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- /*
- * BattleInterface.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 "BattleInterface.h"
- #include "BattleAnimationClasses.h"
- #include "BattleActionsController.h"
- #include "BattleInterfaceClasses.h"
- #include "CreatureAnimation.h"
- #include "BattleProjectileController.h"
- #include "BattleEffectsController.h"
- #include "BattleObstacleController.h"
- #include "BattleSiegeController.h"
- #include "BattleFieldController.h"
- #include "BattleWindow.h"
- #include "BattleStacksController.h"
- #include "BattleRenderer.h"
- #include "../CGameInfo.h"
- #include "../CMessage.h"
- #include "../CMusicHandler.h"
- #include "../CPlayerInterface.h"
- #include "../gui/Canvas.h"
- #include "../gui/CursorHandler.h"
- #include "../gui/CGuiHandler.h"
- #include "../windows/CAdvmapInterface.h"
- #include "../../CCallback.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CGeneralTextHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CondSh.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/TerrainHandler.h"
- CondSh<BattleAction *> BattleInterface::givenCommand(nullptr);
- BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
- const CGHeroInstance *hero1, const CGHeroInstance *hero2,
- std::shared_ptr<CPlayerInterface> att,
- std::shared_ptr<CPlayerInterface> defen,
- std::shared_ptr<CPlayerInterface> spectatorInt)
- : attackingHeroInstance(hero1)
- , defendingHeroInstance(hero2)
- , attackerInt(att)
- , defenderInt(defen)
- , curInt(att)
- , myTurn(false)
- , moveSoundHander(-1)
- {
- for ( auto & event : animationEvents)
- event.setn(false);
- if(spectatorInt)
- {
- curInt = spectatorInt;
- }
- else if(!curInt)
- {
- //May happen when we are defending during network MP game -> attacker interface is just not present
- curInt = defenderInt;
- }
- givenCommand.setn(nullptr);
- //hot-seat -> check tactics for both players (defender may be local human)
- if(attackerInt && attackerInt->cb->battleGetTacticDist())
- tacticianInterface = attackerInt;
- else if(defenderInt && defenderInt->cb->battleGetTacticDist())
- tacticianInterface = defenderInt;
- //if we found interface of player with tactics, then enter tactics mode
- tacticsMode = static_cast<bool>(tacticianInterface);
- //initializing armies
- this->army1 = army1;
- this->army2 = army2;
- const CGTownInstance *town = curInt->cb->battleGetDefendedTown();
- if(town && town->hasFort())
- siegeController.reset(new BattleSiegeController(*this, town));
- windowObject = std::make_shared<BattleWindow>(*this);
- projectilesController.reset(new BattleProjectileController(*this));
- stacksController.reset( new BattleStacksController(*this));
- actionsController.reset( new BattleActionsController(*this));
- effectsController.reset(new BattleEffectsController(*this));
- obstacleController.reset(new BattleObstacleController(*this));
- CCS->musich->stopMusic();
- setAnimationCondition(EAnimationEvents::OPENING, true);
- battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
- auto onIntroPlayed = [this]()
- {
- if(LOCPLINT->battleInt)
- {
- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
- onIntroSoundPlayed();
- }
- };
- GH.pushInt(windowObject);
- windowObject->blockUI(true);
- windowObject->updateQueue();
- if (battleIntroSoundChannel != -1)
- CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
- else
- onIntroSoundPlayed();
- }
- void BattleInterface::onIntroSoundPlayed()
- {
- setAnimationCondition(EAnimationEvents::OPENING, false);
- CCS->musich->playMusicFromSet("battle", true, true);
- if(tacticsMode)
- tacticNextStack(nullptr);
- activateStack();
- battleIntroSoundChannel = -1;
- }
- BattleInterface::~BattleInterface()
- {
- CPlayerInterface::battleInt = nullptr;
- givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
- if (adventureInt && adventureInt->selection)
- {
- //FIXME: this should be moved to adventureInt which should restore correct track based on selection/active player
- const auto * terrain = LOCPLINT->cb->getTile(adventureInt->selection->visitablePos())->terType;
- CCS->musich->playMusicFromSet("terrain", terrain->getJsonKey(), true, false);
- }
- // may happen if user decided to close game while in battle
