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- /*
- * BattleActionsController.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 "BattleActionsController.h"
- #include "BattleWindow.h"
- #include "BattleStacksController.h"
- #include "BattleInterface.h"
- #include "BattleFieldController.h"
- #include "BattleSiegeController.h"
- #include "BattleInterfaceClasses.h"
- #include "../CPlayerInterface.h"
- #include "../gui/CursorHandler.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../gui/CIntObject.h"
- #include "../gui/WindowHandler.h"
- #include "../windows/CCreatureWindow.h"
- #include "../windows/InfoWindows.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/GameLibrary.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/CRandomGenerator.h"
- #include "../../lib/CStack.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/battle/CPlayerBattleCallback.h"
- #include "../../lib/callback/CCallback.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/spells/Problem.h"
- struct TextReplacement
- {
- std::string placeholder;
- std::string replacement;
- };
- using TextReplacementList = std::vector<TextReplacement>;
- static std::string replacePlaceholders(std::string input, const TextReplacementList & format )
- {
- for(const auto & entry : format)
- boost::replace_all(input, entry.placeholder, entry.replacement);
- return input;
- }
- static std::string translatePlural(int amount, const std::string& baseTextID)
- {
- if(amount == 1)
- return LIBRARY->generaltexth->translate(baseTextID + ".1");
- return LIBRARY->generaltexth->translate(baseTextID);
- }
- static std::string formatPluralImpl(int amount, const std::string & amountString, const std::string & baseTextID)
- {
- std::string baseString = translatePlural(amount, baseTextID);
- TextReplacementList replacements {
- { "%d", amountString }
- };
- return replacePlaceholders(baseString, replacements);
- }
- static std::string formatPlural(int amount, const std::string & baseTextID)
- {
- return formatPluralImpl(amount, std::to_string(amount), baseTextID);
- }
- static std::string formatPlural(DamageRange range, const std::string & baseTextID)
- {
- if (range.min == range.max)
- return formatPlural(range.min, baseTextID);
- std::string rangeString = std::to_string(range.min) + " - " + std::to_string(range.max);
- return formatPluralImpl(range.max, rangeString, baseTextID);
- }
- static std::string formatAttack(const DamageEstimation & estimation, const std::string & creatureName, const std::string & baseTextID, int shotsLeft)
- {
- TextReplacementList replacements = {
- { "%CREATURE", creatureName },
- { "%DAMAGE", formatPlural(estimation.damage, "vcmi.battleWindow.damageEstimation.damage") },
- { "%SHOTS", formatPlural(shotsLeft, "vcmi.battleWindow.damageEstimation.shots") },
- { "%KILLS", formatPlural(estimation.kills, "vcmi.battleWindow.damageEstimation.kills") },
- };
- return replacePlaceholders(LIBRARY->generaltexth->translate(baseTextID), replacements);
- }
- static std::string formatMeleeAttack(const DamageEstimation & estimation, const std::string & creatureName)
- {
- std::string baseTextID = estimation.kills.max == 0 ?
- "vcmi.battleWindow.damageEstimation.melee" :
- "vcmi.battleWindow.damageEstimation.meleeKills";
- return formatAttack(estimation, creatureName, baseTextID, 0);
- }
- static std::string formatRangedAttack(const DamageEstimation & estimation, const std::string & creatureName, int shotsLeft)
- {
- std::string baseTextID = estimation.kills.max == 0 ?
- "vcmi.battleWindow.damageEstimation.ranged" :
- "vcmi.battleWindow.damageEstimation.rangedKills";
- return formatAttack(estimation, creatureName, baseTextID, shotsLeft);
- }
- static std::string formatRetaliation(const DamageEstimation & estimation, bool mayBeKilled)
- {
- if (estimation.damage.max == 0)
- return LIBRARY->generaltexth->translate("vcmi.battleWindow.damageRetaliation.never");
- std::string baseTextID = estimation.kills.max == 0 ?
- "vcmi.battleWindow.damageRetaliation.damage" :
- "vcmi.battleWindow.damageRetaliation.damageKills";
- std::string prefixTextID = mayBeKilled ?
