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- /*
- * CGarrisonInt.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 "CGarrisonInt.h"
- #include "Buttons.h"
- #include "TextControls.h"
- #include "RadialMenu.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../gui/WindowHandler.h"
- #include "../render/IImage.h"
- #include "../windows/CCreatureWindow.h"
- #include "../windows/CWindowWithArtifacts.h"
- #include "../windows/GUIClasses.h"
- #include "../CPlayerInterface.h"
- #include "../../CCallback.h"
- #include "../../lib/ArtifactUtils.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/texts/TextOperations.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/networkPacks/ArtifactLocation.h"
- #include "../../lib/gameState/CGameState.h"
- #include "../../lib/gameState/UpgradeInfo.h"
- void CGarrisonSlot::setHighlight(bool on)
- {
- if (on)
- selectionImage->enable(); //show
- else
- selectionImage->disable(); //hide
- }
- void CGarrisonSlot::hover (bool on)
- {
- ////Hoverable::hover(on);
- if(on)
- {
- std::string temp;
- if(creature)
- {
- if(owner->getSelection())
- {
- if(owner->getSelection() == this)
- {
- temp = LIBRARY->generaltexth->tcommands[4]; //View %s
- boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
- }
- else if (owner->getSelection()->creature == creature)
- {
- temp = LIBRARY->generaltexth->tcommands[2]; //Combine %s armies
- boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
- }
- else if (owner->getSelection()->creature)
- {
- temp = LIBRARY->generaltexth->tcommands[7]; //Exchange %s with %s
- boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
- boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
- }
- else
- {
- logGlobal->warn("Warning - shouldn't be - highlighted void slot %d", owner->getSelection()->ID.getNum());
- logGlobal->warn("Highlighted set to nullptr");
- owner->selectSlot(nullptr);
- }
- }
- else
- {
- const bool isHeroOnMap = owner->upperArmy() // Hero is not a visitor and not a garrison defender
- && owner->upperArmy()->ID == Obj::HERO
- && (!owner->lowerArmy() || owner->lowerArmy()->ID == Obj::HERO) // one hero or we are in the Heroes exchange window
- && !(static_cast<const CGHeroInstance*>(owner->upperArmy()))->inTownGarrison;
- if(isHeroOnMap)
- {
- temp = LIBRARY->generaltexth->allTexts[481]; //Select %s
- }
- else if(upg == EGarrisonType::UPPER)
- {
- temp = LIBRARY->generaltexth->tcommands[12]; //Select %s (in garrison)
- }
- else // Hero is visiting some object (town, mine, etc)
- {
- temp = LIBRARY->generaltexth->tcommands[32]; //Select %s (visiting)
- }
- boost::algorithm::replace_first(temp,"%s",creature->getNameSingularTranslated());
- }
- }
- else
- {
- if(owner->getSelection())
- {
- const CArmedInstance *highl = owner->getSelection()->getObj();
- if( highl->needsLastStack() //we are moving stack from hero's
- && highl->stacksCount() == 1 //it's only stack
- && owner->getSelection()->upg != upg //we're moving it to the other garrison
- )
- {
- temp = LIBRARY->generaltexth->tcommands[5]; //Cannot move last army to garrison
- }
- else
- {
- temp = LIBRARY->generaltexth->tcommands[6]; //Move %s
- boost::algorithm::replace_first(temp,"%s",owner->getSelection()->creature->getNameSingularTranslated());
- }
- }
- else
- {
- temp = LIBRARY->generaltexth->tcommands[11]; //Empty
- }
- }
- ENGINE->statusbar()->write(temp);
- }
- else
- {
- ENGINE->statusbar()->clear();
- }
- }
- const CArmedInstance * CGarrisonSlot::getObj() const
- {
- return owner->army(upg);
- }
- bool CGarrisonSlot::our() const
- {
- return owner->isArmyOwned(upg);
- }
- bool CGarrisonSlot::ally() const
- {
- if(!getObj())
- return false;
- return PlayerRelations::ALLIES == GAME->interface()->cb->getPlayerRelations(GAME->interface()->playerID, getObj()->tempOwner);
- }
- std::function<void()> CGarrisonSlot::getDismiss() const
- {
- const bool canDismiss = getObj()->tempOwner == GAME->interface()->playerID
- && (getObj()->stacksCount() > 1 ||
- !getObj()->needsLastStack());
- return canDismiss ? [=]()
- {
- GAME->interface()->cb->dismissCreature(getObj(), ID);
- } : (std::function<void()>)nullptr;
- }
- /// The creature slot has been clicked twice, therefore the creature info should be shown
- /// @return Whether the view should be refreshed
- bool CGarrisonSlot::viewInfo()
- {
- UpgradeInfo pom(ID.getNum());
- GAME->interface()->cb->fillUpgradeInfo(getObj(), ID, pom);
