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Allow sending requests to move across multiple tiles at once

Ivan Savenko 1 year ago
parent
commit
d5a2ad1be8

+ 2 - 2
AI/Nullkiller/AIGateway.cpp

@@ -1216,7 +1216,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
 	{
 		//FIXME: this assertion fails also if AI moves onto defeated guarded object
 		//assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
-		cb->moveHero(*h, h->convertFromVisitablePos(dst));
+		cb->moveHero(*h, h->convertFromVisitablePos(dst), false);
 		afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
 		// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
 		teleportChannelProbingList.clear();
@@ -1278,7 +1278,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
 			destinationTeleport = exitId;
 			if(exitPos.valid())
 				destinationTeleportPos = h->convertFromVisitablePos(exitPos);
-			cb->moveHero(*h, h->pos);
+			cb->moveHero(*h, h->pos, false);
 			destinationTeleport = ObjectInstanceID();
 			destinationTeleportPos = int3(-1);
 			afterMovementCheck();

+ 2 - 2
AI/VCAI/VCAI.cpp

@@ -1837,7 +1837,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
 	{
 		//FIXME: this assertion fails also if AI moves onto defeated guarded object
 		assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
-		cb->moveHero(*h, h->convertFromVisitablePos(dst));
+		cb->moveHero(*h, h->convertFromVisitablePos(dst), false);
 		afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
 		// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
 		teleportChannelProbingList.clear();
@@ -1899,7 +1899,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
 			destinationTeleport = exitId;
 			if(exitPos.valid())
 				destinationTeleportPos = h->convertFromVisitablePos(exitPos);
-			cb->moveHero(*h, h->pos);
+			cb->moveHero(*h, h->pos, false);
 			destinationTeleport = ObjectInstanceID();
 			destinationTeleportPos = int3(-1);
 			afterMovementCheck();

+ 8 - 3
CCallback.cpp

@@ -34,11 +34,16 @@ bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *wh
 	return true;
 }
 
-bool CCallback::moveHero(const CGHeroInstance *h, int3 dst, bool transit)
+void CCallback::moveHero(const CGHeroInstance *h, const int3 & destination, bool transit)
 {
-	MoveHero pack(dst,h->id,transit);
+	MoveHero pack({destination}, h->id, transit);
+	sendRequest(&pack);
+}
+
+void CCallback::moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit)
+{
+	MoveHero pack(path, h->id, transit);
 	sendRequest(&pack);
-	return true;
 }
 
 int CCallback::selectionMade(int selection, QueryID queryID)

+ 4 - 2
CCallback.h

@@ -67,7 +67,8 @@ class IGameActionCallback
 {
 public:
 	//hero
-	virtual bool moveHero(const CGHeroInstance *h, int3 dst, bool transit) =0; //dst must be free, neighbouring tile (this function can move hero only by one tile)
+	virtual void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) =0; //moves hero alongside provided path
+	virtual void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) =0; //moves hero alongside provided path
 	virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses given hero; true - successfuly, false - not successfuly
 	virtual void dig(const CGObjectInstance *hero)=0;
 	virtual void castSpell(const CGHeroInstance *hero, SpellID spellID, const int3 &pos = int3(-1, -1, -1))=0; //cast adventure map spell
@@ -159,7 +160,8 @@ public:
 	void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
 
 //commands
-	bool moveHero(const CGHeroInstance *h, int3 dst, bool transit = false) override; //dst must be free, neighbouring tile (this function can move hero only by one tile)
+	void moveHero(const CGHeroInstance *h, const std::vector<int3> & path, bool transit) override;
+	void moveHero(const CGHeroInstance *h, const int3 & destination, bool transit) override;
 	bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
 	int selectionMade(int selection, QueryID queryID) override;
 	int sendQueryReply(std::optional<int32_t> reply, QueryID queryID) override;

