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| /* * BattleStacksController.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 "BattleStacksController.h"#include "BattleSiegeController.h"#include "BattleInterfaceClasses.h"#include "BattleInterface.h"#include "BattleActionsController.h"#include "BattleAnimationClasses.h"#include "BattleFieldController.h"#include "BattleEffectsController.h"#include "BattleProjectileController.h"#include "BattleWindow.h"#include "BattleRenderer.h"#include "CreatureAnimation.h"#include "../CPlayerInterface.h"#include "../CGameInfo.h"#include "../gui/CGuiHandler.h"#include "../gui/WindowHandler.h"#include "../media/ISoundPlayer.h"#include "../render/AssetGenerator.h"#include "../render/Colors.h"#include "../render/Canvas.h"#include "../render/IRenderHandler.h"#include "../render/Graphics.h"#include "../render/IFont.h"#include "../../CCallback.h"#include "../../lib/spells/ISpellMechanics.h"#include "../../lib/battle/BattleAction.h"#include "../../lib/battle/BattleHex.h"#include "../../lib/texts/TextOperations.h"#include "../../lib/CRandomGenerator.h"#include "../../lib/CStack.h"static void onAnimationFinished(const CStack *stack, std::weak_ptr<CreatureAnimation> anim){	std::shared_ptr<CreatureAnimation> animation = anim.lock();	if(!animation)		return;	if (!stack->isFrozen() && animation->getType() == ECreatureAnimType::FROZEN)		animation->setType(ECreatureAnimType::HOLDING);	if (animation->isIdle())	{		const CCreature *creature = stack->unitType();		if (stack->isFrozen())			animation->setType(ECreatureAnimType::FROZEN);		else		if (animation->framesInGroup(ECreatureAnimType::MOUSEON) > 0)		{			if (CRandomGenerator::getDefault().nextDouble(99.0) < creature->animation.timeBetweenFidgets *10)				animation->playOnce(ECreatureAnimType::MOUSEON);			else				animation->setType(ECreatureAnimType::HOLDING);		}		else		{			animation->setType(ECreatureAnimType::HOLDING);		}	}	// always reset callback	animation->onAnimationReset += std::bind(&onAnimationFinished, stack, anim);}BattleStacksController::BattleStacksController(BattleInterface & owner):	owner(owner),	activeStack(nullptr),	stackToActivate(nullptr),	animIDhelper(0){	AssetGenerator::createCombatUnitNumberWindow();	//preparing graphics for displaying amounts of creatures	amountNormal     = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowDefault"), EImageBlitMode::COLORKEY);	amountPositive   = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowPositive"), EImageBlitMode::COLORKEY);	amountNegative   = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNegative"), EImageBlitMode::COLORKEY);	amountEffNeutral = GH.renderHandler().loadImage(ImagePath::builtin("combatUnitNumberWindowNeutral"), EImageBlitMode::COLORKEY);	std::vector<const CStack*> stacks = owner.getBattle()->battleGetAllStacks(true);	for(const CStack * s : stacks)	{		stackAdded(s, true);	}}BattleHex BattleStacksController::getStackCurrentPosition(const CStack * stack) const{	if ( !stackAnimation.at(stack->unitId())->isMoving())		return stack->getPosition();	if (stack->hasBonusOfType(BonusType::FLYING) && stackAnimation.at(stack->unitId())->getType() == ECreatureAnimType::MOVING )		return BattleHex::HEX_AFTER_ALL;	for (auto & anim : currentAnimations)	{		// certainly ugly workaround but fixes quite annoying bug		// stack position will be updated only *after* movement is finished		// before this - stack is always at its initial position. Thus we need to find		// its current position. Which can be found only in this class		if (StackMoveAnimation *move = dynamic_cast<StackMoveAnimation*>(anim))		{			if (move->stack == stack)				return std::max(move->prevHex, move->nextHex);		}	}	return stack->getPosition();}void BattleStacksController::collectRenderableObjects(BattleRenderer & renderer){	auto stacks = owner.getBattle()->battleGetAllStacks(false);	for (auto stack : stacks)	{		if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks			continue;		//FIXME: hack to ignore ghost stacks		if ((stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::DEAD || stackAnimation[stack->unitId()]->getType() == ECreatureAnimType::HOLDING) && stack->isGhost())			continue;		auto layer = stackAnimation[stack->unitId()]->isDead() ? EBattleFieldLayer::CORPSES : EBattleFieldLayer::STACKS;		auto location = getStackCurrentPosition(stack);		renderer.insert(layer, location, [this, stack]( BattleRenderer::RendererRef renderer ){			showStack(renderer, stack);		});		if (stackNeedsAmountBox(stack))		{			renderer.insert(EBattleFieldLayer::STACK_AMOUNTS, location, [this, stack]( BattleRenderer::RendererRef renderer ){				showStackAmountBox(renderer, stack);			});		}	}}void BattleStacksController::stackReset(const CStack * stack){	auto iter = stackAnimation.find(stack->unitId());	if(iter == stackAnimation.end())	{		logGlobal->error("Unit %d have no animation", stack->unitId());		return;	}	auto animation = iter->second;	if(stack->alive() && animation->isDeadOrDying())	{		owner.addToAnimationStage(EAnimationEvents::HIT, [=]()		{			addNewAnim(new ResurrectionAnimation(owner, stack));		});	}}void BattleStacksController::stackAdded(const CStack * stack, bool instant){	// Tower shooters have only their upper half visible	static const int turretCreatureAnimationHeight = 232;	stackFacingRight[stack->unitId()] = stack->unitSide() == BattleSide::ATTACKER; // must be set before getting stack position	Point coords = getStackPositionAtHex(stack->getPosition(), stack);	if(stack->initialPosition < 0) //turret	{		assert(owner.siegeController);		const CCreature *turretCreature = owner.siegeController->getTurretCreature(stack->initialPosition);		stackAnimation[stack->unitId()] = AnimationControls::getAnimation(turretCreature);		stackAnimation[stack->unitId()]->pos.h = turretCreatureAnimationHeight;		stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();		// FIXME: workaround for visible animation of Medusa tails (animation disabled in H3)		if (turretCreature->getId() == CreatureID::MEDUSA )			stackAnimation[stack->unitId()]->pos.w = 250;		coords = owner.siegeController->getTurretCreaturePosition(stack->initialPosition);	}	else	{		stackAnimation[stack->unitId()] = AnimationControls::getAnimation(stack->unitType());		stackAnimation[stack->unitId()]->onAnimationReset += std::bind(&onAnimationFinished, stack, stackAnimation[stack->unitId()]);		stackAnimation[stack->unitId()]->pos.h = stackAnimation[stack->unitId()]->getHeight();		stackAnimation[stack->unitId()]->pos.w = stackAnimation[stack->unitId()]->getWidth();	}	stackAnimation[stack->unitId()]->pos.x = coords.x;	stackAnimation[stack->unitId()]->pos.y = coords.y;	stackAnimation[stack->unitId()]->setType(ECreatureAnimType::HOLDING);	if (!instant)	{		// immediately make stack transparent, giving correct shifter time to start		auto shifterFade = ColorFilter::genAlphaShifter(0);		setStackColorFilter(shifterFade, stack, nullptr, true);		owner.addToAnimationStage(EAnimationEvents::HIT, [=]()		{			addNewAnim(new ColorTransformAnimation(owner, stack, "summonFadeIn", nullptr));			if (stack->isClone())				addNewAnim(new ColorTransformAnimation(owner, stack, "cloning", SpellID(SpellID::CLONE).toSpell() ));		});	}}void BattleStacksController::setActiveStack(const CStack *stack){	if (activeStack) // update UI		stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getNoBorder());	activeStack = stack;	if (activeStack) // update UI		stackAnimation[activeStack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());	owner.windowObject->blockUI(activeStack == nullptr);	if (activeStack)		stackAmountBoxHidden.clear();}bool BattleStacksController::stackNeedsAmountBox(const CStack * stack) const{	//do not show box for singular war machines, stacked war machines with box shown are supported as extension feature	if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->getCount() == 1)		return false;	if(!stack->alive())		return false;	//hide box when target is going to die anyway - do not display "0 creatures"	if(stack->getCount() == 0)		return false;	// if stack has any ongoing animation - hide the box	if (stackAmountBoxHidden.count(stack->unitId()))		return false;	return true;}std::shared_ptr<IImage> BattleStacksController::getStackAmountBox(const CStack * stack){	std::vector<SpellID> activeSpells = stack->activeSpells();	if ( activeSpells.empty())		return amountNormal;	int effectsPositivness = 0;	for(const auto & spellID : activeSpells)	{		auto positiveness = CGI->spells()->getByIndex(spellID)->getPositiveness();		if(!boost::logic::indeterminate(positiveness))		{			if(positiveness)				effectsPositivness++;			else				