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vcmi/client/battle/BattleActionsController.cpp

1130 lines
37 KiB
C++

/*
* BattleActionsController.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 "BattleActionsController.h"
#include "BattleWindow.h"
#include "BattleStacksController.h"
#include "BattleInterface.h"
#include "BattleFieldController.h"
#include "BattleSiegeController.h"
#include "BattleInterfaceClasses.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CursorHandler.h"
#include "../gui/CGuiHandler.h"
#include "../gui/CIntObject.h"
#include "../gui/WindowHandler.h"
#include "../windows/CCreatureWindow.h"
#include "../windows/InfoWindows.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/CStack.h"
#include "../../lib/battle/BattleAction.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/Problem.h"
struct TextReplacement
{
std::string placeholder;
std::string replacement;
};
using TextReplacementList = std::vector<TextReplacement>;
static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
{
for(const auto & entry : format)
boost::replace_all(input, entry.placeholder, entry.replacement);
return input;
}
static std::string translatePlural(int amount, const std::string& baseTextID)
{
if(amount == 1)
return CGI->generaltexth->translate(baseTextID + ".1");
return CGI->generaltexth->translate(baseTextID);
}
static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
{
std::string baseString = translatePlural(amount, baseTextID);
TextReplacementList replacements {
{ "%d", amountString }
};
return replacePlaceholders(baseString, replacements);
}
static std::string formatPlural(int amount, const std::string & baseTextID)
{
return formatPluralImpl(amount, std::to_string(amount), baseTextID);
}
static std::string formatPlural(DamageRange range, const std::string & baseTextID)
{
if (range.min == range.max)
return formatPlural(range.min, baseTextID);
std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
return formatPluralImpl(range.max, rangeString, baseTextID);
}
static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
{
TextReplacementList replacements = {
{ "%CREATURE", creatureName },
{ "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
{ "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
{ "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
};
return replacePlaceholders(CGI->generaltexth->translate(baseTextID), replacements);
}
static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
{
std::string baseTextID = estimation.kills.max == 0 ?
"vcmi.battleWindow.damageEstimation.melee" :
"vcmi.battleWindow.damageEstimation.meleeKills";
return formatAttack(estimation, creatureName, baseTextID, 0);
}
static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
{
std::string baseTextID = estimation.kills.max == 0 ?
"vcmi.battleWindow.damageEstimation.ranged" :
"vcmi.battleWindow.damageEstimation.rangedKills";
return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
}
static std::string formatRetaliation(const DamageEstimation & estimation, bool mayBeKilled)
{
if (estimation.damage.max == 0)
return CGI->generaltexth->translate("vcmi.battleWindow.damageRetaliation.never");
std::string baseTextID = estimation.kills.max == 0 ?
"vcmi.battleWindow.damageRetaliation.damage" :
"vcmi.battleWindow.damageRetaliation.damageKills";
std::string prefixTextID = mayBeKilled ?
"vcmi.battleWindow.damageRetaliation.may" :
"vcmi.battleWindow.damageRetaliation.will";
return CGI->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
}
BattleActionsController::BattleActionsController(BattleInterface & owner):
owner(owner),
selectedStack(nullptr),
heroSpellToCast(nullptr)
{
}
void BattleActionsController::endCastingSpell()
{
if(heroSpellToCast)
{
heroSpellToCast.reset();
owner.windowObject->blockUI(false);
}
if(owner.stacksController->getActiveStack())
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
selectedStack = nullptr;
GH.fakeMouseMove();
}
bool BattleActionsController::isActiveStackSpellcaster() const
{
const CStack * casterStack = owner.stacksController->getActiveStack();
if (!casterStack)
return false;
bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
return (spellcaster && casterStack->canCast());
}
void BattleActionsController::enterCreatureCastingMode()
{
//silently check for possible errors
if (owner.tacticsMode)
return;
//hero is casting a spell
if (heroSpellToCast)
return;
if (!owner.stacksController->getActiveStack())
return;
if(owner.getBattle()->battleCanTargetEmptyHex(owner.stacksController->getActiveStack()))
{
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
return x.get() != PossiblePlayerBattleAction::SHOOT;
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
return;
}
if (!isActiveStackSpellcaster())
return;
for(const auto & action : possibleActions)
{
if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
continue;
const spells::Caster * caster = owner.stacksController->getActiveStack();
const CSpell * spell = action.spell().toSpell();
spells::Target target;
target.emplace_back();
spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
auto m = spell->battleMechanics(&cast);
spells::detail::ProblemImpl ignored;
const bool isCastingPossible = m->canBeCastAt(target, ignored);
if (isCastingPossible)
{
owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, spell->getId());
selectedStack = nullptr;
CCS->curh->set(Cursor::Combat::POINTER);
}
return;
}
possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
{
return !x.spellcast();
};
vstd::erase_if(possibleActions, actionFilterPredicate);
GH.fakeMouseMove();
}
std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
{
BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
for(const auto & spell : creatureSpells)
data.creatureSpellsToCast.push_back(spell->id);
data.tacticsMode = owner.tacticsMode;
auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
return std::vector<PossiblePlayerBattleAction>(allActions);
}
void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack)
{
if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
auto assignPriority = [&](const PossiblePlayerBattleAction & item
) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
{
switch(item.get())
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::NO_LOCATION:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
{
PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != LOCPLINT->playerID;
bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == LOCPLINT->playerID;
if(!enemyTargetingPositiveSpellcast && !friendTargetingNegativeSpellcast)
return 1;
}
return 100; //bottom priority
break;
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
return 2;
break;
case PossiblePlayerBattleAction::SHOOT:
if(targetStack == nullptr || targetStack->unitSide() == stack->unitSide() || !targetStack->alive())
return 100; //bottom priority
return 4;
break;
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
return 5;
break;
case PossiblePlayerBattleAction::ATTACK:
return 6;
break;
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
return 7;
break;
case PossiblePlayerBattleAction::MOVE_STACK:
return 8;
break;
case PossiblePlayerBattleAction::CATAPULT:
return 9;
break;
case PossiblePlayerBattleAction::HEAL:
return 10;
break;
case PossiblePlayerBattleAction::CREATURE_INFO:
return 11;
break;
case PossiblePlayerBattleAction::HERO_INFO:
return 12;
break;
case PossiblePlayerBattleAction::TELEPORT:
return 13;
break;
default:
assert(0);
return 200;
break;
}
};
auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
{
return assignPriority(lhs) < assignPriority(rhs);
};
std::sort(possibleActions.begin(), possibleActions.end(), comparer);
}
void BattleActionsController::castThisSpell(SpellID spellID)
{
heroSpellToCast = std::make_shared<BattleAction>();
heroSpellToCast->actionType = EActionType::HERO_SPELL;
heroSpellToCast->spell = spellID;
heroSpellToCast->stackNumber = -1;
heroSpellToCast->side = owner.curInt->cb->getBattle(owner.getBattleID())->battleGetMySide();
//choosing possible targets
const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
assert(castingHero); // code below assumes non-null hero
PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
{
heroSpellToCast->aimToHex(BattleHex::INVALID);
owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
endCastingSpell();
}
else
{
possibleActions.clear();
possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
GH.fakeMouseMove();//update cursor
}
owner.windowObject->blockUI(true);
}
const CSpell * BattleActionsController::getHeroSpellToCast( ) const
{
if (heroSpellToCast)
return heroSpellToCast->spell.toSpell();
return nullptr;
}
const CSpell * BattleActionsController::getStackSpellToCast(BattleHex hoveredHex)
{
if (heroSpellToCast)
return nullptr;
if (!owner.stacksController->getActiveStack())
return nullptr;
if (!hoveredHex.isValid())
return nullptr;
auto action = selectAction(hoveredHex);
if(owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
{
auto bonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
return bonus->subtype.as<SpellID>().toSpell();
}
if (action.spell() == SpellID::NONE)
return nullptr;
return action.spell().toSpell();
}
const CSpell * BattleActionsController::getCurrentSpell(BattleHex hoveredHex)
{
if (getHeroSpellToCast())
return getHeroSpellToCast();
return getStackSpellToCast(hoveredHex);
}
const CStack * BattleActionsController::getStackForHex(BattleHex hoveredHex)
{
const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
if(shere)
return shere;
return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
}
void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, BattleHex targetHex)
{
switch (action.get())
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
CCS->curh->set(Cursor::Combat::POINTER);
return;
case PossiblePlayerBattleAction::MOVE_TACTICS:
case PossiblePlayerBattleAction::MOVE_STACK:
if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
CCS->curh->set(Cursor::Combat::FLY);
else
CCS->curh->set(Cursor::Combat::MOVE);
return;
case PossiblePlayerBattleAction::ATTACK:
case PossiblePlayerBattleAction::WALK_AND_ATTACK:
case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
{
static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
{BattleHex::TOP_LEFT, Cursor::Combat::HIT_SOUTHEAST},
{BattleHex::TOP_RIGHT, Cursor::Combat::HIT_SOUTHWEST},
{BattleHex::RIGHT, Cursor::Combat::HIT_WEST },
{BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
{BattleHex::BOTTOM_LEFT, Cursor::Combat::HIT_NORTHEAST},
{BattleHex::LEFT, Cursor::Combat::HIT_EAST },
{BattleHex::TOP, Cursor::Combat::HIT_SOUTH },
{BattleHex::BOTTOM, Cursor::Combat::HIT_NORTH }
};
auto direction = owner.fieldController->selectAttackDirection(targetHex);
assert(sectorCursor.count(direction) > 0);
if (sectorCursor.count(direction))
CCS->curh->set(sectorCursor.at(direction));
return;
}
case PossiblePlayerBattleAction::SHOOT:
if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
CCS->curh->set(Cursor::Combat::SHOOT_PENALTY);
else
CCS->curh->set(Cursor::Combat::SHOOT);
return;
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::ANY_LOCATION:
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
case PossiblePlayerBattleAction::FREE_LOCATION:
case PossiblePlayerBattleAction::OBSTACLE:
CCS->curh->set(Cursor::Spellcast::SPELL);
return;
case PossiblePlayerBattleAction::TELEPORT:
CCS->curh->set(Cursor::Combat::TELEPORT);
return;
case PossiblePlayerBattleAction::SACRIFICE:
CCS->curh->set(Cursor::Combat::SACRIFICE);
return;
case PossiblePlayerBattleAction::HEAL:
CCS->curh->set(Cursor::Combat::HEAL);
return;
case PossiblePlayerBattleAction::CATAPULT:
CCS->curh->set(Cursor::Combat::SHOOT_CATAPULT);
return;
case PossiblePlayerBattleAction::CREATURE_INFO:
CCS->curh->set(Cursor::Combat::QUERY);
return;
case PossiblePlayerBattleAction::HERO_INFO:
CCS->curh->set(Cursor::Combat::HERO);
return;
}
assert(0);
}
void BattleActionsController::actionSetCursorBlocked(PossiblePlayerBattleAction action, BattleHex targetHex)
{
switch (action.get())
{
case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
case PossiblePlayerBattleAction::TELEPORT:
case PossiblePlayerBattleAction::SACRIFICE:
case PossiblePlayerBattleAction::FREE_LOCATION:
CCS->curh->set(Cursor::Combat::BLOCKED);
return;
default:
if (targetHex == -1)
CCS->curh->set(Cursor::Combat::POINTER);
else
CCS->curh->set(Cursor::Combat::BLOCKED);
return;
}
assert(0);
}
std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattleAction action, BattleHex targetHex)
{
const CStack * targetStack = getStackForHex(targetHex);
switch (action.get()) //display console message, realize selected action
{
case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
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
{
const auto * attacker = owner.stacksController->getActiveStack();
BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
int distance = attacker->position.isValid() ? owner.getBattle()->battleGetDistances(attacker, attacker->getPosition())[attackFromHex] : 0;
DamageEstimation retaliation;
BattleAttackInfo attackInfo(attacker, targetStack, distance, false );
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(attackInfo, &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:
{
if(targetStack == nullptr) //should be true only for spell-like attack
{
auto spellLikeAttackBonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
assert(spellLikeAttackBonus != nullptr);
return boost::str(boost::format(CGI->generaltexth->allTexts[26]) % spellLikeAttackBonus->subtype.as<SpellID>().toSpell()->getNameTranslated());
}
const auto * shooter = owner.stacksController->getActiveStack();
DamageEstimation retaliation;
BattleAttackInfo attackInfo(shooter, targetStack, 0, true );
DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(attackInfo, &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:
{
auto currentStack = owner.stacksController->getActiveStack();
if(!owner.getBattle()->battleCanShoot(currentStack, targetHex))
return false;
if(targetStack == nullptr && owner.getBattle()->battleCanTargetEmptyHex(currentStack))
{
auto spellLikeAttackBonus = currentStack->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
const CSpell * spellDataToCheck = spellLikeAttackBonus->subtype.as<SpellID>().toSpell();
return isCastingPossibleHere(spellDataToCheck, nullptr, targetHex);
}
return true;
}
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 (!heroSpellcastingModeActive())
{
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)
{
bool isCurrentStackInSpellcastMode = creatureSpellcastingModeActive();
if (heroSpellcastingModeActive() || 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::heroSpellcastingModeActive() const
{
return heroSpellToCast != nullptr;
}
bool BattleActionsController::creatureSpellcastingModeActive() const
{
auto spellcastModePredicate = [](const PossiblePlayerBattleAction & action)
{
return action.spellcast() || action.get() == PossiblePlayerBattleAction::SHOOT; //for hotkey-eligible SPELL_LIKE_ATTACK creature should have only SHOOT action
};
return !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastModePredicate);
}
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());
}