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@@ -663,33 +663,30 @@ void BattleInterface::requestAutofightingAIToTakeAction()
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boost::thread aiThread([&]()
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{
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- auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
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-
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if(curInt->cb->battleIsFinished())
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{
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return; // battle finished with spellcast
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}
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- if (curInt->isAutoFightOn)
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+ if (tacticsMode)
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{
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- if (tacticsMode)
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- {
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- // Always end tactics mode. Player interface is blocked currently, so it's not possible that
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- // the AI can take any action except end tactics phase (AI actions won't be triggered)
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- //TODO implement the possibility that the AI will be triggered for further actions
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- //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
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- stacksController->setActiveStack(nullptr);
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- tacticsMode = false;
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- }
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- else
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- {
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- givenCommand.setn(ba.release());
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- }
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+ // Always end tactics mode. Player interface is blocked currently, so it's not possible that
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+ // the AI can take any action except end tactics phase (AI actions won't be triggered)
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+ //TODO implement the possibility that the AI will be triggered for further actions
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+ //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
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+ stacksController->setActiveStack(nullptr);
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+ tacticsMode = false;
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}
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else
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{
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- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
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- activateStack();
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+ const CStack* activeStack = stacksController->getActiveStack();
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+
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+ // If enemy is moving, activeStack can be null
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+ if (activeStack)
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+ {
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+ auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(activeStack));
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+ givenCommand.setn(ba.release());
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+ }
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}
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});
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