- if (getAnimationCondition(EAnimationEvents::ACTION) == true)
- logGlobal->error("Shutting down BattleInterface during animation playback!");
- setAnimationCondition(EAnimationEvents::ACTION, false);
- }
- void BattleInterface::setPrintCellBorders(bool set)
- {
- Settings cellBorders = settings.write["battle"]["cellBorders"];
- cellBorders->Bool() = set;
- fieldController->redrawBackgroundWithHexes();
- GH.totalRedraw();
- }
- void BattleInterface::setPrintStackRange(bool set)
- {
- Settings stackRange = settings.write["battle"]["stackRange"];
- stackRange->Bool() = set;
- fieldController->redrawBackgroundWithHexes();
- GH.totalRedraw();
- }
- void BattleInterface::setPrintMouseShadow(bool set)
- {
- Settings shadow = settings.write["battle"]["mouseShadow"];
- shadow->Bool() = set;
- }
- void BattleInterface::stackReset(const CStack * stack)
- {
- stacksController->stackReset(stack);
- }
- void BattleInterface::stackAdded(const CStack * stack)
- {
- stacksController->stackAdded(stack, false);
- }
- void BattleInterface::stackRemoved(uint32_t stackID)
- {
- stacksController->stackRemoved(stackID);
- fieldController->redrawBackgroundWithHexes();
- windowObject->updateQueue();
- }
- void BattleInterface::stackActivated(const CStack *stack)
- {
- stacksController->stackActivated(stack);
- }
- void BattleInterface::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance, bool teleport)
- {
- if (teleport)
- stacksController->stackTeleported(stack, destHex, distance);
- else
- stacksController->stackMoved(stack, destHex, distance);
- }
- void BattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos)
- {
- stacksController->stacksAreAttacked(attackedInfos);
- std::array<int, 2> killedBySide = {0, 0};
- int targets = 0;
- for(const StackAttackedInfo & attackedInfo : attackedInfos)
- {
- ++targets;
- ui8 side = attackedInfo.defender->side;
- killedBySide.at(side) += attackedInfo.amountKilled;
- }
- for(ui8 side = 0; side < 2; side++)
- {
- if(killedBySide.at(side) > killedBySide.at(1-side))
- setHeroAnimation(side, EHeroAnimType::DEFEAT);
- else if(killedBySide.at(side) < killedBySide.at(1-side))
- setHeroAnimation(side, EHeroAnimType::VICTORY);
- }
- }
- void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
- {
- stacksController->stackAttacking(attackInfo);
- }
- void BattleInterface::newRoundFirst( int round )
- {
- waitForAnimationCondition(EAnimationEvents::OPENING, false);
- }
- void BattleInterface::newRound(int number)
- {
- console->addText(CGI->generaltexth->allTexts[412]);
- }
- void BattleInterface::giveCommand(EActionType action, BattleHex tile, si32 additional)
- {
- const CStack * actor = nullptr;
- if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
- {
- actor = stacksController->getActiveStack();
- }
- auto side = curInt->cb->playerToSide(curInt->playerID);
- if(!side)
- {
- logGlobal->error("Player %s is not in battle", curInt->playerID.getStr());
- return;
- }
- auto ba = new BattleAction(); //is deleted in CPlayerInterface::stacksController->getActiveStack()()
- ba->side = side.get();
- ba->actionType = action;
- ba->aimToHex(tile);
- ba->actionSubtype = additional;
- sendCommand(ba, actor);
- }
- void BattleInterface::sendCommand(BattleAction *& command, const CStack * actor)
- {
- command->stackNumber = actor ? actor->unitId() : ((command->side == BattleSide::ATTACKER) ? -1 : -2);
- if(!tacticsMode)
- {
- logGlobal->trace("Setting command for %s", (actor ? actor->nodeName() : "hero"));
- myTurn = false;
- stacksController->setActiveStack(nullptr);
- givenCommand.setn(command);
- }
- else
- {
- curInt->cb->battleMakeTacticAction(command);
- vstd::clear_pointer(command);
- stacksController->setActiveStack(nullptr);
- //next stack will be activated when action ends
- }
- }
- const CGHeroInstance * BattleInterface::getActiveHero()
- {
- const CStack *attacker = stacksController->getActiveStack();
- if(!attacker)
- {
- return nullptr;
- }
- if(attacker->side == BattleSide::ATTACKER)
- {
- return attackingHeroInstance;
- }
- return defendingHeroInstance;
- }
- void BattleInterface::stackIsCatapulting(const CatapultAttack & ca)
- {
- if (siegeController)
- siegeController->stackIsCatapulting(ca);
- }
