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vcmi/lib/battle/BattleHexArray.cpp

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/*
* BattleHexArray.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 "BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleHexArray::BattleHexArray(std::initializer_list<BattleHex> initList) noexcept
: BattleHexArray()
{
for(auto hex : initList)
{
insert(hex);
}
}
BattleHex BattleHexArray::getClosestTile(BattleSide side, BattleHex initialPos)
{
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance(initialHex, left) < initialHex.getDistance(initialHex, right);
};
BattleHexArray sortedTiles(*this);
boost::sort(sortedTiles, compareDistance); //closest tiles at front
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
{
return closestDistance < here.getDistance(initialPos, here);
};
vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
auto compareHorizontal = [side, initialPos](const BattleHex left, const BattleHex right) -> bool
{
if(left.getX() != right.getX())
{
if(side == BattleSide::ATTACKER)
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
}
else
{
//Prefer tiles in the same row.
return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
}
};
boost::sort(sortedTiles, compareHorizontal);
return sortedTiles.front();
}
void BattleHexArray::merge(const BattleHexArray & other) noexcept
{
for(auto hex : other)
{
insert(hex);
}
}
void BattleHexArray::erase(iterator first, iterator last) noexcept
{
for(auto it = first; it != last && it != internalStorage.end(); ++it)
{
presenceFlags[*it] = 0;
}
internalStorage.erase(first, last);
}
void BattleHexArray::clear() noexcept
{
for(auto hex : internalStorage)
presenceFlags[hex] = 0;
internalStorage.clear();
}
static BattleHexArray::NeighbouringTilesCache calculateNeighbouringTiles()
{
BattleHexArray::NeighbouringTilesCache ret;
for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
{
auto hexes = BattleHexArray::generateNeighbouringTiles(hex);
size_t index = 0;
for(auto neighbour : hexes)
ret[hex].at(index++) = neighbour;
}
return ret;
}
const BattleHexArray::NeighbouringTilesCache BattleHexArray::neighbouringTilesCache = calculateNeighbouringTiles();
VCMI_LIB_NAMESPACE_END