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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 "../CMusicHandler.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/WindowHandler.h"
 
- #include "../render/Canvas.h"
 
- #include "../adventureMap/AdventureMapInterface.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/gameState/InfoAboutArmy.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/NetPacks.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/TerrainHandler.h"
 
- #include "../../lib/CThreadHelper.h"
 
- BattleInterface::BattleInterface(const BattleID & battleID, 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)
 
- 	, battleID(battleID)
 
- 	, battleOpeningDelayActive(true)
 
- {
 
- 	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;
 
- 	}
 
- 	//hot-seat -> check tactics for both players (defender may be local human)
 
- 	if(attackerInt && attackerInt->cb->getBattle(getBattleID())->battleGetTacticDist())
 
- 		tacticianInterface = attackerInt;
 
- 	else if(defenderInt && defenderInt->cb->getBattle(getBattleID())->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 = getBattle()->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));
 
- 	adventureInt->onAudioPaused();
 
- 	ongoingAnimationsState.set(true);
 
- 	GH.windows().pushWindow(windowObject);
 
- 	windowObject->blockUI(true);
 
- 	windowObject->updateQueue();
 
- 	playIntroSoundAndUnlockInterface();
 
- }
 
- void BattleInterface::playIntroSoundAndUnlockInterface()
 
- {
 
- 	auto onIntroPlayed = [this]()
 
- 	{
 
- 		if(LOCPLINT->battleInt)
 
- 			onIntroSoundPlayed();
 
- 	};
 
- 	int battleIntroSoundChannel = CCS->soundh->playSoundFromSet(CCS->soundh->battleIntroSounds);
 
- 	if (battleIntroSoundChannel != -1)
 
- 	{
 
- 		CCS->soundh->setCallback(battleIntroSoundChannel, onIntroPlayed);
 
- 		if (settings["gameTweaks"]["skipBattleIntroMusic"].Bool())
 
- 			openingEnd();
 
- 	}
 
- 	else // failed to play sound
 
- 	{
 
- 		onIntroSoundPlayed();
 
- 	}
 
- }
 
- bool BattleInterface::openingPlaying()
 
- {
 
- 	return battleOpeningDelayActive;
 
- }
 
- void BattleInterface::onIntroSoundPlayed()
 
- {
 
- 	if (openingPlaying())
 
- 		openingEnd();
 
- 	CCS->musich->playMusicFromSet("battle", true, true);
 
- }
 
- void BattleInterface::openingEnd()
 
- {
 
- 	assert(openingPlaying());
 
- 	if (!openingPlaying())
 
- 		return;
 
- 	onAnimationsFinished();
 
- 	if(tacticsMode)
 
- 		tacticNextStack(nullptr);
 
- 	activateStack();
 
- 	battleOpeningDelayActive = false;
 
- }
 
- BattleInterface::~BattleInterface()
 
- {
 
- 	CPlayerInterface::battleInt = nullptr;
 
- 	if (adventureInt)
 
- 		adventureInt->onAudioResumed();
 
- 	awaitingEvents.clear();
 
- 	onAnimationsFinished();
 
- }
 
- void BattleInterface::redrawBattlefield()
 
- {
 
- 	fieldController->redrawBackgroundWithHexes();
 
- 	GH.windows().totalRedraw();
 
- }
 
- 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};
 
- 	for(const StackAttackedInfo & attackedInfo : attackedInfos)
 
- 	{
 
- 		ui8 side = attackedInfo.defender->unitSide();
 
- 		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()
 
- {
 
- 	waitForAnimations();
 
- }
 
- void BattleInterface::newRound()
 
- {
 
- 	console->addText(CGI->generaltexth->allTexts[412]);
 
- }
 
- void BattleInterface::giveCommand(EActionType action, BattleHex tile, SpellID spell)
 
- {
 
- 	const CStack * actor = nullptr;
 
- 	if(action != EActionType::HERO_SPELL && action != EActionType::RETREAT && action != EActionType::SURRENDER)
 
- 	{
 
- 		actor = stacksController->getActiveStack();
 