- void BattleInterface::gateStateChanged(const EGateState state)
- {
- if (siegeController)
- siegeController->gateStateChanged(state);
- }
- void BattleInterface::battleFinished(const BattleResult& br)
- {
- assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
- waitForAnimationCondition(EAnimationEvents::ACTION, false);
- stacksController->setActiveStack(nullptr);
- CCS->curh->set(Cursor::Map::POINTER);
- curInt->waitWhileDialog();
- if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
- {
- windowObject->close();
- return;
- }
- GH.pushInt(std::make_shared<BattleResultWindow>(br, *(this->curInt)));
- curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
- CPlayerInterface::battleInt = nullptr;
- }
- void BattleInterface::spellCast(const BattleSpellCast * sc)
- {
- windowObject->blockUI(true);
- const SpellID spellID = sc->spellID;
- const CSpell * spell = spellID.toSpell();
- auto targetedTile = sc->tile;
- assert(spell);
- if(!spell)
- return;
- const std::string & castSoundPath = spell->getCastSound();
- if (!castSoundPath.empty())
- {
- auto group = spell->animationInfo.projectile.empty() ?
- EAnimationEvents::HIT:
- EAnimationEvents::BEFORE_HIT;//FIXME: recheck whether this should be on projectile spawning
- executeOnAnimationCondition(group, true, [=]() {
- CCS->soundh->playSound(castSoundPath);
- });
- }
- if ( sc->activeCast )
- {
- const CStack * casterStack = curInt->cb->battleGetStackByID(sc->casterStack);
- if(casterStack != nullptr )
- {
- executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
- {
- stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
- displaySpellCast(spell, casterStack->getPosition());
- });
- }
- else
- {
- auto hero = sc->side ? defendingHero : attackingHero;
- assert(hero);
- executeOnAnimationCondition(EAnimationEvents::BEFORE_HIT, true, [=]()
- {
- stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, curInt->cb->battleGetStackByPos(targetedTile), spell));
- });
- }
- }
- executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
- displaySpellHit(spell, targetedTile);
- });
- //queuing affect animation
- for(auto & elem : sc->affectedCres)
- {
- auto stack = curInt->cb->battleGetStackByID(elem, false);
- assert(stack);
- if(stack)
- {
- executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
- displaySpellEffect(spell, stack->getPosition());
- });
- }
- }
- for(auto & elem : sc->reflectedCres)
- {
- auto stack = curInt->cb->battleGetStackByID(elem, false);
- assert(stack);
- executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
- effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
- });
- }
- if (!sc->resistedCres.empty())
- {
- executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
- CCS->soundh->playSound("MAGICRES");
- });
- }
- for(auto & elem : sc->resistedCres)
- {
- auto stack = curInt->cb->battleGetStackByID(elem, false);
- assert(stack);
- executeOnAnimationCondition(EAnimationEvents::HIT, true, [=](){
- effectsController->displayEffect(EBattleEffect::RESISTANCE, stack->getPosition());
- });
- }
- //mana absorption
- if (sc->manaGained > 0)
- {
- Point leftHero = Point(15, 30);
- Point rightHero = Point(755, 30);
- bool side = sc->side;
- executeOnAnimationCondition(EAnimationEvents::AFTER_HIT, true, [=](){
- stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_A.DEF" : "SP07_B.DEF", leftHero));
- stacksController->addNewAnim(new EffectAnimation(*this, side ? "SP07_B.DEF" : "SP07_A.DEF", rightHero));
- });
- }
- }
- void BattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- if(stacksController->getActiveStack() != nullptr)
- fieldController->redrawBackgroundWithHexes();
- }
- void BattleInterface::setHeroAnimation(ui8 side, EHeroAnimType phase)
- {
- if(side == BattleSide::ATTACKER)
- {
- if(attackingHero)
- attackingHero->setPhase(phase);
- }
- else
- {
- if(defendingHero)
- defendingHero->setPhase(phase);
- }
- }
- void BattleInterface::displayBattleLog(const std::vector<MetaString> & battleLog)
- {
- for(const auto & line : battleLog)
- {
- std::string formatted = line.toString();
- boost::algorithm::trim(formatted);
- appendBattleLog(formatted);
- }
- }
- void BattleInterface::displaySpellAnimationQueue(const CSpell * spell, const CSpell::TAnimationQueue & q, BattleHex destinationTile, bool isHit)