- bool canUpgrade = getObj()->tempOwner == GAME->interface()->playerID && pom.canUpgrade(); //upgrade is possible
- std::function<void(CreatureID)> upgr = nullptr;
- auto dism = getDismiss();
- if(canUpgrade) upgr = [=] (CreatureID newID) { GAME->interface()->cb->upgradeCreature(getObj(), ID, newID); };
- owner->selectSlot(nullptr);
- owner->setSplittingMode(false);
- for(auto & elem : owner->splitButtons)
- elem->block(true);
- redraw();
- ENGINE->windows().createAndPushWindow<CStackWindow>(myStack, dism, pom, upgr);
- return true;
- }
- /// The selection is empty, therefore the creature should be moved
- /// @return Whether the view should be refreshed
- bool CGarrisonSlot::highlightOrDropArtifact()
- {
- bool artSelected = false;
- if (auto chw = ENGINE->windows().topWindow<CWindowWithArtifacts>()) //dirty solution
- {
- const auto pickedArtInst = chw->getPickedArtifact();
- if(pickedArtInst)
- {
- const auto * srcHero = chw->getHeroPickedArtifact();
- artSelected = true;
- if (myStack) // try dropping the artifact only if the slot isn't empty
- {
- ArtifactLocation src(srcHero->id, ArtifactPosition::TRANSITION_POS);
- ArtifactLocation dst(getObj()->id, ArtifactPosition::CREATURE_SLOT);
- dst.creature = getSlot();
- if(pickedArtInst->canBePutAt(myStack, ArtifactPosition::CREATURE_SLOT, true))
- { //equip clicked stack
- if(auto dstArt = myStack->getArt(ArtifactPosition::CREATURE_SLOT))
- {
- //creature can wear only one active artifact
- //if we are placing a new one, the old one will be returned to the hero's backpack
- GAME->interface()->cb->swapArtifacts(dst, ArtifactLocation(srcHero->id,
- ArtifactUtils::getArtBackpackPosition(srcHero, dstArt->getTypeId())));
- }
- GAME->interface()->cb->swapArtifacts(src, dst);
- }
- }
- }
- }
- if (!artSelected && creature)
- {
- owner->selectSlot(this);
- if(creature)
- {
- for(auto & elem : owner->splitButtons)
- elem->block(!our());
- }
- }
- redraw();
- return true;
- }
- /// The creature is only being partially moved
- /// @return Whether the view should be refreshed
- bool CGarrisonSlot::split()
- {
- const CGarrisonSlot * selection = owner->getSelection();
- owner->setSplittingMode(false);
- int minLeft=0;
- int minRight=0;
- if(upg != selection->upg) // not splitting within same army
- {
- if(selection->getObj()->stacksCount() == 1 // we're splitting away the last stack
- && selection->getObj()->needsLastStack() )
- {
- minLeft = 1;
- }
- // destination army can't be emptied, unless we're rebalancing two stacks of same creature
- if(getObj()->stacksCount() == 1
- && selection->creature == creature
- && getObj()->needsLastStack() )
- {
- minRight = 1;
- }
- }
- int countLeft = selection->myStack ? selection->myStack->count : 0;
- int countRight = myStack ? myStack->count : 0;
- auto splitFunctor = [this, selection](int amountLeft, int amountRight)
- {
- owner->splitStacks(selection, owner->army(upg), ID, amountRight);
- };
- ENGINE->windows().createAndPushWindow<CSplitWindow>(selection->creature, splitFunctor, minLeft, minRight, countLeft, countRight);
- return true;
- }
- bool CGarrisonSlot::mustForceReselection() const
- {
- const CGarrisonSlot * selection = owner->getSelection();
- bool withAlly = selection->our() ^ our();
- // not our turn - actions are blocked
- if (!GAME->interface()->makingTurn)
- return true;
- // Attempt to take creatures from ally (select theirs first)
- if (!selection->our())
- return true;
-
- if (!creature || !selection->creature)
- return false;
- // Attempt to swap creatures with ally (select ours first)
- if (selection->creature != creature && withAlly)
- return true;
- if (!owner->removableUnits)
- {
- if (selection->upg == EGarrisonType::UPPER)
- return true;
- else
- return creature || upg == EGarrisonType::UPPER;
- }
- return false;
- }
- void CGarrisonSlot::showPopupWindow(const Point & cursorPosition)
- {
- if(creature)
- {
- ENGINE->windows().createAndPushWindow<CStackWindow>(myStack, true);
- }
- }
- void CGarrisonSlot::clickPressed(const Point & cursorPosition)
- {
- bool refr = false;
- const CGarrisonSlot * selection = owner->getSelection();
- if(!selection)
- {
- refr = highlightOrDropArtifact(); // Affects selection
- handleSplittingShortcuts();
- }
- else if(selection == this)
- {
- if(!handleSplittingShortcuts())
- refr = viewInfo(); // Affects selection
- }
- // Re-highlight if troops aren't removable or not ours.