- 	}
 
- 	auto side = getBattle()->playerToSide(curInt->playerID);
 
- 	if(!side)
 
- 	{
 
- 		logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
 
- 		return;
 
- 	}
 
- 	BattleAction ba;
 
- 	ba.side = side.value();
 
- 	ba.actionType = action;
 
- 	ba.aimToHex(tile);
 
- 	ba.spell = spell;
 
- 	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"));
 
- 		stacksController->setActiveStack(nullptr);
 
- 		curInt->cb->battleMakeUnitAction(battleID, command);
 
- 	}
 
- 	else
 
- 	{
 
- 		curInt->cb->battleMakeTacticAction(battleID, command);
 
- 		stacksController->setActiveStack(nullptr);
 
- 		//next stack will be activated when action ends
 
- 	}
 
- 	CCS->curh->set(Cursor::Combat::POINTER);
 
- }
 
- const CGHeroInstance * BattleInterface::getActiveHero()
 
- {
 
- 	const CStack *attacker = stacksController->getActiveStack();
 
- 	if(!attacker)
 
- 	{
 
- 		return nullptr;
 
- 	}
 
- 	if(attacker->unitSide() == 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, QueryID queryID)
 
- {
 
- 	checkForAnimations();
 
- 	stacksController->setActiveStack(nullptr);
 
- 	CCS->curh->set(Cursor::Map::POINTER);
 
- 	curInt->waitWhileDialog();
 
- 	if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
 
- 	{
 
- 		curInt->cb->selectionMade(0, queryID);
 
- 		windowObject->close();
 
- 		return;
 
- 	}
 
- 	auto wnd = std::make_shared<BattleResultWindow>(br, *(this->curInt));
 
- 	wnd->resultCallback = [=](ui32 selection)
 
- 	{
 
- 		curInt->cb->selectionMade(selection, queryID);
 
- 	};
 
- 	GH.windows().pushWindow(wnd);
 
- 	curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
 
- 	CPlayerInterface::battleInt = nullptr;
 
- }
 
- void BattleInterface::spellCast(const BattleSpellCast * sc)
 
- {
 
- 	// Do not deactivate anything in tactics mode
 
- 	// This is battlefield setup spells
 
- 	if(!tacticsMode)
 
- 	{
 
- 		windowObject->blockUI(true);
 
- 		// Disable current active stack duing the cast
 
- 		// Store the current activeStack to stackToActivate
 
- 		stacksController->deactivateStack();
 
- 	}
 
- 	CCS->curh->set(Cursor::Combat::BLOCKED);
 
- 	const SpellID spellID = sc->spellID;
 
- 	const CSpell * spell = spellID.toSpell();
 
- 	auto targetedTile = sc->tile;
 
- 	assert(spell);
 
- 	if(!spell)
 
- 		return;
 
- 	const AudioPath & 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
 
- 		addToAnimationStage(group, [=]() {
 
- 			CCS->soundh->playSound(castSoundPath);
 
- 		});
 
- 	}
 
- 	if ( sc->activeCast )
 
- 	{
 
- 		const CStack * casterStack = getBattle()->battleGetStackByID(sc->casterStack);
 
- 		if(casterStack != nullptr )
 
- 		{
 
- 			addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
 
- 			{
 
- 				stacksController->addNewAnim(new CastAnimation(*this, casterStack, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
 
- 				displaySpellCast(spell, casterStack->getPosition());
 
- 			});
 
- 		}
 
- 		else
 
- 		{
 
- 			auto hero = sc->side ? defendingHero : attackingHero;
 
- 			assert(hero);
 
- 			addToAnimationStage(EAnimationEvents::BEFORE_HIT, [=]()
 
- 			{
 
- 				stacksController->addNewAnim(new HeroCastAnimation(*this, hero, targetedTile, getBattle()->battleGetStackByPos(targetedTile), spell));
 
- 			});
 
- 		}
 
- 	}
 
- 	addToAnimationStage(EAnimationEvents::HIT, [=](){
 
- 		displaySpellHit(spell, targetedTile);
 
- 	});
 