- {
- for(const CSpell::TAnimation & animation : q)
- {
- if(animation.pause > 0)
- stacksController->addNewAnim(new DummyAnimation(*this, animation.pause));
- if (!animation.effectName.empty())
- {
- const CStack * destStack = getCurrentPlayerInterface()->cb->battleGetStackByPos(destinationTile, false);
- if (destStack)
- stacksController->addNewAnim(new ColorTransformAnimation(*this, destStack, animation.effectName, spell ));
- }
- if(!animation.resourceName.empty())
- {
- int flags = 0;
- if (isHit)
- flags |= EffectAnimation::FORCE_ON_TOP;
- if (animation.verticalPosition == VerticalPosition::BOTTOM)
- flags |= EffectAnimation::ALIGN_TO_BOTTOM;
- if (!destinationTile.isValid())
- flags |= EffectAnimation::SCREEN_FILL;
- if (!destinationTile.isValid())
- stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, flags));
- else
- stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags));
- }
- }
- }
- void BattleInterface::displaySpellCast(const CSpell * spell, BattleHex destinationTile)
- {
- if(spell)
- displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
- }
- void BattleInterface::displaySpellEffect(const CSpell * spell, BattleHex destinationTile)
- {
- if(spell)
- displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
- }
- void BattleInterface::displaySpellHit(const CSpell * spell, BattleHex destinationTile)
- {
- if(spell)
- displaySpellAnimationQueue(spell, spell->animationInfo.hit, destinationTile, true);
- }
- void BattleInterface::setAnimSpeed(int set)
- {
- Settings speed = settings.write["battle"]["animationSpeed"];
- speed->Float() = float(set) / 100;
- }
- int BattleInterface::getAnimSpeed() const
- {
- if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
- return static_cast<int>(vstd::round(settings["session"]["spectate-battle-speed"].Float() *100));
- return static_cast<int>(vstd::round(settings["battle"]["animationSpeed"].Float() *100));
- }
- CPlayerInterface *BattleInterface::getCurrentPlayerInterface() const
- {
- return curInt.get();
- }
- void BattleInterface::trySetActivePlayer( PlayerColor player )
- {
- if ( attackerInt && attackerInt->playerID == player )
- curInt = attackerInt;
- if ( defenderInt && defenderInt->playerID == player )
- curInt = defenderInt;
- }
- void BattleInterface::activateStack()
- {
- stacksController->activateStack();
- const CStack * s = stacksController->getActiveStack();
- if(!s)
- return;
- myTurn = true;
- windowObject->updateQueue();
- windowObject->blockUI(false);
- fieldController->redrawBackgroundWithHexes();
- actionsController->activateStack();
- GH.fakeMouseMove();
- }
- void BattleInterface::endAction(const BattleAction* action)
- {
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- stacksController->endAction(action);
- windowObject->updateQueue();
- //stack ended movement in tactics phase -> select the next one
- if (tacticsMode)
- tacticNextStack(stack);
- //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
- if(action->actionType == EActionType::HERO_SPELL)
- fieldController->redrawBackgroundWithHexes();
- }
- void BattleInterface::appendBattleLog(const std::string & newEntry)
- {
- console->addText(newEntry);
- }
- void BattleInterface::startAction(const BattleAction* action)
- {
- if(action->actionType == EActionType::END_TACTIC_PHASE)
- {
- windowObject->tacticPhaseEnded();
- return;
- }
- const CStack *stack = curInt->cb->battleGetStackByID(action->stackNumber);
- if (stack)
- {
- windowObject->updateQueue();
- }
- else
- {
- assert(action->actionType == EActionType::HERO_SPELL); //only cast spell is valid action without acting stack number
- }
- stacksController->startAction(action);
- if(action->actionType == EActionType::HERO_SPELL) //when hero casts spell
- return;
- if (!stack)
- {
- logGlobal->error("Something wrong with stackNumber in actionStarted. Stack number: %d", action->stackNumber);
- return;
- }
- effectsController->startAction(action);
- }
- void BattleInterface::tacticPhaseEnd()
- {
- stacksController->setActiveStack(nullptr);
- tacticsMode = false;
- }
- static bool immobile(const CStack *s)
- {
- return !s->Speed(0, true); //should bound stacks be immobile?