- else if (mustForceReselection())
- {
- if(creature)
- owner->selectSlot(this);
- owner->redraw();
- refr = true;
- }
- else
- {
- const CArmedInstance * selectedObj = owner->army(selection->upg);
- bool lastHeroStackSelected = false;
- if(selectedObj->stacksCount() == 1
- && owner->getSelection()->upg != upg
- && selectedObj->needsLastStack())
- {
- lastHeroStackSelected = true;
- }
- if((owner->getSplittingMode() || ENGINE->isKeyboardShiftDown()) // split window
- && (!creature || creature == selection->creature))
- {
- refr = split();
- }
- else if(!creature && lastHeroStackSelected) // split all except last creature
- GAME->interface()->cb->splitStack(selectedObj, owner->army(upg), selection->ID, ID, selection->myStack->count - 1);
- else if(creature != selection->creature) // swap
- GAME->interface()->cb->swapCreatures(owner->army(upg), selectedObj, ID, selection->ID);
- else if(lastHeroStackSelected) // merge last stack to other hero stack
- refr = split();
- else // merge
- GAME->interface()->cb->mergeStacks(selectedObj, owner->army(upg), selection->ID, ID);
- }
- if(refr)
- {
- // Refresh Statusbar
- hover(false);
- hover(true);
- }
- }
- void CGarrisonSlot::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
- {
- if(!on)
- return;
- if(!myStack)
- return;
- if (!settings["input"]["radialWheelGarrisonSwipe"].Bool())
- return;
- if(ENGINE->windows().topWindow<CIntObject>()->isPopupWindow())
- return;
- const auto * otherArmy = upg == EGarrisonType::UPPER ? owner->lowerArmy() : owner->upperArmy();
- bool stackExists = myStack != nullptr;
- bool hasSameUnit = stackExists && !owner->army(upg)->getCreatureSlots(myStack->getCreature(), ID).empty();
- bool hasOwnEmptySlots = stackExists && owner->army(upg)->getFreeSlot() != SlotID();
- bool exchangeMode = stackExists && owner->upperArmy() && owner->lowerArmy();
- bool hasOtherEmptySlots = exchangeMode && otherArmy->getFreeSlot() != SlotID();
- bool hasAnyEmptySlots = hasOtherEmptySlots || hasOwnEmptySlots;
- std::vector<RadialMenuConfig> menuElements = {
- { RadialMenuConfig::ITEM_NW, hasSameUnit, "stackMerge", "vcmi.radialWheel.mergeSameUnit", [this](){owner->bulkMergeStacks(this);} },
- { RadialMenuConfig::ITEM_NE, hasOwnEmptySlots, "stackFillOne", "vcmi.radialWheel.fillSingleUnit", [this](){owner->bulkSplitStack(this);} },
- { RadialMenuConfig::ITEM_WW, hasOwnEmptySlots, "stackSplitOne", "vcmi.radialWheel.splitSingleUnit", [this](){splitIntoParts(this->getGarrison(), 1); } },
- { RadialMenuConfig::ITEM_EE, hasOwnEmptySlots, "stackSplitEqual", "vcmi.radialWheel.splitUnitEqually", [this](){owner->bulkSmartSplitStack(this);} },
- { RadialMenuConfig::ITEM_SW, hasOtherEmptySlots, "heroMove", "vcmi.radialWheel.moveUnit", [this](){owner->moveStackToAnotherArmy(this);} },
- { RadialMenuConfig::ITEM_SE, hasAnyEmptySlots, "heroSwap", "vcmi.radialWheel.splitUnit", [this](){ owner->selectSlot(this); owner->splitClick();} },
- };
- if (hasAnyEmptySlots || hasSameUnit)
- ENGINE->windows().createAndPushWindow<RadialMenu>(pos.center(), menuElements);
- }
- void CGarrisonSlot::update()
- {
- if(getObj() != nullptr)
- {
- addUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
- myStack = getObj()->getStackPtr(ID);
- creature = myStack ? myStack->getCreature() : nullptr;
- }
- else
- {
