mirror of
https://github.com/vcmi/vcmi.git
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69eee05ccc
- Fixed 'catapult tried to attack non-catapultable hex!' problem, now catapult attacks attackable wall parts only - Fixed problem that the server performed applying damage on a wall part twice - Added methods for checking what wall parts are attackable and if a wall part is potentially attackable - Added functionality to trace net packages - Added functionality to trace std::vectors - Added tracing for CatapultAttack(CPack) - Updated various toString methods to use {} instead of [] - Refactoring
104 lines
2.5 KiB
C++
104 lines
2.5 KiB
C++
#include "StdInc.h"
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#include "BattleAction.h"
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#include "BattleState.h"
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/*
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* BattleAction.h, 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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using namespace Battle;
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BattleAction::BattleAction():
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side(-1),
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stackNumber(-1),
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actionType(INVALID),
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destinationTile(-1),
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additionalInfo(-1),
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selectedStack(-1)
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{
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}
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BattleAction BattleAction::makeHeal(const CStack *healer, const CStack *healed)
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{
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BattleAction ba;
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ba.side = !healer->attackerOwned;
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ba.actionType = STACK_HEAL;
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ba.stackNumber = healer->ID;
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ba.destinationTile = healed->position;
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return ba;
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}
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BattleAction BattleAction::makeDefend(const CStack *stack)
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{
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BattleAction ba;
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ba.side = !stack->attackerOwned;
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ba.actionType = DEFEND;
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ba.stackNumber = stack->ID;
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return ba;
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}
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BattleAction BattleAction::makeMeleeAttack(const CStack *stack, const CStack * attacked, BattleHex attackFrom /*= BattleHex::INVALID*/)
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{
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BattleAction ba;
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ba.side = !stack->attackerOwned;
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ba.actionType = WALK_AND_ATTACK;
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ba.stackNumber = stack->ID;
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ba.destinationTile = attackFrom;
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ba.additionalInfo = attacked->position;
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return ba;
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}
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BattleAction BattleAction::makeWait(const CStack *stack)
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{
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BattleAction ba;
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ba.side = !stack->attackerOwned;
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ba.actionType = WAIT;
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ba.stackNumber = stack->ID;
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return ba;
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}
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BattleAction BattleAction::makeShotAttack(const CStack *shooter, const CStack *target)
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{
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BattleAction ba;
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ba.side = !shooter->attackerOwned;
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ba.actionType = SHOOT;
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ba.stackNumber = shooter->ID;
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ba.destinationTile = target->position;
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return ba;
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}
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BattleAction BattleAction::makeMove(const CStack *stack, BattleHex dest)
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{
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BattleAction ba;
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ba.side = !stack->attackerOwned;
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ba.actionType = WALK;
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ba.stackNumber = stack->ID;
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ba.destinationTile = dest;
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return ba;
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}
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BattleAction BattleAction::makeEndOFTacticPhase(ui8 side)
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{
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BattleAction ba;
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ba.side = side;
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ba.actionType = END_TACTIC_PHASE;
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return ba;
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}
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std::ostream & operator<<(std::ostream & os, const BattleAction & ba)
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{
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std::stringstream actionTypeStream;
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actionTypeStream << ba.actionType;
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return os << boost::str(boost::format("{BattleAction: side '%d', stackNumber '%d', actionType '%s', destinationTile '%s', additionalInfo '%d', selectedStack '%d'}")
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% static_cast<int>(ba.side) % ba.stackNumber % actionTypeStream.str() % ba.destinationTile % ba.additionalInfo % ba.selectedStack);
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}
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