- }
- void BattleInterface::tacticNextStack(const CStack * current)
- {
- if (!current)
- current = stacksController->getActiveStack();
- //no switching stacks when the current one is moving
- assert(getAnimationCondition(EAnimationEvents::ACTION) == false);
- waitForAnimationCondition(EAnimationEvents::ACTION, false);
- TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
- vstd::erase_if (stacksOfMine, &immobile);
- if (stacksOfMine.empty())
- {
- tacticPhaseEnd();
- return;
- }
- auto it = vstd::find(stacksOfMine, current);
- if (it != stacksOfMine.end() && ++it != stacksOfMine.end())
- stackActivated(*it);
- else
- stackActivated(stacksOfMine.front());
- }
- void BattleInterface::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> oi)
- {
- obstacleController->obstaclePlaced(oi);
- }
- const CGHeroInstance *BattleInterface::currentHero() const
- {
- if (attackingHeroInstance && attackingHeroInstance->tempOwner == curInt->playerID)
- return attackingHeroInstance;
- if (defendingHeroInstance && defendingHeroInstance->tempOwner == curInt->playerID)
- return defendingHeroInstance;
- return nullptr;
- }
- InfoAboutHero BattleInterface::enemyHero() const
- {
- InfoAboutHero ret;
- if (attackingHeroInstance->tempOwner == curInt->playerID)
- curInt->cb->getHeroInfo(defendingHeroInstance, ret);
- else
- curInt->cb->getHeroInfo(attackingHeroInstance, ret);
- return ret;
- }
- void BattleInterface::requestAutofightingAIToTakeAction()
- {
- assert(curInt->isAutoFightOn);
- boost::thread aiThread([&]()
- {
- auto ba = std::make_unique<BattleAction>(curInt->autofightingAI->activeStack(stacksController->getActiveStack()));
- if(curInt->cb->battleIsFinished())
- {
- return; // battle finished with spellcast
- }
- if (curInt->isAutoFightOn)
- {
- if (tacticsMode)
- {
- // Always end tactics mode. Player interface is blocked currently, so it's not possible that
- // the AI can take any action except end tactics phase (AI actions won't be triggered)
- //TODO implement the possibility that the AI will be triggered for further actions
- //TODO any solution to merge tactics phase & normal phase in the way it is handled by the player and battle interface?
- stacksController->setActiveStack(nullptr);
- tacticsMode = false;
- }
- else
- {
- givenCommand.setn(ba.release());
- }
- }
- else
- {
- boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
- activateStack();
- }
- });
- aiThread.detach();
- }
- void BattleInterface::castThisSpell(SpellID spellID)
- {
- actionsController->castThisSpell(spellID);
- }
- void BattleInterface::setAnimationCondition( EAnimationEvents event, bool state)
- {
- logAnim->debug("setAnimationCondition: %d -> %s", static_cast<int>(event), state ? "ON" : "OFF");
- size_t index = static_cast<size_t>(event);
- animationEvents[index].setn(state);
- decltype(awaitingEvents) executingEvents;
- for (auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
- {
- if (it->event == event && it->eventState == state)
- {
- executingEvents.push_back(*it);
- it = awaitingEvents.erase(it);
- }
- else
- ++it;
- }
- for (auto const & event : executingEvents)
- event.action();
- }
- bool BattleInterface::getAnimationCondition( EAnimationEvents event)
- {
- size_t index = static_cast<size_t>(event);
- return animationEvents[index].get();
- }
- void BattleInterface::waitForAnimationCondition( EAnimationEvents event, bool state)
- {
- auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
- size_t index = static_cast<size_t>(event);
- animationEvents[index].waitUntil(state);
- }
- void BattleInterface::executeOnAnimationCondition( EAnimationEvents event, bool state, const AwaitingAnimationAction & action)
- {
- awaitingEvents.push_back({action, event, state});
- }
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