- removeUsedEvents(LCLICK | SHOW_POPUP | GESTURE | HOVER);
- myStack = nullptr;
- creature = nullptr;
- }
- if(creature)
- {
- creatureImage->enable();
- creatureImage->setFrame(creature->getIconIndex());
- stackCount->enable();
- stackCount->setText(TextOperations::formatMetric(myStack->count, 4));
- }
- else
- {
- creatureImage->disable();
- stackCount->disable();
- }
- }
- CGarrisonSlot::CGarrisonSlot(CGarrisonInt * Owner, int x, int y, SlotID IID, EGarrisonType Upg, const CStackInstance * creature_)
- : ID(IID),
- owner(Owner),
- myStack(creature_),
- creature(creature_ ? creature_->getCreature() : nullptr),
- upg(Upg)
- {
- OBJECT_CONSTRUCTION;
- pos.x += x;
- pos.y += y;
- AnimationPath imgName = AnimationPath::builtin(owner->smallIcons ? "cprsmall" : "TWCRPORT");
- creatureImage = std::make_shared<CAnimImage>(imgName, 0);
- creatureImage->disable();
- selectionImage = std::make_shared<CAnimImage>(imgName, 1);
- selectionImage->disable();
- selectionImage->center(creatureImage->pos.center());
- if(Owner->smallIcons)
- {
- pos.w = 32;
- pos.h = 32;
- }
- else
- {
- pos.w = 58;
- pos.h = 64;
- }
- int labelPosW = pos.w;
- int labelPosH = pos.h;
- if(Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS) //labels under icon
- {
- labelPosW = pos.w / 2 + 1;
- labelPosH += 7;
- }
- ETextAlignment labelAlignment = Owner->layout == CGarrisonInt::ESlotsLayout::REVERSED_TWO_ROWS
- ? ETextAlignment::CENTER
- : ETextAlignment::BOTTOMRIGHT;
- stackCount = std::make_shared<CLabel>(labelPosW, labelPosH, owner->smallIcons ? FONT_TINY : FONT_MEDIUM, labelAlignment, Colors::WHITE);
- update();
- }
- void CGarrisonSlot::splitIntoParts(EGarrisonType type, int amount)
- {
- auto empty = owner->getEmptySlot(type);
- if(empty == SlotID())
- return;
- owner->splitStacks(this, owner->army(type), empty, amount);
- }
- bool CGarrisonSlot::handleSplittingShortcuts()
- {
- const bool isAlt = ENGINE->isKeyboardAltDown();
- const bool isLShift = ENGINE->isKeyboardShiftDown();
- const bool isLCtrl = ENGINE->isKeyboardCmdDown();
- if(!isAlt && !isLShift && !isLCtrl)
- return false; // This is only case when return false
- auto selected = owner->getSelection();
- if(!selected)
- return true; // Some Shortcusts are pressed but there are no appropriate actions
- auto units = selected->myStack->count;
- if(units < 1)
- return true;
- if (isLShift && isLCtrl && isAlt)
- {
- owner->bulkMoveArmy(selected);
- }
- else if(isLCtrl && isAlt)
- {
- owner->moveStackToAnotherArmy(selected);
- }
- else if(isLShift && isAlt)
- {
- auto dismiss = getDismiss();
- if(dismiss)
- GAME->interface()->showYesNoDialog(LIBRARY->generaltexth->allTexts[12], dismiss, nullptr);
- }
- else if(isAlt)
- {
- owner->bulkMergeStacks(selected);
- }
- else
- {
- if(units <= 1)
- return true;
- if(isLCtrl && isLShift)
- owner->bulkSplitStack(selected);
- else if(isLShift)
- owner->bulkSmartSplitStack(selected);
- else
- splitIntoParts(selected->upg, 1); // LCtrl
- }
- return true;
- }
- void CGarrisonInt::addSplitBtn(std::shared_ptr<CButton> button)
- {
- addChild(button.get());
- splitButtons.push_back(button);
- button->block(getSelection() == nullptr);
- }
- void CGarrisonInt::createSlots()
- {
- availableSlots.clear();
- int distance = interx + (smallIcons ? 32 : 58);
