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- /*
- * BattleQueries.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 "BattleQueries.h"
- #include "MapQueries.h"
- #include "QueriesProcessor.h"
- #include "../CGameHandler.h"
- #include "../battles/BattleProcessor.h"
- #include "../../lib/battle/IBattleState.h"
- #include "../../lib/battle/SideInBattle.h"
- #include "../../lib/battle/BattleLayout.h"
- #include "../../lib/CPlayerState.h"
- #include "../../lib/mapObjects/CGObjectInstance.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/networkPacks/PacksForServer.h"
- void CBattleQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
- {
- assert(result);
- if(result)
- visitedObject->battleFinished(visitingHero, *result);
- }
- CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi):
- CQuery(owner),
- battleID(bi->getBattleID())
- {
- belligerents[BattleSide::ATTACKER] = bi->getSideArmy(BattleSide::ATTACKER);
- belligerents[BattleSide::DEFENDER] = bi->getSideArmy(BattleSide::DEFENDER);
- addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
- addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
- }
- CBattleQuery::CBattleQuery(CGameHandler * owner):
- CQuery(owner)
- {
- belligerents[BattleSide::ATTACKER] = nullptr;
- belligerents[BattleSide::DEFENDER] = nullptr;
- }
- bool CBattleQuery::blocksPack(const CPack * pack) const
- {
- if(dynamic_cast<const MakeAction*>(pack) != nullptr)
- return false;
- if(dynamic_cast<const GamePause*>(pack) != nullptr)
- return false;
- return true;
- }
- void CBattleQuery::onRemoval(PlayerColor color)
- {
- assert(result);
- if(result)
- gh->battles->battleAfterLevelUp(battleID, *result);
- }
- void CBattleQuery::onExposure(QueryPtr topQuery)
- {
- // this method may be called in two cases:
- // 1) when requesting battle replay (but before replay starts -> no valid result)
- // 2) when aswering on levelup queries after accepting battle result -> valid result
- if(result)
- owner->popQuery(*this);
- }
- CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * bi, std::optional<BattleResult> Br):
- CDialogQuery(owner),
- bi(bi),
- result(Br)
- {
- addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
- addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
- }
- void CBattleDialogQuery::onRemoval(PlayerColor color)
- {
- // answer to this query was already processed when handling 1st player
- // this removal call for 2nd player which can be safely ignored
- if (resultProcessed)
- return;
- assert(answer);
- if(*answer == 1)
- {
- gh->battles->restartBattle(
- bi->getBattleID(),
- bi->getSideArmy(BattleSide::ATTACKER),
- bi->getSideArmy(BattleSide::DEFENDER),
- bi->getLocation(),
- bi->getSideHero(BattleSide::ATTACKER),
- bi->getSideHero(BattleSide::DEFENDER),
- bi->getLayout(),
- bi->getDefendedTown()
- );
- }
- else
- {
- gh->battles->endBattleConfirm(bi->getBattleID());
- }
- resultProcessed = true;
- }
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