- "vcmi.battleWindow.damageRetaliation.may" :
- "vcmi.battleWindow.damageRetaliation.will";
- return LIBRARY->generaltexth->translate(prefixTextID) + formatAttack(estimation, "", baseTextID, 0);
- }
- BattleActionsController::BattleActionsController(BattleInterface & owner):
- owner(owner),
- selectedStack(nullptr),
- heroSpellToCast(nullptr)
- {
- }
- void BattleActionsController::endCastingSpell()
- {
- if(heroSpellToCast)
- {
- heroSpellToCast.reset();
- owner.windowObject->blockUI(false);
- }
- if(owner.stacksController->getActiveStack())
- possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack()); //restore actions after they were cleared
- selectedStack = nullptr;
- ENGINE->fakeMouseMove();
- }
- bool BattleActionsController::isActiveStackSpellcaster() const
- {
- const CStack * casterStack = owner.stacksController->getActiveStack();
- if (!casterStack)
- return false;
- bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
- return (spellcaster && casterStack->canCast());
- }
- void BattleActionsController::enterCreatureCastingMode()
- {
- //silently check for possible errors
- if (owner.tacticsMode)
- return;
- //hero is casting a spell
- if (heroSpellToCast)
- return;
- if (!owner.stacksController->getActiveStack())
- return;
- if(owner.getBattle()->battleCanTargetEmptyHex(owner.stacksController->getActiveStack()))
- {
- auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
- {
- return x.get() != PossiblePlayerBattleAction::SHOOT;
- };
- vstd::erase_if(possibleActions, actionFilterPredicate);
- ENGINE->fakeMouseMove();
- return;
- }
- if (!isActiveStackSpellcaster())
- return;
- for(const auto & action : possibleActions)
- {
- if (action.get() != PossiblePlayerBattleAction::NO_LOCATION)
- continue;
- const spells::Caster * caster = owner.stacksController->getActiveStack();
- const CSpell * spell = action.spell().toSpell();
- spells::Target target;
- target.emplace_back();
- spells::BattleCast cast(owner.getBattle().get(), caster, spells::Mode::CREATURE_ACTIVE, spell);
- auto m = spell->battleMechanics(&cast);
- spells::detail::ProblemImpl ignored;
- const bool isCastingPossible = m->canBeCastAt(target, ignored);
- if (isCastingPossible)
- {
- owner.giveCommand(EActionType::MONSTER_SPELL, BattleHex::INVALID, spell->getId());
- selectedStack = nullptr;
- ENGINE->cursor().set(Cursor::Combat::POINTER);
- }
- return;
- }
- possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
- auto actionFilterPredicate = [](const PossiblePlayerBattleAction x)
- {
- return !x.spellcast();
- };
- vstd::erase_if(possibleActions, actionFilterPredicate);
- ENGINE->fakeMouseMove();
- }
- std::vector<PossiblePlayerBattleAction> BattleActionsController::getPossibleActionsForStack(const CStack *stack) const
- {
- BattleClientInterfaceData data; //hard to get rid of these things so for now they're required data to pass
- for(const auto & spell : creatureSpells)
- data.creatureSpellsToCast.push_back(spell->id);
- data.tacticsMode = owner.tacticsMode;
- auto allActions = owner.getBattle()->getClientActionsForStack(stack, data);
- allActions.push_back(PossiblePlayerBattleAction::HERO_INFO);
- allActions.push_back(PossiblePlayerBattleAction::CREATURE_INFO);
- return std::vector<PossiblePlayerBattleAction>(allActions);
- }
- void BattleActionsController::reorderPossibleActionsPriority(const CStack * stack, const CStack * targetStack)
- {
- if(owner.tacticsMode || possibleActions.empty()) return; //this function is not supposed to be called in tactics mode or before getPossibleActionsForStack
- auto assignPriority = [&](const PossiblePlayerBattleAction & item
- ) -> uint8_t //large lambda assigning priority which would have to be part of possibleActions without it
- {
- switch(item.get())
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::ANY_LOCATION:
- case PossiblePlayerBattleAction::NO_LOCATION:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- case PossiblePlayerBattleAction::OBSTACLE:
- if(!stack->hasBonusOfType(BonusType::NO_SPELLCAST_BY_DEFAULT) && targetStack != nullptr)
- {
- PlayerColor stackOwner = owner.getBattle()->battleGetOwner(targetStack);
- bool enemyTargetingPositiveSpellcast = item.spell().toSpell()->isPositive() && stackOwner != owner.curInt->playerID;
- bool friendTargetingNegativeSpellcast = item.spell().toSpell()->isNegative() && stackOwner == owner.curInt->playerID;
- if(!enemyTargetingPositiveSpellcast && !friendTargetingNegativeSpellcast)
- return 1;
- }
- return 100; //bottom priority
- break;