- 	//queuing affect animation
 
- 	for(auto & elem : sc->affectedCres)
 
- 	{
 
- 		auto stack = getBattle()->battleGetStackByID(elem, false);
 
- 		assert(stack);
 
- 		if(stack)
 
- 		{
 
- 			addToAnimationStage(EAnimationEvents::HIT, [=](){
 
- 				displaySpellEffect(spell, stack->getPosition());
 
- 			});
 
- 		}
 
- 	}
 
- 	for(auto & elem : sc->reflectedCres)
 
- 	{
 
- 		auto stack = getBattle()->battleGetStackByID(elem, false);
 
- 		assert(stack);
 
- 		addToAnimationStage(EAnimationEvents::HIT, [=](){
 
- 			effectsController->displayEffect(EBattleEffect::MAGIC_MIRROR, stack->getPosition());
 
- 		});
 
- 	}
 
- 	if (!sc->resistedCres.empty())
 
- 	{
 
- 		addToAnimationStage(EAnimationEvents::HIT, [=](){
 
- 			CCS->soundh->playSound(AudioPath::builtin("MAGICRES"));
 
- 		});
 
- 	}
 
- 	for(auto & elem : sc->resistedCres)
 
- 	{
 
- 		auto stack = getBattle()->battleGetStackByID(elem, false);
 
- 		assert(stack);
 
- 		addToAnimationStage(EAnimationEvents::HIT, [=](){
 
- 			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;
 
- 		addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
 
- 			stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
 
- 			stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side ? "SP07_B.DEF" : "SP07_A.DEF"), rightHero));
 
- 		});
 
- 	}
 
- 	// animations will be executed by spell effects
 
- }
 
- 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 = getBattle()->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);
 
- }
 
- 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;
 
- 	windowObject->updateQueue();
 
- 	windowObject->blockUI(false);
 
- 	fieldController->redrawBackgroundWithHexes();
 
- 	actionsController->activateStack();
 
- 	GH.fakeMouseMove();
 
- }
 
- bool BattleInterface::makingTurn() const
 
- {
 
- 	return stacksController->getActiveStack() != nullptr;
 
- }
 
- BattleID BattleInterface::getBattleID() const
 
- {
 
- 	return battleID;
 
- }
 
- std::shared_ptr<CPlayerBattleCallback> BattleInterface::getBattle() const
 
- {
 
- 	return curInt->cb->getBattle(battleID);
 
- }
 
- void BattleInterface::endAction(const BattleAction &action)
 
- {
 
- 	// it is possible that tactics mode ended while opening music is still playing
 
- 	waitForAnimations();
 
- 	const CStack *stack = getBattle()->battleGetStackByID(action.stackNumber);
 
- 	// Activate stack from stackToActivate because this might have been temporary disabled, e.g., during spell cast
 
- 	activateStack();
 
- 	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;
 
- 	}
 
- 	stacksController->startAction(action);
 
- 	if (!action.isUnitAction())
 
- 		return;
 
- 	assert(getBattle()->battleGetStackByID(action.stackNumber));
 
- 	windowObject->updateQueue();
 
- 	effectsController->startAction(action);
 
- }
 
- void BattleInterface::tacticPhaseEnd()
 
- {
 
- 	stacksController->setActiveStack(nullptr);
 
- 	tacticsMode = false;
 
- 	auto side = tacticianInterface->cb->getBattle(battleID)->playerToSide(tacticianInterface->playerID);
 
- 	auto action = BattleAction::makeEndOFTacticPhase(*side);
 
- 	tacticianInterface->cb->battleMakeTacticAction(battleID, action);
 
- }
 
- 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
 
- 	checkForAnimations();
 
- 	TStacks stacksOfMine = tacticianInterface->cb->getBattle(battleID)->battleGetStacks(CPlayerBattleCallback::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);
 
- }
 
- void BattleInterface::obstacleRemoved(const std::vector<ObstacleChanges> & obstacles)
 
- {
 
- 	obstacleController->obstacleRemoved(obstacles);
 
- }
 
- 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);
 
- 	if(getBattle()->battleIsFinished())
 
- 	{
 
- 		return; // battle finished with spellcast
 
- 	}
 
- 	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?
 