effectsPositivness--;		}	}	if (effectsPositivness > 0)		return amountPositive;	if (effectsPositivness < 0)		return amountNegative;	return amountEffNeutral;}void BattleStacksController::showStackAmountBox(Canvas & canvas, const CStack * stack){	auto amountBG = getStackAmountBox(stack);	bool doubleWide = stack->doubleWide();	bool turnedRight = facingRight(stack);	bool attacker = stack->unitSide() == BattleSide::ATTACKER;	BattleHex stackPos = stack->getPosition();	// double-wide unit turned around - use opposite hex for stack label	if (doubleWide && turnedRight != attacker)		stackPos = stack->occupiedHex();	BattleHex frontPos = turnedRight ?		stackPos.cloneInDirection(BattleHex::RIGHT) :		stackPos.cloneInDirection(BattleHex::LEFT);	bool moveInside = !owner.fieldController->stackCountOutsideHex(frontPos);	Point boxPosition;	if (moveInside)	{		boxPosition = owner.fieldController->hexPositionLocal(stackPos).center() + Point(-15, 1);	}	else	{		if (turnedRight)			boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point (-22, 1);		else			boxPosition = owner.fieldController->hexPositionLocal(frontPos).center() + Point(-8, -14);	}	Point textPosition = Point(amountBG->dimensions().x/2 + boxPosition.x, boxPosition.y + graphics->fonts[EFonts::FONT_TINY]->getLineHeight() - 6);	canvas.draw(amountBG, boxPosition);	canvas.drawText(textPosition, EFonts::FONT_TINY, Colors::WHITE, ETextAlignment::TOPCENTER, TextOperations::formatMetric(stack->getCount(), 4));}void BattleStacksController::showStack(Canvas & canvas, const CStack * stack){	ColorFilter fullFilter = ColorFilter::genEmptyShifter();	for(const auto & filter : stackFilterEffects)	{		if (filter.target == stack)			fullFilter = ColorFilter::genCombined(fullFilter, filter.effect);	}	stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit}void BattleStacksController::tick(uint32_t msPassed){	updateHoveredStacks();	updateBattleAnimations(msPassed);}void BattleStacksController::initializeBattleAnimations(){	auto copiedVector = currentAnimations;	for (auto & elem : copiedVector)		if (elem && !elem->isInitialized())			elem->tryInitialize();}void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed){	for (auto stack : owner.getBattle()->battleGetAllStacks(true))	{		if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks			continue;		stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f);	}	// operate on copy - to prevent potential iterator invalidation due to push_back's	// FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)	auto copiedVector = currentAnimations;	for (auto & elem : copiedVector)		if (elem && elem->isInitialized())			elem->tick(msPassed);}void BattleStacksController::updateBattleAnimations(uint32_t msPassed){	bool hadAnimations = !currentAnimations.empty();	initializeBattleAnimations();	tickFrameBattleAnimations(msPassed);	vstd::erase(currentAnimations, nullptr);	if (currentAnimations.empty())		owner.executeStagedAnimations();	if (hadAnimations && currentAnimations.empty())		owner.onAnimationsFinished();	initializeBattleAnimations();}void BattleStacksController::addNewAnim(BattleAnimation *anim){	if (currentAnimations.empty())		stackAmountBoxHidden.clear();	owner.onAnimationsStarted();	currentAnimations.push_back(anim);	auto stackAnimation = dynamic_cast<BattleStackAnimation*>(anim);	if(stackAnimation)		stackAmountBoxHidden.insert(stackAnimation->stack->unitId());}void BattleStacksController::stackRemoved(uint32_t stackID){	if (getActiveStack() && getActiveStack()->unitId() == stackID)		setActiveStack(nullptr);}void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> attackedInfos){	owner.addToAnimationStage(EAnimationEvents::HIT, [=](){		// remove any potentially erased petrification effect		removeExpiredColorFilters();	});	for(auto & attackedInfo : attackedInfos)	{		if (!attackedInfo.attacker)			continue;		// In H3, attacked stack will not reverse on ranged attack		if (attackedInfo.indirectAttack)			continue;		// Another type of indirect attack - dragon breath		if (!CStack::isMeleeAttackPossible(attackedInfo.attacker, attackedInfo.defender))			continue;		// defender need to face in direction opposited to out attacker		bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);		// FIXME: this check is better, however not usable since stacksAreAttacked is called