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- return 2;
- break;
- case PossiblePlayerBattleAction::SHOOT:
- if(targetStack == nullptr || targetStack->unitSide() == stack->unitSide() || !targetStack->alive())
- return 100; //bottom priority
- return 4;
- break;
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- return 5;
- break;
- case PossiblePlayerBattleAction::ATTACK:
- return 6;
- break;
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- return 7;
- break;
- case PossiblePlayerBattleAction::MOVE_STACK:
- return 8;
- break;
- case PossiblePlayerBattleAction::CATAPULT:
- return 9;
- break;
- case PossiblePlayerBattleAction::HEAL:
- return 10;
- break;
- case PossiblePlayerBattleAction::CREATURE_INFO:
- return 11;
- break;
- case PossiblePlayerBattleAction::HERO_INFO:
- return 12;
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- return 13;
- break;
- default:
- assert(0);
- return 200;
- break;
- }
- };
- auto comparer = [&](const PossiblePlayerBattleAction & lhs, const PossiblePlayerBattleAction & rhs)
- {
- return assignPriority(lhs) < assignPriority(rhs);
- };
- std::sort(possibleActions.begin(), possibleActions.end(), comparer);
- }
- void BattleActionsController::castThisSpell(SpellID spellID)
- {
- heroSpellToCast = std::make_shared<BattleAction>();
- heroSpellToCast->actionType = EActionType::HERO_SPELL;
- heroSpellToCast->spell = spellID;
- heroSpellToCast->stackNumber = -1;
- heroSpellToCast->side = owner.curInt->cb->getBattle(owner.getBattleID())->battleGetMySide();
- //choosing possible targets
- const CGHeroInstance *castingHero = (owner.attackingHeroInstance->tempOwner == owner.curInt->playerID) ? owner.attackingHeroInstance : owner.defendingHeroInstance;
- assert(castingHero); // code below assumes non-null hero
- PossiblePlayerBattleAction spellSelMode = owner.getBattle()->getCasterAction(spellID.toSpell(), castingHero, spells::Mode::HERO);
- if (spellSelMode.get() == PossiblePlayerBattleAction::NO_LOCATION) //user does not have to select location
- {
- heroSpellToCast->aimToHex(BattleHex::INVALID);
- owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
- endCastingSpell();
- }
- else
- {
- possibleActions.clear();
- possibleActions.push_back (spellSelMode); //only this one action can be performed at the moment
- ENGINE->fakeMouseMove();//update cursor
- }
- owner.windowObject->blockUI(true);
- }
- const CSpell * BattleActionsController::getHeroSpellToCast( ) const
- {
- if (heroSpellToCast)
- return heroSpellToCast->spell.toSpell();
- return nullptr;
- }
- const CSpell * BattleActionsController::getStackSpellToCast(const BattleHex & hoveredHex)
- {
- if (heroSpellToCast)
- return nullptr;
- if (!owner.stacksController->getActiveStack())
- return nullptr;
- if (!hoveredHex.isValid())
- return nullptr;
- auto action = selectAction(hoveredHex);
- if(owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::SPELL_LIKE_ATTACK))
- {
- auto bonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- return bonus->subtype.as<SpellID>().toSpell();
- }
- if (action.spell() == SpellID::NONE)
- return nullptr;
- return action.spell().toSpell();
- }
- const CSpell * BattleActionsController::getCurrentSpell(const BattleHex & hoveredHex)
- {
- if (getHeroSpellToCast())
- return getHeroSpellToCast();
- return getStackSpellToCast(hoveredHex);
- }
- const CStack * BattleActionsController::getStackForHex(const BattleHex & hoveredHex)
- {
- const CStack * shere = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
- if(shere)
- return shere;
- return owner.getBattle()->battleGetStackByPos(hoveredHex, false);
- }
- void BattleActionsController::actionSetCursor(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- switch (action.get())
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- ENGINE->cursor().set(Cursor::Combat::POINTER);
- return;
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
- ENGINE->cursor().set(Cursor::Combat::FLY);
- else
- ENGINE->cursor().set(Cursor::Combat::MOVE);
- return;
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- {
- static const std::map<BattleHex::EDir, Cursor::Combat> sectorCursor = {
- {BattleHex::TOP_LEFT, Cursor::Combat::HIT_SOUTHEAST},
- {BattleHex::TOP_RIGHT, Cursor::Combat::HIT_SOUTHWEST},
- {BattleHex::RIGHT, Cursor::Combat::HIT_WEST },
- {BattleHex::BOTTOM_RIGHT, Cursor::Combat::HIT_NORTHWEST},
- {BattleHex::BOTTOM_LEFT, Cursor::Combat::HIT_NORTHEAST},
- {BattleHex::LEFT, Cursor::Combat::HIT_EAST },
- {BattleHex::TOP, Cursor::Combat::HIT_SOUTH },
- {BattleHex::BOTTOM, Cursor::Combat::HIT_NORTH }
