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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 "../CPlayerInterface.h"
- #include "../gui/CursorHandler.h"
- #include "../GameEngine.h"
- #include "../gui/WindowHandler.h"
- #include "../media/IMusicPlayer.h"
- #include "../media/ISoundPlayer.h"
- #include "../windows/CTutorialWindow.h"
- #include "../render/Canvas.h"
- #include "../adventureMap/AdventureMapInterface.h"
- #include "../../CCallback.h"
- #include "../../lib/BattleFieldHandler.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/gameState/InfoAboutArmy.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/networkPacks/PacksForClientBattle.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)
- , round(0)
- {
- 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->fortificationsLevel().wallsHealth > 0)
- 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.setBusy();
- ENGINE->windows().pushWindow(windowObject);
- windowObject->blockUI(true);
- windowObject->updateQueue();
- playIntroSoundAndUnlockInterface();
- }
- void BattleInterface::playIntroSoundAndUnlockInterface()
- {
- auto onIntroPlayed = [this]()
- {
- // Make sure that battle have not ended while intro was playing AND that a different one has not started
- if(LOCPLINT->battleInt.get() == this)
- onIntroSoundPlayed();
- };
- auto bfieldType = getBattle()->battleGetBattlefieldType();
- const auto & battlefieldSound = bfieldType.getInfo()->musicFilename;
- std::vector<soundBase::soundID> battleIntroSounds =
- {
- soundBase::battle00, soundBase::battle01,
- soundBase::battle02, soundBase::battle03, soundBase::battle04,
- soundBase::battle05, soundBase::battle06, soundBase::battle07
- };
- int battleIntroSoundChannel = -1;
- if (!battlefieldSound.empty())
- battleIntroSoundChannel = ENGINE->sound().playSound(battlefieldSound);
- else
- battleIntroSoundChannel = ENGINE->sound().playSoundFromSet(battleIntroSounds);
- if (battleIntroSoundChannel != -1)
- {
- ENGINE->sound().setCallback(battleIntroSoundChannel, onIntroPlayed);
- if (settings["gameTweaks"]["skipBattleIntroMusic"].Bool())
- openingEnd();
- }
- else // failed to play sound
- {
- onIntroSoundPlayed();
- }
- }
- bool BattleInterface::openingPlaying() const
- {
- return battleOpeningDelayActive;
- }
- void BattleInterface::onIntroSoundPlayed()
- {
- if (openingPlaying())
- openingEnd();
- auto bfieldType = getBattle()->battleGetBattlefieldType();
- const auto & battlefieldMusic = bfieldType.getInfo()->musicFilename;
- if (!battlefieldMusic.empty())
- ENGINE->music().playMusic(battlefieldMusic, true, true);
- else
- ENGINE->music().playMusicFromSet("battle", true, true);
- }
- void BattleInterface::openingEnd()
- {
- assert(openingPlaying());
- if (!openingPlaying())
- return;
- onAnimationsFinished();
- if(tacticsMode)
- tacticNextStack(nullptr);
- activateStack();
- battleOpeningDelayActive = false;
- CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_BATTLE);
- }
- BattleInterface::~BattleInterface()
- {
- CPlayerInterface::battleInt = nullptr;
- if (adventureInt)
- adventureInt->onAudioResumed();
- awaitingEvents.clear();
- onAnimationsFinished();
- }
- void BattleInterface::redrawBattlefield()
- {
- fieldController->redrawBackgroundWithHexes();
- ENGINE->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, const BattleHexArray & 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);
- BattleSideArray<int> killedBySide;
- for(const StackAttackedInfo & attackedInfo : attackedInfos)
- {
- BattleSide side = attackedInfo.defender->unitSide();
- killedBySide.at(side) += attackedInfo.amountKilled;
- }
- for(BattleSide side : { BattleSide::ATTACKER, BattleSide::DEFENDER })
- {
- if(killedBySide.at(side) > killedBySide.at(getBattle()->otherSide(side)))
- setHeroAnimation(side, EHeroAnimType::DEFEAT);
- else if(killedBySide.at(side) < killedBySide.at(getBattle()->otherSide(side)))
- setHeroAnimation(side, EHeroAnimType::VICTORY);
- }
- }