- for(auto i : { EGarrisonType::UPPER, EGarrisonType::LOWER })
- {
- Point offset = garOffset * static_cast<int>(i);
- for(int j = 0; j < 7; j++)
- {
- Point position(offset.x + (j*distance), offset.y);
- if(layout == ESlotsLayout::TWO_ROWS && j >= 4)
- {
- position += Point(-126, 37);
- }
- else if(layout == ESlotsLayout::REVERSED_TWO_ROWS)
- {
- if(j >= 3)
- {
- position += Point(-90, 49);
- }
- else
- {
- position += Point(36, 0);
- }
- }
- SlotID slot(j);
- availableSlots.push_back(std::make_shared<CGarrisonSlot>(this, position.x, position.y, slot, i, army(i) ? army(i)->getStackPtr(slot) : nullptr));
- }
- }
- }
- void CGarrisonInt::recreateSlots()
- {
- selectSlot(nullptr);
- setSplittingMode(false);
- for(auto & elem : splitButtons)
- elem->block(true);
- for(auto slot : availableSlots)
- slot->update();
- }
- void CGarrisonInt::splitClick()
- {
- if(!getSelection())
- return;
- setSplittingMode(!getSplittingMode());
- redraw();
- }
- void CGarrisonInt::splitStacks(const CGarrisonSlot * from, const CArmedInstance * armyDest, SlotID slotDest, int amount )
- {
- GAME->interface()->cb->splitStack(armedObjs[from->upg], armyDest, from->ID, slotDest, amount);
- }
- bool CGarrisonInt::checkSelected(const CGarrisonSlot * selected, TQuantity min) const
- {
- return selected && selected->myStack && selected->myStack->count > min && selected->creature;
- }
- void CGarrisonInt::moveStackToAnotherArmy(const CGarrisonSlot * selected)
- {
- if(!checkSelected(selected))
- return;
- const auto srcArmyType = selected->upg;
- const auto destArmyType = srcArmyType == EGarrisonType::UPPER
- ? EGarrisonType::LOWER
- : EGarrisonType::UPPER;
- auto srcArmy = armedObjs[srcArmyType];
- auto destArmy = armedObjs[destArmyType];
- if(!destArmy)
- return;
- auto destSlot = destArmy->getSlotFor(selected->creature);
- if(destSlot == SlotID())
- return;
- const auto srcSlot = selected->ID;
- const bool isDestSlotEmpty = !destArmy->getStackCount(destSlot);
- if(isDestSlotEmpty && !destArmy->getStackCount(srcSlot))
- destSlot = srcSlot; // Same place is more preferable
- const bool isLastStack = srcArmy->stacksCount() == 1 && srcArmy->needsLastStack();
- auto srcAmount = selected->myStack->count - (isLastStack ? 1 : 0);
- if(!srcAmount)
- return;
- if(!isDestSlotEmpty || isLastStack)
- {
- srcAmount += destArmy->getStackCount(destSlot); // Due to 'split' implementation in the 'CGameHandler::arrangeStacks'
- GAME->interface()->cb->splitStack(srcArmy, destArmy, srcSlot, destSlot, srcAmount);
- }
- else
- {
- GAME->interface()->cb->swapCreatures(srcArmy, destArmy, srcSlot, destSlot);
- }
- }
- void CGarrisonInt::bulkMoveArmy(const CGarrisonSlot * selected)
- {
- if(!checkSelected(selected))
- return;
- const auto srcArmyType = selected->upg;
- const auto destArmyType = (srcArmyType == EGarrisonType::UPPER)
- ? EGarrisonType::LOWER
- : EGarrisonType::UPPER;
- auto srcArmy = armedObjs[srcArmyType];
- auto destArmy = armedObjs[destArmyType];
- if(!destArmy)
- return;
- const auto srcSlot = selected->ID;
- GAME->interface()->cb->bulkMoveArmy(srcArmy->id, destArmy->id, srcSlot);
- }
- void CGarrisonInt::bulkMergeStacks(const CGarrisonSlot * selected)
- {
- if(!checkSelected(selected))
- return;
- const auto type = selected->upg;
- if(!armedObjs[type]->hasCreatureSlots(selected->creature, selected->ID))