- };
- auto direction = owner.fieldController->selectAttackDirection(targetHex);
- assert(sectorCursor.count(direction) > 0);
- if (sectorCursor.count(direction))
- ENGINE->cursor().set(sectorCursor.at(direction));
- return;
- }
- case PossiblePlayerBattleAction::SHOOT:
- if (owner.getBattle()->battleHasShootingPenalty(owner.stacksController->getActiveStack(), targetHex))
- ENGINE->cursor().set(Cursor::Combat::SHOOT_PENALTY);
- else
- ENGINE->cursor().set(Cursor::Combat::SHOOT);
- return;
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::ANY_LOCATION:
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- case PossiblePlayerBattleAction::OBSTACLE:
- ENGINE->cursor().set(Cursor::Spellcast::SPELL);
- return;
- case PossiblePlayerBattleAction::TELEPORT:
- ENGINE->cursor().set(Cursor::Combat::TELEPORT);
- return;
- case PossiblePlayerBattleAction::SACRIFICE:
- ENGINE->cursor().set(Cursor::Combat::SACRIFICE);
- return;
- case PossiblePlayerBattleAction::HEAL:
- ENGINE->cursor().set(Cursor::Combat::HEAL);
- return;
- case PossiblePlayerBattleAction::CATAPULT:
- ENGINE->cursor().set(Cursor::Combat::SHOOT_CATAPULT);
- return;
- case PossiblePlayerBattleAction::CREATURE_INFO:
- ENGINE->cursor().set(Cursor::Combat::QUERY);
- return;
- case PossiblePlayerBattleAction::HERO_INFO:
- ENGINE->cursor().set(Cursor::Combat::HERO);
- return;
- }
- assert(0);
- }
- void BattleActionsController::actionSetCursorBlocked(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- switch (action.get())
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- case PossiblePlayerBattleAction::TELEPORT:
- case PossiblePlayerBattleAction::SACRIFICE:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- ENGINE->cursor().set(Cursor::Combat::BLOCKED);
- return;
- default:
- if (targetHex == -1)
- ENGINE->cursor().set(Cursor::Combat::POINTER);
- else
- ENGINE->cursor().set(Cursor::Combat::BLOCKED);
- return;
- }
- assert(0);
- }
- std::string BattleActionsController::actionGetStatusMessage(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- const CStack * targetStack = getStackForHex(targetHex);
- switch (action.get()) //display console message, realize selected action
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- return (boost::format(LIBRARY->generaltexth->allTexts[481]) % targetStack->getName()).str(); //Select %s
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- if (owner.stacksController->getActiveStack()->hasBonusOfType(BonusType::FLYING))
- return (boost::format(LIBRARY->generaltexth->allTexts[295]) % owner.stacksController->getActiveStack()->getName()).str(); //Fly %s here
- else
- return (boost::format(LIBRARY->generaltexth->allTexts[294]) % owner.stacksController->getActiveStack()->getName()).str(); //Move %s here
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
- {
- const auto * attacker = owner.stacksController->getActiveStack();
- BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
- int distance = attacker->position.isValid() ? owner.getBattle()->battleGetDistances(attacker, attacker->getPosition())[attackFromHex.toInt()] : 0;
- DamageEstimation retaliation;
- BattleAttackInfo attackInfo(attacker, targetStack, distance, false );
- DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(attackInfo, &retaliation);
- estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
- estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
- bool enemyMayBeKilled = estimation.kills.max == targetStack->getCount();
- return formatMeleeAttack(estimation, targetStack->getName()) + "\n" + formatRetaliation(retaliation, enemyMayBeKilled);
- }
- case PossiblePlayerBattleAction::SHOOT:
- {
- if(targetStack == nullptr) //should be true only for spell-like attack
- {
- auto spellLikeAttackBonus = owner.stacksController->getActiveStack()->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- assert(spellLikeAttackBonus != nullptr);
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[26]) % spellLikeAttackBonus->subtype.as<SpellID>().toSpell()->getNameTranslated());
- }
- const auto * shooter = owner.stacksController->getActiveStack();
- DamageEstimation retaliation;
- BattleAttackInfo attackInfo(shooter, targetStack, 0, true );
- DamageEstimation estimation = owner.getBattle()->battleEstimateDamage(attackInfo, &retaliation);
- estimation.kills.max = std::min<int64_t>(estimation.kills.max, targetStack->getCount());
- estimation.kills.min = std::min<int64_t>(estimation.kills.min, targetStack->getCount());
