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vcmi/lib/battle/ReachabilityInfo.h

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/*
* ReachabilityInfo.h, 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
*
*/
#pragma once
#include "BattleHex.h"
#include "CBattleInfoEssentials.h"
#include "AccessibilityInfo.h"
VCMI_LIB_NAMESPACE_BEGIN
// Reachability info is result of BFS calculation. It's dependent on stack (it's owner, whether it's flying),
// startPosition and perpective.
struct DLL_LINKAGE ReachabilityInfo
{
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using TDistances = std::array<uint32_t, GameConstants::BFIELD_SIZE>;
using TPredecessors = std::array<BattleHex, GameConstants::BFIELD_SIZE>;
enum { INFINITE_DIST = 1000000 };
struct DLL_LINKAGE Parameters
{
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ui8 side = 0;
bool doubleWide = false;
bool flying = false;
bool ignoreKnownAccessible = false; //Ignore obstacles if it is in accessible hexes
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
BattleHex startPosition; //assumed position of stack
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BattlePerspective::BattlePerspective perspective = BattlePerspective::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side
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Parameters() = default;
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
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Parameters(const battle::Unit * Stack, BattleHex StartPosition);
};
Parameters params;
AccessibilityInfo accessibility;
TDistances distances;
TPredecessors predecessors;
ReachabilityInfo();
bool isReachable(BattleHex hex) const;
uint32_t distToNearestNeighbour(
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const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex = nullptr) const;
uint32_t distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex = nullptr) const;
};
VCMI_LIB_NAMESPACE_END