- 		tacticPhaseEnd();
 
- 		stacksController->setActiveStack(nullptr);
 
- 	}
 
- 	else
 
- 	{
 
- 		const CStack* activeStack = stacksController->getActiveStack();
 
- 		// If enemy is moving, activeStack can be null
 
- 		if (activeStack)
 
- 		{
 
- 			stacksController->setActiveStack(nullptr);
 
- 			// FIXME: unsafe
 
- 			// Run task in separate thread to avoid UI lock while AI is making turn (which might take some time)
 
- 			// HOWEVER this thread won't atttempt to lock game state, potentially leading to races
 
- 			boost::thread aiThread([this, activeStack]()
 
- 			{
 
- 				setThreadName("autofightingAI");
 
- 				curInt->autofightingAI->activeStack(battleID, activeStack);
 
- 			});
 
- 			aiThread.detach();
 
- 		}
 
- 	}
 
- }
 
- void BattleInterface::castThisSpell(SpellID spellID)
 
- {
 
- 	actionsController->castThisSpell(spellID);
 
- }
 
- void BattleInterface::executeStagedAnimations()
 
- {
 
- 	EAnimationEvents earliestStage = EAnimationEvents::COUNT;
 
- 	for(const auto & event : awaitingEvents)
 
- 		earliestStage = std::min(earliestStage, event.event);
 
- 	if(earliestStage != EAnimationEvents::COUNT)
 
- 		executeAnimationStage(earliestStage);
 
- }
 
- void BattleInterface::executeAnimationStage(EAnimationEvents event)
 
- {
 
- 	decltype(awaitingEvents) executingEvents;
 
- 	for(auto it = awaitingEvents.begin(); it != awaitingEvents.end();)
 
- 	{
 
- 		if(it->event == event)
 
- 		{
 
- 			executingEvents.push_back(*it);
 
- 			it = awaitingEvents.erase(it);
 
- 		}
 
- 		else
 
- 			++it;
 
- 	}
 
- 	for(const auto & event : executingEvents)
 
- 		event.action();
 
- }
 
- void BattleInterface::onAnimationsStarted()
 
- {
 
- 	ongoingAnimationsState.setn(true);
 
- }
 
- void BattleInterface::onAnimationsFinished()
 
- {
 
- 	ongoingAnimationsState.setn(false);
 
- }
 
- void BattleInterface::waitForAnimations()
 
- {
 
- 	{
 
- 		auto unlockInterface = vstd::makeUnlockGuard(GH.interfaceMutex);
 
- 		ongoingAnimationsState.waitUntil(false);
 
- 	}
 
- 	assert(!hasAnimations());
 
- 	assert(awaitingEvents.empty());
 
- 	if (!awaitingEvents.empty())
 
- 	{
 
- 		logGlobal->error("Wait for animations finished but we still have awaiting events!");
 
- 		awaitingEvents.clear();
 
- 	}
 
- }
 
- bool BattleInterface::hasAnimations()
 
- {
 
- 	return ongoingAnimationsState.get();
 
- }
 
- void BattleInterface::checkForAnimations()
 
- {
 
- 	assert(!hasAnimations());
 
- 	if(hasAnimations())
 
- 		logGlobal->error("Unexpected animations state: expected all animations to be over, but some are still ongoing!");
 
- 	waitForAnimations();
 
- }
 
- void BattleInterface::addToAnimationStage(EAnimationEvents event, const AwaitingAnimationAction & action)
 
- {
 
- 	awaitingEvents.push_back({action, event});
 
- }
 
- void BattleInterface::setBattleQueueVisibility(bool visible)
 
- {
 
- 	windowObject->hideQueue();
 
- 	if(visible)
 
- 		windowObject->showQueue();
 
- }
 
- void BattleInterface::setStickyHeroWindowsVisibility(bool visible)
 
- {
 
- 	windowObject->hideStickyHeroWindows();
 
- 	if(visible)
 
- 		windowObject->showStickyHeroWindows();
 
- }
 
 
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