[Replay] Skip damage animations when skipping backward in replays (#7249)

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
This commit is contained in:
BruebachL 2026-09-07 02:26:52 +02:00 committed by GitHub
parent b01e107908
commit 745e94f332
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GPG key ID: B5690EEEBB952194
11 changed files with 40 additions and 17 deletions

View file

@ -13,12 +13,12 @@ CounterState *CounterState::fromProto(const ServerInfo_Counter &counter, QObject
convertColorToQColor(counter.counter_color()), counter.radius(), counter.count(), parent);
}
void CounterState::setValue(int newValue)
void CounterState::setValue(int newValue, bool skipDamageAnimation)
{
if (newValue == value) {
return;
}
int old = value;
value = newValue;
emit valueChanged(old, newValue);
emit valueChanged(old, newValue, skipDamageAnimation);
}

View file

@ -35,10 +35,23 @@ public:
return value;
}
void setValue(int newValue);
/**
* @brief Set the counter value.
* @param newValue The new value.
* @param skipDamageAnimation When true, valueChanged is emitted with skipDamageAnimation=true, letting views
* suppress damage-related feedback (e.g. battlefield shimmer, life counter flash) for values set during replay
* rewinds.
*/
void setValue(int newValue, bool skipDamageAnimation = false);
signals:
void valueChanged(int oldValue, int newValue);
/**
* @brief Emitted whenever the value changes.
* @param oldValue The previous value.
* @param newValue The new value.
* @param skipDamageAnimation True when the change should not trigger damage/life-change feedback in views.
*/
void valueChanged(int oldValue, int newValue, bool skipDamageAnimation);
private:
int id;

View file

@ -13,7 +13,8 @@
enum EventProcessingOption
{
SKIP_REVEAL_WINDOW = 0x0001,
SKIP_TAP_ANIMATION = 0x0002
SKIP_TAP_ANIMATION = 0x0002,
SKIP_DAMAGE_ANIMATION = 0x0004
};
// Wrap it in a QFlags typedef

View file

@ -262,14 +262,15 @@ void PlayerEventHandler::eventCreateCounter(const Event_CreateCounter &event)
player->addCounter(event.counter_info());
}
void PlayerEventHandler::eventSetCounter(const Event_SetCounter &event)
void PlayerEventHandler::eventSetCounter(const Event_SetCounter &event, EventProcessingOptions options)
{
CounterState *ctr = player->getCounters().value(event.counter_id(), nullptr);
if (!ctr) {
return;
}
int oldValue = ctr->getValue();
ctr->setValue(event.value());
const bool skipDamageAnimation = options.testFlag(SKIP_DAMAGE_ANIMATION);
ctr->setValue(event.value(), skipDamageAnimation);
emit logSetCounter(player, ctr->getName(), event.value(), oldValue);
}
@ -625,7 +626,7 @@ void PlayerEventHandler::processGameEvent(GameEvent::GameEventType type,
eventCreateCounter(event.GetExtension(Event_CreateCounter::ext));
break;
case GameEvent::SET_COUNTER:
eventSetCounter(event.GetExtension(Event_SetCounter::ext));
eventSetCounter(event.GetExtension(Event_SetCounter::ext), options);
break;
case GameEvent::DEL_COUNTER:
eventDelCounter(event.GetExtension(Event_DelCounter::ext));

View file

@ -153,7 +153,7 @@ public:
void eventCreateCounter(const Event_CreateCounter &event);
/// Set a player-level counter value.
void eventSetCounter(const Event_SetCounter &event);
void eventSetCounter(const Event_SetCounter &event, EventProcessingOptions options);
/// Delete a player-level counter.
void eventDelCounter(const Event_DelCounter &event);

View file

@ -29,9 +29,9 @@ AbstractCounter::AbstractCounter(CounterState *state,
{
setAcceptHoverEvents(true);
connect(state, &CounterState::valueChanged, this, [this](int oldValue, int newValue) {
connect(state, &CounterState::valueChanged, this, [this](int oldValue, int newValue, bool skipDamageAnimation) {
value = newValue;
onValueChanged(oldValue, newValue);
onValueChanged(oldValue, newValue, skipDamageAnimation);
update();
});
@ -230,7 +230,7 @@ void AbstractCounterDialog::changeValue(int diff)
setTextValue(QString::number(curValue));
}
void AbstractCounter::onValueChanged(int /*oldValue*/, int /*newValue*/)
void AbstractCounter::onValueChanged(int /*oldValue*/, int /*newValue*/, bool /*skipDamageAnimation*/)
{
// Default: no feedback. Subclasses such as PlayerCounter override this to
// flash the counter on meaningful changes (life gain/loss).

View file

@ -39,8 +39,9 @@ protected:
* @brief Hook for subclasses that need per-value-change feedback (e.g. life-total flash).
*
* Called whenever the counter's value changes, before the item repaints.
* @param skipDamageAnimation True when damage-related feedback should be suppressed (replay rewinds).
*/
virtual void onValueChanged(int oldValue, int newValue);
virtual void onValueChanged(int oldValue, int newValue, bool skipDamageAnimation);
void mousePressEvent(QGraphicsSceneMouseEvent *event) override;
void hoverEnterEvent(QGraphicsSceneHoverEvent *event) override;

View file

@ -252,8 +252,8 @@ void PlayerGraphicsItem::onCounterAdded(CounterState *state)
AbstractCounter *widget;
if (state->getName() == "life") {
widget = playerTarget->addCounter(state);
connect(state, &CounterState::valueChanged, this, [this](int oldValue, int newValue) {
if (newValue < oldValue) {
connect(state, &CounterState::valueChanged, this, [this](int oldValue, int newValue, bool skipDamageAnimation) {
if (newValue < oldValue && !skipDamageAnimation) {
tableZoneGraphicsItem->triggerDamageShimmer();
}
});

View file

@ -69,7 +69,7 @@ void PlayerCounter::paint(QPainter *painter, const QStyleOptionGraphicsItem * /*
}
}
void PlayerCounter::onValueChanged(int oldValue, int newValue)
void PlayerCounter::onValueChanged(int oldValue, int newValue, bool skipDamageAnimation)
{
flashDelta = newValue - oldValue;
if (flashDelta == 0) {
@ -81,6 +81,11 @@ void PlayerCounter::onValueChanged(int oldValue, int newValue)
return;
}
if (skipDamageAnimation) {
flashAlpha = 0.0;
return;
}
flashAlpha = 1.0;
flashClock.start();
if (scene()) {

View file

@ -21,7 +21,7 @@ class PlayerCounter : public AbstractCounter, public IAnimatedItem
{
Q_OBJECT
protected:
void onValueChanged(int oldValue, int newValue) override;
void onValueChanged(int oldValue, int newValue, bool skipDamageAnimation) override;
private:
static constexpr qreal flashDurationMs = 450.0;

View file

@ -142,8 +142,10 @@ void ReplayManager::processNewEvents(PlaybackMode playbackMode)
}
// backwards skip => always skip tap animation
// backwards skip => always skip damage animation (battlefield shimmer / life counter flash)
if (playbackMode == BACKWARD_SKIP) {
options |= SKIP_TAP_ANIMATION;
options |= SKIP_DAMAGE_ANIMATION;
}
emit eventReplayed(replay->event_list(currentEvent), options);