- return formatRangedAttack(estimation, targetStack->getName(), shooter->shots.available());
- }
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[27]) % action.spell().toSpell()->getNameTranslated() % targetStack->getName()); //Cast %s on %s
- case PossiblePlayerBattleAction::ANY_LOCATION:
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[301]) % targetStack->getName()); //Cast a spell on %
- case PossiblePlayerBattleAction::TELEPORT:
- return LIBRARY->generaltexth->allTexts[25]; //Teleport Here
- case PossiblePlayerBattleAction::OBSTACLE:
- return LIBRARY->generaltexth->allTexts[550];
- case PossiblePlayerBattleAction::SACRIFICE:
- return (boost::format(LIBRARY->generaltexth->allTexts[549]) % targetStack->getName()).str(); //sacrifice the %s
- case PossiblePlayerBattleAction::FREE_LOCATION:
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[26]) % action.spell().toSpell()->getNameTranslated()); //Cast %s
- case PossiblePlayerBattleAction::HEAL:
- return (boost::format(LIBRARY->generaltexth->allTexts[419]) % targetStack->getName()).str(); //Apply first aid to the %s
- case PossiblePlayerBattleAction::CATAPULT:
- return ""; // TODO
- case PossiblePlayerBattleAction::CREATURE_INFO:
- return (boost::format(LIBRARY->generaltexth->allTexts[297]) % targetStack->getName()).str();
- case PossiblePlayerBattleAction::HERO_INFO:
- return LIBRARY->generaltexth->translate("core.genrltxt.417"); // "View Hero Stats"
- }
- assert(0);
- return "";
- }
- std::string BattleActionsController::actionGetStatusMessageBlocked(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- switch (action.get())
- {
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- return LIBRARY->generaltexth->allTexts[23];
- break;
- case PossiblePlayerBattleAction::TELEPORT:
- return LIBRARY->generaltexth->allTexts[24]; //Invalid Teleport Destination
- break;
- case PossiblePlayerBattleAction::SACRIFICE:
- return LIBRARY->generaltexth->allTexts[543]; //choose army to sacrifice
- break;
- case PossiblePlayerBattleAction::FREE_LOCATION:
- return boost::str(boost::format(LIBRARY->generaltexth->allTexts[181]) % action.spell().toSpell()->getNameTranslated()); //No room to place %s here
- break;
- default:
- return "";
- }
- }
- bool BattleActionsController::actionIsLegal(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- const CStack * targetStack = getStackForHex(targetHex);
- bool targetStackOwned = targetStack && targetStack->unitOwner() == owner.curInt->playerID;
- switch (action.get())
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- return (targetStack && targetStackOwned && targetStack->getMovementRange() > 0);
- case PossiblePlayerBattleAction::CREATURE_INFO:
- return (targetStack && targetStackOwned && targetStack->alive());
- case PossiblePlayerBattleAction::HERO_INFO:
- if (targetHex == BattleHex::HERO_ATTACKER)
- return owner.attackingHero != nullptr;
- if (targetHex == BattleHex::HERO_DEFENDER)
- return owner.defendingHero != nullptr;
- return false;
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- if (!(targetStack && targetStack->alive())) //we can walk on dead stacks
- {
- if(canStackMoveHere(owner.stacksController->getActiveStack(), targetHex))
- return true;
- }
- return false;
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN:
- if(owner.getBattle()->battleCanAttack(owner.stacksController->getActiveStack(), targetStack, targetHex))
- {
- if (owner.fieldController->isTileAttackable(targetHex)) // move isTileAttackable to be part of battleCanAttack?
- return true;
- }
- return false;
- case PossiblePlayerBattleAction::SHOOT:
- {
- auto currentStack = owner.stacksController->getActiveStack();
- if(!owner.getBattle()->battleCanShoot(currentStack, targetHex))
- return false;
- if(targetStack == nullptr && owner.getBattle()->battleCanTargetEmptyHex(currentStack))
- {
- auto spellLikeAttackBonus = currentStack->getBonus(Selector::type()(BonusType::SPELL_LIKE_ATTACK));
- const CSpell * spellDataToCheck = spellLikeAttackBonus->subtype.as<SpellID>().toSpell();
- return isCastingPossibleHere(spellDataToCheck, nullptr, targetHex);
- }
- return true;
- }
- case PossiblePlayerBattleAction::NO_LOCATION:
- return false;
- case PossiblePlayerBattleAction::ANY_LOCATION:
- return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- return !selectedStack && targetStack && isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL:
- if(targetStack && targetStackOwned && targetStack != owner.stacksController->getActiveStack() && targetStack->alive()) //only positive spells for other allied creatures