after net pack is applied - petrification is already removed		// if (needsReverse && !attackedInfo.defender->isFrozen())		if (needsReverse && stackAnimation[attackedInfo.defender->unitId()]->getType() != ECreatureAnimType::FROZEN)		{			owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()			{				addNewAnim(new ReverseAnimation(owner, attackedInfo.defender, attackedInfo.defender->getPosition()));			});		}	}	for(auto & attackedInfo : attackedInfos)	{		bool useDeathAnim   = attackedInfo.killed;		bool useDefenceAnim = attackedInfo.defender->defendingAnim && !attackedInfo.indirectAttack && !attackedInfo.killed;		EAnimationEvents usedEvent = useDefenceAnim ? EAnimationEvents::ATTACK : EAnimationEvents::HIT;		owner.addToAnimationStage(usedEvent, [=]()		{			if (useDeathAnim)				addNewAnim(new DeathAnimation(owner, attackedInfo.defender, attackedInfo.indirectAttack));			else if(useDefenceAnim)				addNewAnim(new DefenceAnimation(owner, attackedInfo.defender));			else				addNewAnim(new HittedAnimation(owner, attackedInfo.defender));			if (attackedInfo.fireShield)				owner.effectsController->displayEffect(EBattleEffect::FIRE_SHIELD, AudioPath::builtin("FIRESHIE"), attackedInfo.attacker->getPosition());			if (attackedInfo.spellEffect != SpellID::NONE)			{				auto spell = attackedInfo.spellEffect.toSpell();				if (!spell->getCastSound().empty())					CCS->soundh->playSound(spell->getCastSound());				owner.displaySpellEffect(spell, attackedInfo.defender->getPosition());			}		});	}	for (auto & attackedInfo : attackedInfos)	{		if (attackedInfo.rebirth)		{			owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){				owner.effectsController->displayEffect(EBattleEffect::RESURRECT, AudioPath::builtin("RESURECT"), attackedInfo.defender->getPosition());				addNewAnim(new ResurrectionAnimation(owner, attackedInfo.defender));			});		}		if (attackedInfo.killed && attackedInfo.defender->summoned)		{			owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){				addNewAnim(new ColorTransformAnimation(owner, attackedInfo.defender, "summonFadeOut", nullptr));				stackRemoved(attackedInfo.defender->unitId());			});		}	}	owner.executeStagedAnimations();	owner.waitForAnimations();}void BattleStacksController::stackTeleported(const CStack *stack, std::vector<BattleHex> destHex, int distance){	assert(destHex.size() > 0);	//owner.checkForAnimations(); // NOTE: at this point spellcast animations were added, but not executed	owner.addToAnimationStage(EAnimationEvents::HIT, [=](){		addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeOut", nullptr) );	});	owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){		stackAnimation[stack->unitId()]->pos.moveTo(getStackPositionAtHex(destHex.back(), stack));		addNewAnim( new ColorTransformAnimation(owner, stack, "teleportFadeIn", nullptr) );	});	// animations will be executed by spell}void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleHex> destHex, int distance){	assert(destHex.size() > 0);	owner.checkForAnimations();	if(shouldRotate(stack, stack->getPosition(), destHex[0]))	{		owner.addToAnimationStage(EAnimationEvents::ROTATE, [&]()		{			addNewAnim(new ReverseAnimation(owner, stack, stack->getPosition()));		});	}	owner.addToAnimationStage(EAnimationEvents::MOVE_START, [&]()	{		addNewAnim(new MovementStartAnimation(owner, stack));	});	if (!stack->hasBonus(Selector::typeSubtype(BonusType::FLYING, BonusCustomSubtype::movementTeleporting)))	{		owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [&]()		{			addNewAnim(new MovementAnimation(owner, stack, destHex, distance));		});	}	owner.addToAnimationStage(EAnimationEvents::MOVE_END, [&]()	{		addNewAnim(new MovementEndAnimation(owner, stack, destHex.back()));	});	owner.executeStagedAnimations();	owner.waitForAnimations();}bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender){	bool mustReverse = owner.getBattle()->isToReverse(attacker, defender);	if (attacker->unitSide() == BattleSide::ATTACKER)		return !mustReverse;	else		return mustReverse;}void BattleStacksController::stackAttacking( const StackAttackInfo & info ){	owner.checkForAnimations();	auto attacker    = info.attacker;	auto defender    = info.defender;	auto tile        = info.tile;	auto spellEffect = info.spellEffect;	auto multiAttack = !info.secondaryDefender.empty();	bool needsReverse = false;	if (info.indirectAttack)	{		needsReverse = shouldRotate(attacker, attacker->position, info.tile);	}	else	{		needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);	}	if (needsReverse)	{		owner.addToAnimationStage(EAnimationEvents::MOVEMENT, [=]()		{			addNewAnim(new ReverseAnimation(owner, attacker, attacker->getPosition()));		});	}	if(info.lucky)	{		owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {			owner.appendBattleLog(info.attacker->formatGeneralMessage(-45));			owner.effectsController->displayEffect(EBattleEffect::GOOD_LUCK, AudioPath::builtin("GOODLUCK"), attacker->getPosition());		});	}	if(info.unlucky)	{		owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {			owner.appendBattleLog(info.attacker->formatGeneralMessage(-44));			owner.effectsController->displayEffect(EBattleEffect::BAD_LUCK, AudioPath::builtin("BADLUCK"), attacker->getPosition());		});	}	if(info.deathBlow)	{		owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {			owner.appendBattleLog(info.attacker->formatGeneralMessage(365));			owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, AudioPath::builtin("DEATHBLO"), defender->getPosition());		});		for(auto elem : info.secondaryDefender)		{			owner.addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]() {				owner.effectsController->displayEffect(EBattleEffect::DEATH_BLOW, elem->getPosition());			});		}	}	owner.addToAnimationStage(EAnimationEvents::ATTACK, [=]()	{		if (info.indirectAttack)		{			addNewAnim(new ShootingAnimation(owner, attacker, tile, defender));		}		else		{			addNewAnim(new MeleeAttackAnimation(owner, attacker, tile, defender, multiAttack));		}	});	if (info.spellEffect != SpellID::NONE)	{		owner.addToAnimationStage(EAnimationEvents::HIT, [=]()		{			owner.displaySpellHit(spellEffect.toSpell(), tile);		});	}	if (info.lifeDrain)	{		owner.addToAnimationStage(EAnimationEvents::AFTER_HIT, [=]()		{			owner.effectsController->displayEffect(EBattleEffect::DRAIN_LIFE, AudioPath::builtin("DRAINLIF"), attacker->getPosition());		});	}	//return, animation playback will be handled by stacksAreAttacked}bool BattleStacksController::shouldRotate(const CStack * stack, const BattleHex & oldPos, const BattleHex & nextHex) const{	Point begPosition = getStackPositionAtHex(oldPos,stack);	Point endPosition = getStackPositionAtHex(nextHex, stack);	if((begPosition.x > endPosition.x) && facingRight(stack))		return true;	else if((begPosition.x < endPosition.x) && !facingRight(stack))		return true;	return false;}void BattleStacksController::endAction(const BattleAction & action){	owner.checkForAnimations();	//check if we should reverse stacks	TStacks stacks = owner.getBattle()->battleGetStacks(CPlayerBattleCallback::MINE_AND_ENEMY);	for (const CStack *s : stacks)	{		bool shouldFaceRight  = s && s->unitSide() == BattleSide::ATTACKER;		if (s && facingRight(s) != shouldFaceRight && s->alive() && stackAnimation[s->unitId()]->isIdle())		{			addNewAnim(new ReverseAnimation(owner, s, s->getPosition()));		}	}	owner.executeStagedAnimations();	owner.waitForAnimations();	stackAmountBoxHidden.clear();	owner.windowObject->blockUI(activeStack == nullptr);	removeExpiredColorFilters();}void BattleStacksController::startAction(const BattleAction & action){	// if timer run out and we did not act in time - deactivate current stack	setActiveStack(nullptr);	removeExpiredColorFilters();}void BattleStacksController::stackActivated(const CStack *stack){	stackToActivate = stack;	owner.waitForAnimations();	logAnim->debug("Activating next stack");	owner.activateStack();}void BattleStacksController::deactivateStack(){	if (!activeStack) {		return;	}	stackToActivate = activeStack;	setActiveStack(nullptr);}void BattleStacksController::activateStack(){	if ( !currentAnimations.empty())		return;	if ( !stackToActivate)		return;	owner.trySetActivePlayer(stackToActivate->unitOwner());	setActiveStack(stackToActivate);	stackToActivate = nullptr;	const CStack * s = getActiveStack();	if(!s)		return;}const CStack* BattleStacksController::getActiveStack() const{	return activeStack;}bool BattleStacksController::facingRight(const CStack * stack) const{	return stackFacingRight.at(stack->unitId());}Point BattleStacksController::getStackPositionAtHex(BattleHex hexNum, const CStack * stack) const{	Point ret(-500, -500); //returned