+ 21 - 5
client/HeroMovementController.cpp

@@ -355,22 +355,38 @@ void HeroMovementController::requestMovementStart(const CGHeroInstance * h, cons
 
 void HeroMovementController::moveInstant(const CGHeroInstance * h, const CGPath & path)
 {
-	stopMovementSound();
+	bool useTransit = path.nextNode().layer == EPathfindingLayer::AIR || path.nextNode().layer == EPathfindingLayer::WATER;
+	std::vector<int3> pathToMove;
+
 	for (auto const & node : boost::adaptors::reverse(path.nodes))
 	{
 		if (node.coord == h->visitablePos())
 			continue; // first node, ignore - this is hero current position
 
 		if(node.isTeleportAction())
-			return; // pause after monolith / subterra gates
+			break; // pause after monolith / subterra gates
 
 		if (node.turns != 0)
-			return; // ran out of MP
+			break; // ran out of move points
+
+		bool useTransitHere = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER;
+		if (useTransitHere != useTransit)
+			break;
 
 		int3 coord = h->convertFromVisitablePos(node.coord);
+		pathToMove.push_back(coord);
+
+		if (LOCPLINT->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1))
+			break; // we reached zone-of-control of wandering monster
 
-		bool useTransit = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER;
-		LOCPLINT->cb->moveHero(h, coord, useTransit);
+		if (!LOCPLINT->cb->getVisitableObjs(node.coord).empty())
+			break; // we reached event, garrison or some other visitable object - end this movement batch
+	}
+
+	if (!pathToMove.empty())
+	{
+		//updateMovementSound(h, path.currNode().coord, path.nextNode().coord, path.nextNode().action);
+		LOCPLINT->cb->moveHero(h, pathToMove, useTransit);
 	}
 }
 

+ 1 - 1
client/adventureMap/AdventureMapShortcuts.cpp

@@ -314,7 +314,7 @@ void AdventureMapShortcuts::visitObject()
 	const CGHeroInstance *h = LOCPLINT->localState->getCurrentHero();
 
 	if(h)
-		LOCPLINT->cb->moveHero(h, h->pos);
+		LOCPLINT->cb->moveHero(h, h->pos, false);
 }
 
 void AdventureMapShortcuts::openObject()

+ 6 - 5
lib/networkPacks/PacksForServer.h

@@ -59,22 +59,23 @@ struct DLL_LINKAGE DismissHero : public CPackForServer
 struct DLL_LINKAGE MoveHero : public CPackForServer
 {
 	MoveHero() = default;
-	MoveHero(const int3 & Dest, const ObjectInstanceID & HID, bool Transit)
-		: dest(Dest)
+	MoveHero(const std::vector<int3> & path, const ObjectInstanceID & HID, bool Transit)
+		: path(path)
 		, hid(HID)
 		, transit(Transit)
 	{
 	}
-	int3 dest;
+	std::vector<int3> path;
 	ObjectInstanceID hid;
 	bool transit = false;
 
 	void visitTyped(ICPackVisitor & visitor) override;
 
-	template <typename Handler> void serialize(Handler & h)
+	template<typename Handler>
+	void serialize(Handler & h)
 	{
 		h & static_cast<CPackForServer &>(*this);
-		h & dest;
+		h & path;
 		h & hid;
 		h & transit;
 	}

+ 11 - 1
server/NetPacksServer.cpp

@@ -59,7 +59,17 @@ void ApplyGhNetPackVisitor::visitDismissHero(DismissHero & pack)
 void ApplyGhNetPackVisitor::visitMoveHero(MoveHero & pack)
 {
 	gh.throwIfWrongOwner(&pack, pack.hid);
-	result = gh.moveHero(pack.hid, pack.dest, 0, pack.transit, pack.player);
+
+	for (auto const & dest : pack.path)
+	{
+		if (!gh.moveHero(pack.hid, dest, 0, pack.transit, pack.player))
+		{
+			result = false;
+			return;
+		}
+	}
+
+	result = true;
 }
 
 void ApplyGhNetPackVisitor::visitCastleTeleportHero(CastleTeleportHero & pack)