- {
- SpellID spellID = owner.getBattle()->getRandomBeneficialSpell(CRandomGenerator::getDefault(), owner.stacksController->getActiveStack(), targetStack);
- return spellID != SpellID::NONE;
- }
- return false;
- case PossiblePlayerBattleAction::TELEPORT:
- return selectedStack && isCastingPossibleHere(action.spell().toSpell(), selectedStack, targetHex);
- case PossiblePlayerBattleAction::SACRIFICE: //choose our living stack to sacrifice
- return targetStack && targetStack != selectedStack && targetStackOwned && targetStack->alive();
- case PossiblePlayerBattleAction::OBSTACLE:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- return isCastingPossibleHere(action.spell().toSpell(), nullptr, targetHex);
- case PossiblePlayerBattleAction::CATAPULT:
- return owner.siegeController && owner.siegeController->isAttackableByCatapult(targetHex);
- case PossiblePlayerBattleAction::HEAL:
- return targetStack && targetStackOwned && targetStack->canBeHealed();
- }
- assert(0);
- return false;
- }
- void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, const BattleHex & targetHex)
- {
- const CStack * targetStack = getStackForHex(targetHex);
- switch (action.get()) //display console message, realize selected action
- {
- case PossiblePlayerBattleAction::CHOOSE_TACTICS_STACK:
- {
- owner.stackActivated(targetStack);
- return;
- }
- case PossiblePlayerBattleAction::MOVE_TACTICS:
- case PossiblePlayerBattleAction::MOVE_STACK:
- {
- if(owner.stacksController->getActiveStack()->doubleWide())
- {
- BattleHexArray acc = owner.getBattle()->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
- BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
- if(acc.contains(targetHex))
- owner.giveCommand(EActionType::WALK, targetHex);
- else if(acc.contains(shiftedDest))
- owner.giveCommand(EActionType::WALK, shiftedDest);
- }
- else
- {
- owner.giveCommand(EActionType::WALK, targetHex);
- }
- return;
- }
- case PossiblePlayerBattleAction::ATTACK:
- case PossiblePlayerBattleAction::WALK_AND_ATTACK:
- case PossiblePlayerBattleAction::ATTACK_AND_RETURN: //TODO: allow to disable return
- {
- bool returnAfterAttack = action.get() == PossiblePlayerBattleAction::ATTACK_AND_RETURN;
- BattleHex attackFromHex = owner.fieldController->fromWhichHexAttack(targetHex);
- if(attackFromHex.isValid()) //we can be in this line when unreachable creature is L - clicked (as of revision 1308)
- {
- BattleAction command = BattleAction::makeMeleeAttack(owner.stacksController->getActiveStack(), targetHex, attackFromHex, returnAfterAttack);
- owner.sendCommand(command, owner.stacksController->getActiveStack());
- }
- return;
- }
- case PossiblePlayerBattleAction::SHOOT:
- {
- owner.giveCommand(EActionType::SHOOT, targetHex);
- return;
- }
- case PossiblePlayerBattleAction::HEAL:
- {
- owner.giveCommand(EActionType::STACK_HEAL, targetHex);
- return;
- };
- case PossiblePlayerBattleAction::CATAPULT:
- {
- owner.giveCommand(EActionType::CATAPULT, targetHex);
- return;
- }
- case PossiblePlayerBattleAction::CREATURE_INFO:
- {
- ENGINE->windows().createAndPushWindow<CStackWindow>(targetStack, false);
- return;
- }
- case PossiblePlayerBattleAction::HERO_INFO:
- {
- if (targetHex == BattleHex::HERO_ATTACKER)
- owner.attackingHero->heroLeftClicked();
- if (targetHex == BattleHex::HERO_DEFENDER)
- owner.defendingHero->heroLeftClicked();
- return;
- }
- case PossiblePlayerBattleAction::AIMED_SPELL_CREATURE:
- case PossiblePlayerBattleAction::ANY_LOCATION:
- case PossiblePlayerBattleAction::RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be available as random spell
- case PossiblePlayerBattleAction::TELEPORT:
- case PossiblePlayerBattleAction::OBSTACLE:
- case PossiblePlayerBattleAction::SACRIFICE:
- case PossiblePlayerBattleAction::FREE_LOCATION:
- {
- if (action.get() == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE )
- {
- if (action.spell() == SpellID::SACRIFICE)
- {
- heroSpellToCast->aimToHex(targetHex);
- possibleActions.push_back({PossiblePlayerBattleAction::SACRIFICE, action.spell()});
- selectedStack = targetStack;
- return;
- }
- if (action.spell() == SpellID::TELEPORT)
- {
- heroSpellToCast->aimToUnit(targetStack);
- possibleActions.push_back({PossiblePlayerBattleAction::TELEPORT, action.spell()});
- selectedStack = targetStack;
- return;
- }
- }
- if (!heroSpellcastingModeActive())
- {
- if (action.spell().hasValue())
- {
- owner.giveCommand(EActionType::MONSTER_SPELL, targetHex, action.spell());
- }
- else //unknown random spell
- {