value	if(stack && stack->initialPosition < 0) //creatures in turrets		return owner.siegeController->getTurretCreaturePosition(stack->initialPosition);	static const Point basePos(-189, -139); // position of creature in topleft corner	static const int imageShiftX = 29; // X offset to base pos for facing right stacks, negative for facing left	ret.x = basePos.x + 22 * ( (hexNum.getY() + 1)%2 ) + 44 * hexNum.getX();	ret.y = basePos.y + 42 * hexNum.getY();	if (stack)	{		if(facingRight(stack))			ret.x += imageShiftX;		else			ret.x -= imageShiftX;		//shifting position for double - hex creatures		if(stack->doubleWide())		{			if(stack->unitSide() == BattleSide::ATTACKER)			{				if(facingRight(stack))					ret.x -= 44;			}			else			{				if(!facingRight(stack))					ret.x += 44;			}		}	}	//returning	return ret;}void BattleStacksController::setStackColorFilter(const ColorFilter & effect, const CStack * target, const CSpell * source, bool persistent){	for (auto & filter : stackFilterEffects)	{		if (filter.target == target && filter.source == source)		{			filter.effect     = effect;			filter.persistent = persistent;			return;		}	}	stackFilterEffects.push_back({ effect, target, source, persistent });}void BattleStacksController::removeExpiredColorFilters(){	vstd::erase_if(stackFilterEffects, [&](const BattleStackFilterEffect & filter)	{		if (!filter.persistent)		{			if (filter.source && !filter.target->hasBonus(Selector::source(BonusSource::SPELL_EFFECT, BonusSourceID(filter.source->id)), Selector::all))				return true;			if (filter.effect == ColorFilter::genEmptyShifter())				return true;		}		return false;	});}void BattleStacksController::updateHoveredStacks(){	auto newStacks = selectHoveredStacks();	if(newStacks.size() == 0)		owner.windowObject->updateStackInfoWindow(nullptr);	for(const auto * stack : mouseHoveredStacks)	{		if (vstd::contains(newStacks, stack))			continue;		if (stack == activeStack)			stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getGoldBorder());		else			stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getNoBorder());	}	for(const auto * stack : newStacks)	{		if (vstd::contains(mouseHoveredStacks, stack))			continue;		owner.windowObject->updateStackInfoWindow(newStacks.size() == 1 && vstd::find_pos(newStacks, stack) == 0 ? stack : nullptr);		stackAnimation[stack->unitId()]->setBorderColor(AnimationControls::getBlueBorder());		if (stackAnimation[stack->unitId()]->framesInGroup(ECreatureAnimType::MOUSEON) > 0 && stack->alive() && !stack->isFrozen())			stackAnimation[stack->unitId()]->playOnce(ECreatureAnimType::MOUSEON);	}	if(mouseHoveredStacks != newStacks)		GH.windows().totalRedraw(); //fix for frozen stack info window and blue border in action bar	mouseHoveredStacks = newStacks;}std::vector<const CStack *> BattleStacksController::selectHoveredStacks(){	// only allow during our turn - do not try to highlight creatures while they are in the middle of actions	if (!activeStack)		return {};	if(owner.hasAnimations())		return {};	auto hoveredQueueUnitId = owner.windowObject->getQueueHoveredUnitId();	if(hoveredQueueUnitId.has_value())	{		return { owner.getBattle()->battleGetStackByID(hoveredQueueUnitId.value(), true) };	}	auto hoveredHex = owner.fieldController->getHoveredHex();	if (!hoveredHex.isValid())		return {};	const spells::Caster *caster = nullptr;	const CSpell *spell = nullptr;	spells::Mode mode = owner.actionsController->getCurrentCastMode();	spell = owner.actionsController->getCurrentSpell(hoveredHex);	caster = owner.actionsController->getCurrentSpellcaster();	if(caster && spell && owner.actionsController->currentActionSpellcasting(hoveredHex) ) //when casting spell	{		spells::Target target;		target.emplace_back(hoveredHex);		spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);		auto mechanics = spell->battleMechanics(&event);		return mechanics->getAffectedStacks(target);	}	if(hoveredHex.isValid())	{		const CStack * const stack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);		if (stack)			return {stack};	}	return {};}const std::vector<uint32_t> BattleStacksController::getHoveredStacksUnitIds() const{	auto result = std::vector<uint32_t>();	for(const auto * stack : mouseHoveredStacks)	{		result.push_back(stack->unitId());	}	return result;}
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