2017-06-24 15:51:07 +02:00
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/*
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* ReachabilityInfo.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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2017-07-01 20:05:10 +02:00
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#include "StdInc.h"
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2017-06-24 15:51:07 +02:00
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#include "ReachabilityInfo.h"
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2017-07-20 06:08:49 +02:00
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#include "Unit.h"
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2017-06-24 15:51:07 +02:00
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ReachabilityInfo::Parameters::Parameters()
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{
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perspective = BattlePerspective::ALL_KNOWING;
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2017-07-01 10:34:00 +02:00
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side = 0;
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doubleWide = flying = false;
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2017-06-24 15:51:07 +02:00
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}
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2017-07-20 06:08:49 +02:00
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ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition)
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2017-06-24 15:51:07 +02:00
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{
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2017-07-20 06:08:49 +02:00
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perspective = (BattlePerspective::BattlePerspective)(Stack->unitSide());
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startPosition = StartPosition;
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doubleWide = Stack->doubleWide();
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side = Stack->unitSide();
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flying = Stack->hasBonusOfType(Bonus::FLYING);
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knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
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2017-06-24 15:51:07 +02:00
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}
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ReachabilityInfo::ReachabilityInfo()
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{
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distances.fill(INFINITE_DIST);
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predecessors.fill(BattleHex::INVALID);
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}
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bool ReachabilityInfo::isReachable(BattleHex hex) const
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{
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return distances[hex] < INFINITE_DIST;
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}
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2020-11-23 08:40:36 +02:00
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int ReachabilityInfo::distToNearestNeighbour(
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2020-11-28 17:11:33 +02:00
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const std::vector<BattleHex> & targetHexes,
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2020-11-23 08:40:36 +02:00
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BattleHex * chosenHex) const
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{
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int ret = 1000000;
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2020-11-28 17:11:33 +02:00
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for(auto targetHex : targetHexes)
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2020-11-23 08:40:36 +02:00
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{
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2020-11-28 17:11:33 +02:00
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for(auto & n : targetHex.neighbouringTiles())
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2020-11-23 08:40:36 +02:00
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{
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if(distances[n] >= 0 && distances[n] < ret)
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{
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ret = distances[n];
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if(chosenHex)
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*chosenHex = n;
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}
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}
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}
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return ret;
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}
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2020-11-28 17:11:33 +02:00
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int ReachabilityInfo::distToNearestNeighbour(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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BattleHex * chosenHex) const
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{
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auto attackableHexes = defender->getAttackableHexes(attacker);
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return distToNearestNeighbour(attackableHexes, chosenHex);
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}
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