- void BattleInterface::stackAttacking( const StackAttackInfo & attackInfo )
- {
- stacksController->stackAttacking(attackInfo);
- }
- void BattleInterface::newRoundFirst()
- {
- waitForAnimations();
- }
- void BattleInterface::newRound()
- {
- console->addText(VLC->generaltexth->allTexts[412]);
- round++;
- }
- void BattleInterface::giveCommand(EActionType action, const 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 == BattleSide::NONE)
- {
- logGlobal->error("Player %s is not in battle", curInt->playerID.toString());
- return;
- }
- BattleAction ba;
- ba.side = side;
- 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
- }
- ENGINE->cursor().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);
- ENGINE->cursor().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);
- };
- ENGINE->windows().pushWindow(wnd);
- curInt->waitWhileDialog(); // Avoid freeze when AI end turn after battle. Check bug #1897
- CPlayerInterface::battleInt.reset();
- }
- 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();
- }
- ENGINE->cursor().set(Cursor::Combat::BLOCKED);
- const SpellID spellID = sc->spellID;
- if(!spellID.hasValue())
- return;
- const CSpell * spell = spellID.toSpell();
- auto targetedTile = sc->tile;
- 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, [=]() {
- ENGINE->sound().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 == BattleSide::DEFENDER ? 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, [=](){
- ENGINE->sound().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);
- BattleSide side = sc->side;
- addToAnimationStage(EAnimationEvents::AFTER_HIT, [=](){
- stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "SP07_A.DEF" : "SP07_B.DEF"), leftHero));
- stacksController->addNewAnim(new EffectAnimation(*this, AnimationPath::builtin(side == BattleSide::DEFENDER ? "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(BattleSide 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, const 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, animation.transparency));
- else
- stacksController->addNewAnim(new EffectAnimation(*this, animation.resourceName, destinationTile, flags, animation.transparency));
- }
- }
- }
- void BattleInterface::displaySpellCast(const CSpell * spell, const BattleHex & destinationTile)
- {
- if(spell)
- displaySpellAnimationQueue(spell, spell->animationInfo.cast, destinationTile, false);
- }
- void BattleInterface::displaySpellEffect(const CSpell * spell, const BattleHex & destinationTile)
- {
- if(spell)
- displaySpellAnimationQueue(spell, spell->animationInfo.affect, destinationTile, false);
- }
- void BattleInterface::displaySpellHit(const CSpell * spell, const 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();
- ENGINE->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->getMovementRange() == 0; //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([localBattleID = battleID, localCurInt = curInt, activeStack]()
- {
- setThreadName("autofightingAI");
- localCurInt->autofightingAI->activeStack(localBattleID, activeStack);
- });
- aiThread.detach();
- }
- }
- }
- void BattleInterface::castThisSpell(SpellID spellID)
- {
- actionsController->castThisSpell(spellID);
- }
- void BattleInterface::endNetwork()
- {
- ongoingAnimationsState.requestTermination();
- }
- 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.setBusy();
- }
- void BattleInterface::onAnimationsFinished()
- {
- ongoingAnimationsState.setFree();
- }
- void BattleInterface::waitForAnimations()
- {
- {
- auto unlockInterface = vstd::makeUnlockGuard(ENGINE->interfaceMutex);
- ongoingAnimationsState.waitWhileBusy();
- }
- 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.isBusy();
- }
- 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();
- }
- void BattleInterface::setStickyQuickSpellWindowVisibility(bool visible)
- {
- windowObject->hideStickyQuickSpellWindow();
- if(visible)
- windowObject->showStickyQuickSpellWindow();
- }
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