- owner.giveCommand(EActionType::MONSTER_SPELL, targetHex);
- }
- }
- else
- {
- assert(getHeroSpellToCast());
- switch (getHeroSpellToCast()->id.toEnum())
- {
- case SpellID::SACRIFICE:
- heroSpellToCast->aimToUnit(targetStack);//victim
- break;
- default:
- heroSpellToCast->aimToHex(targetHex);
- break;
- }
- owner.curInt->cb->battleMakeSpellAction(owner.getBattleID(), *heroSpellToCast);
- endCastingSpell();
- }
- selectedStack = nullptr;
- return;
- }
- }
- assert(0);
- return;
- }
- PossiblePlayerBattleAction BattleActionsController::selectAction(const BattleHex & targetHex)
- {
- assert(owner.stacksController->getActiveStack() != nullptr);
- assert(!possibleActions.empty());
- assert(targetHex.isValid());
- if (owner.stacksController->getActiveStack() == nullptr)
- return PossiblePlayerBattleAction::INVALID;
- if (possibleActions.empty())
- return PossiblePlayerBattleAction::INVALID;
- const CStack * targetStack = getStackForHex(targetHex);
- reorderPossibleActionsPriority(owner.stacksController->getActiveStack(), targetStack);
- for (PossiblePlayerBattleAction action : possibleActions)
- {
- if (actionIsLegal(action, targetHex))
- return action;
- }
- return possibleActions.front();
- }
- void BattleActionsController::onHexHovered(const BattleHex & hoveredHex)
- {
- if (owner.openingPlaying())
- {
- currentConsoleMsg = LIBRARY->generaltexth->translate("vcmi.battleWindow.pressKeyToSkipIntro");
- ENGINE->statusbar()->write(currentConsoleMsg);
- return;
- }
- if (owner.stacksController->getActiveStack() == nullptr)
- return;
- if (hoveredHex == BattleHex::INVALID)
- {
- if (!currentConsoleMsg.empty())
- ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
- currentConsoleMsg.clear();
- ENGINE->cursor().set(Cursor::Combat::BLOCKED);
- return;
- }
- auto action = selectAction(hoveredHex);
- std::string newConsoleMsg;
- if (actionIsLegal(action, hoveredHex))
- {
- actionSetCursor(action, hoveredHex);
- newConsoleMsg = actionGetStatusMessage(action, hoveredHex);
- }
- else
- {
- actionSetCursorBlocked(action, hoveredHex);
- newConsoleMsg = actionGetStatusMessageBlocked(action, hoveredHex);
- }
- if (!currentConsoleMsg.empty())
- ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
- if (!newConsoleMsg.empty())
- ENGINE->statusbar()->write(newConsoleMsg);
- currentConsoleMsg = newConsoleMsg;
- }
- void BattleActionsController::onHoverEnded()
- {
- ENGINE->cursor().set(Cursor::Combat::POINTER);
- if (!currentConsoleMsg.empty())
- ENGINE->statusbar()->clearIfMatching(currentConsoleMsg);
- currentConsoleMsg.clear();
- }
- void BattleActionsController::onHexLeftClicked(const BattleHex & clickedHex)
- {
- if (owner.stacksController->getActiveStack() == nullptr)
- return;
- auto action = selectAction(clickedHex);
- std::string newConsoleMsg;
- if (!actionIsLegal(action, clickedHex))
- return;
-
- actionRealize(action, clickedHex);
- ENGINE->statusbar()->clear();
- }
- void BattleActionsController::tryActivateStackSpellcasting(const CStack *casterStack)
- {
- creatureSpells.clear();
- bool spellcaster = casterStack->hasBonusOfType(BonusType::SPELLCASTER);
- if(casterStack->canCast() && spellcaster)
- {
- // faerie dragon can cast only one, randomly selected spell until their next move
- //TODO: faerie dragon type spell should be selected by server
- const auto spellToCast = owner.getBattle()->getRandomCastedSpell(CRandomGenerator::getDefault(), casterStack);
- if (spellToCast.hasValue())
- creatureSpells.push_back(spellToCast.toSpell());
- }
- TConstBonusListPtr bl = casterStack->getBonusesOfType(BonusType::SPELLCASTER);
- for(const auto & bonus : *bl)
- {
- if (bonus->additionalInfo[0] <= 0 && bonus->subtype.as<SpellID>().hasValue())
- creatureSpells.push_back(bonus->subtype.as<SpellID>().toSpell());
- }
- }
- const spells::Caster * BattleActionsController::getCurrentSpellcaster() const
- {
- if (heroSpellToCast)
- return owner.currentHero();
- else
- return owner.stacksController->getActiveStack();
- }
- spells::Mode BattleActionsController::getCurrentCastMode() const
- {
- if (heroSpellToCast)
- return spells::Mode::HERO;
- else
- return spells::Mode::CREATURE_ACTIVE;
- }
- bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell, const CStack *targetStack, const BattleHex & targetHex)
- {
- assert(currentSpell);
- if (!currentSpell)
- return false;
- auto caster = getCurrentSpellcaster();
- const spells::Mode mode = heroSpellToCast ? spells::Mode::HERO : spells::Mode::CREATURE_ACTIVE;
- spells::Target target;
- if(targetStack)
- target.emplace_back(targetStack);