- return;
- GAME->interface()->cb->bulkMergeStacks(armedObjs[type]->id, selected->ID);
- }
- void CGarrisonInt::bulkSplitStack(const CGarrisonSlot * selected)
- {
- if(!checkSelected(selected, 1)) // check if > 1
- return;
- const auto type = selected->upg;
- if(!hasEmptySlot(type))
- return;
- GAME->interface()->cb->bulkSplitStack(armedObjs[type]->id, selected->ID);
- }
- void CGarrisonInt::bulkSmartSplitStack(const CGarrisonSlot * selected)
- {
- if(!checkSelected(selected, 1))
- return;
- const auto type = selected->upg;
- // Do not disturb the server if the creature is already balanced
- if(!hasEmptySlot(type) && armedObjs[type]->isCreatureBalanced(selected->creature))
- return;
- GAME->interface()->cb->bulkSmartSplitStack(armedObjs[type]->id, selected->ID);
- }
- CGarrisonInt::CGarrisonInt(const Point & position, int inx, const Point & garsOffset, const CArmedInstance * s1, const CArmedInstance * s2, bool _removableUnits, bool smallImgs, ESlotsLayout _layout)
- : highlighted(nullptr)
- , inSplittingMode(false)
- , interx(inx)
- , garOffset(garsOffset)
- , smallIcons(smallImgs)
- , removableUnits(_removableUnits)
- , layout(_layout)
- {
- OBJECT_CONSTRUCTION;
- setArmy(s1, EGarrisonType::UPPER);
- setArmy(s2, EGarrisonType::LOWER);
- pos += position;
- createSlots();
- }
- const CGarrisonSlot * CGarrisonInt::getSelection() const
- {
- return highlighted;
- }
- void CGarrisonInt::selectSlot(CGarrisonSlot *slot)
- {
- if(slot != highlighted)
- {
- if(highlighted)
- highlighted->setHighlight(false);
- highlighted = slot;
- for(auto button : splitButtons)
- button->block(highlighted == nullptr || !slot->our());
- if(highlighted)
- highlighted->setHighlight(true);
- }
- }
- void CGarrisonInt::setSplittingMode(bool on)
- {
- assert(on == false || highlighted != nullptr); //can't be in splitting mode without selection
- if(inSplittingMode || on)
- {
- for(auto slot : availableSlots)
- {
- if(slot.get() != getSelection())
- slot->setHighlight( ( on && (slot->our() || slot->ally()) && (slot->creature == nullptr || slot->creature == getSelection()->creature)));
- }
- inSplittingMode = on;
- }
- }
- bool CGarrisonInt::getSplittingMode()
- {
- return inSplittingMode;
- }
- SlotID CGarrisonInt::getEmptySlot(EGarrisonType type) const
- {
- assert(army(type));
- return army(type) ? army(type)->getFreeSlot() : SlotID();
- }
- bool CGarrisonInt::hasEmptySlot(EGarrisonType type) const
- {
- return getEmptySlot(type) != SlotID();
- }
- const CArmedInstance * CGarrisonInt::upperArmy() const
- {
- return army(EGarrisonType::UPPER);
- }
- const CArmedInstance * CGarrisonInt::lowerArmy() const
- {
- return army(EGarrisonType::LOWER);
- }
- const CArmedInstance * CGarrisonInt::army(EGarrisonType which) const
- {
- if(armedObjs.count(which))
- return armedObjs.at(which);
- return nullptr;
- }
- bool CGarrisonInt::isArmyOwned(EGarrisonType which) const
- {
- const auto * object = army(which);
- if (!object)
- return false;
- if (object->tempOwner == GAME->interface()->playerID)
- return true;
- if (object->tempOwner == PlayerColor::UNFLAGGABLE)
- return true;
- return false;
- }
- void CGarrisonInt::setArmy(const CArmedInstance * army, EGarrisonType type)
- {
- armedObjs[type] = army;
- }
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