|
}
|
|
}
|
|
|
|
void BattleActionsController::onHexRightClicked(BattleHex clickedHex)
|
|
{
|
|
auto spellcastActionPredicate = [](PossiblePlayerBattleAction & action)
|
|
{
|
|
return action.spellcast();
|
|
};
|
|
|
|
bool isCurrentStackInSpellcastMode = !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastActionPredicate);
|
|
|
|
if (spellcastingModeActive() || isCurrentStackInSpellcastMode)
|
|
{
|
|
endCastingSpell();
|
|
CRClickPopup::createAndPush(CGI->generaltexth->translate("core.genrltxt.731")); // spell cancelled
|
|
return;
|
|
}
|
|
|
|
auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
|
|
|
|
if (selectedStack != nullptr)
|
|
GH.windows().createAndPushWindow<CStackWindow>(selectedStack, true);
|
|
|
|
if (clickedHex == BattleHex::HERO_ATTACKER && owner.attackingHero)
|
|
owner.attackingHero->heroRightClicked();
|
|
|
|
if (clickedHex == BattleHex::HERO_DEFENDER && owner.defendingHero)
|
|
owner.defendingHero->heroRightClicked();
|
|
}
|
|
|
|
bool BattleActionsController::spellcastingModeActive() const
|
|
{
|
|
return heroSpellToCast != nullptr;
|
|
}
|
|
|
|
bool BattleActionsController::currentActionSpellcasting(BattleHex hoveredHex)
|
|
{
|
|
if (heroSpellToCast)
|
|
return true;
|
|
|
|
if (!owner.stacksController->getActiveStack())
|
|
return false;
|
|
|
|
auto action = selectAction(hoveredHex);
|
|
|
|
return action.spellcast();
|
|
}
|
|
|
|
const std::vector<PossiblePlayerBattleAction> & BattleActionsController::getPossibleActions() const
|
|
{
|
|
return possibleActions;
|
|
}
|
|
|
|
void BattleActionsController::removePossibleAction(PossiblePlayerBattleAction action)
|
|
{
|
|
vstd::erase(possibleActions, action);
|
|
}
|
|
|
|
void BattleActionsController::pushFrontPossibleAction(PossiblePlayerBattleAction action)
|
|
{
|
|
possibleActions.insert(possibleActions.begin(), action);
|
|
}
|
|
|
|
void BattleActionsController::resetCurrentStackPossibleActions()
|
|
{
|
|
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
|
|
}
|