- target.emplace_back(targetHex);
- spells::BattleCast cast(owner.getBattle().get(), caster, mode, currentSpell);
- auto m = currentSpell->battleMechanics(&cast);
- spells::detail::ProblemImpl problem; //todo: display problem in status bar
- return m->canBeCastAt(target, problem);
- }
- bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, const BattleHex & myNumber) const
- {
- BattleHexArray acc = owner.getBattle()->battleGetAvailableHexes(stackToMove, false);
- BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
- if (acc.contains(myNumber))
- return true;
- else if (stackToMove->doubleWide() && acc.contains(shiftedDest))
- return true;
- else
- return false;
- }
- void BattleActionsController::activateStack()
- {
- const CStack * s = owner.stacksController->getActiveStack();
- if(s)
- {
- tryActivateStackSpellcasting(s);
- possibleActions = getPossibleActionsForStack(s);
- std::list<PossiblePlayerBattleAction> actionsToSelect;
- if(!possibleActions.empty())
- {
- auto primaryAction = possibleActions.front().get();
- if(primaryAction == PossiblePlayerBattleAction::SHOOT || primaryAction == PossiblePlayerBattleAction::AIMED_SPELL_CREATURE
- || primaryAction == PossiblePlayerBattleAction::ANY_LOCATION || primaryAction == PossiblePlayerBattleAction::ATTACK_AND_RETURN)
- {
- actionsToSelect.push_back(possibleActions.front());
- auto shootActionPredicate = [](const PossiblePlayerBattleAction& action)
- {
- return action.get() == PossiblePlayerBattleAction::SHOOT;
- };
- bool hasShootSecondaryAction = std::any_of(possibleActions.begin() + 1, possibleActions.end(), shootActionPredicate);
- if(hasShootSecondaryAction) //casters may have shooting capabilities, for example storm elementals
- actionsToSelect.emplace_back(PossiblePlayerBattleAction::SHOOT);
- /* TODO: maybe it would also make sense to check spellcast as non-top priority action ("NO_SPELLCAST_BY_DEFAULT" bonus)?
- * it would require going beyond this "if" block for melee casters
- * F button helps, but some mod creatures may have that bonus and more than 1 castable spell */
- actionsToSelect.emplace_back(PossiblePlayerBattleAction::ATTACK); //always allow melee attack as last option
- }
- }
- owner.windowObject->setAlternativeActions(actionsToSelect);
- }
- }
- void BattleActionsController::onHexRightClicked(const BattleHex & clickedHex)
- {
- bool isCurrentStackInSpellcastMode = creatureSpellcastingModeActive();
- if (heroSpellcastingModeActive() || isCurrentStackInSpellcastMode)
- {
- endCastingSpell();
- CRClickPopup::createAndPush(LIBRARY->generaltexth->translate("core.genrltxt.731")); // spell cancelled
- return;
- }
- auto selectedStack = owner.getBattle()->battleGetStackByPos(clickedHex, true);
- if (selectedStack != nullptr)
- ENGINE->windows().createAndPushWindow<CStackWindow>(selectedStack, true);
- if (clickedHex == BattleHex::HERO_ATTACKER && owner.attackingHero)
- owner.attackingHero->heroRightClicked();
- if (clickedHex == BattleHex::HERO_DEFENDER && owner.defendingHero)
- owner.defendingHero->heroRightClicked();
- }
- bool BattleActionsController::heroSpellcastingModeActive() const
- {
- return heroSpellToCast != nullptr;
- }
- bool BattleActionsController::creatureSpellcastingModeActive() const
- {
- auto spellcastModePredicate = [](const PossiblePlayerBattleAction & action)
- {
- return action.spellcast() || action.get() == PossiblePlayerBattleAction::SHOOT; //for hotkey-eligible SPELL_LIKE_ATTACK creature should have only SHOOT action
- };
- return !possibleActions.empty() && std::all_of(possibleActions.begin(), possibleActions.end(), spellcastModePredicate);
- }
- bool BattleActionsController::currentActionSpellcasting(const BattleHex & hoveredHex)
- {
- if (heroSpellToCast)
- return true;
- if (!owner.stacksController->getActiveStack())
- return false;
- auto action = selectAction(hoveredHex);
- return action.spellcast();
- }
- const std::vector<PossiblePlayerBattleAction> & BattleActionsController::getPossibleActions() const
- {
- return possibleActions;
- }
- void BattleActionsController::removePossibleAction(PossiblePlayerBattleAction action)
- {
- vstd::erase(possibleActions, action);
- }
- void BattleActionsController::pushFrontPossibleAction(PossiblePlayerBattleAction action)
- {
- possibleActions.insert(possibleActions.begin(), action);
- }
- void BattleActionsController::resetCurrentStackPossibleActions()
- {
- possibleActions = getPossibleActionsForStack(owner.stacksController->getActiveStack());
- }
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