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vcmi/lib/battle/BattleHex.cpp

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/*
* BattleHex.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
*
*/
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#include "StdInc.h"
#include "BattleHex.h"
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BattleHex::BattleHex() : hex(INVALID) {}
BattleHex::BattleHex(si16 _hex) : hex(_hex) {}
BattleHex::BattleHex(si16 x, si16 y)
{
setXY(x, y);
}
BattleHex::BattleHex(std::pair<si16, si16> xy)
{
setXY(xy);
}
BattleHex::operator si16() const
{
return hex;
}
bool BattleHex::isValid() const
{
return hex >= 0 && hex < GameConstants::BFIELD_SIZE;
}
bool BattleHex::isAvailable() const
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{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
}
void BattleHex::setX(si16 x)
{
setXY(x, getY());
}
void BattleHex::setY(si16 y)
{
setXY(getX(), y);
}
void BattleHex::setXY(si16 x, si16 y, bool hasToBeValid)
{
if(hasToBeValid)
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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{
if(!(x >= 0 && x < GameConstants::BFIELD_WIDTH && y >= 0 && y < GameConstants::BFIELD_HEIGHT))
throw std::runtime_error("Valid hex required");
}
hex = x + y * GameConstants::BFIELD_WIDTH;
}
void BattleHex::setXY(std::pair<si16, si16> xy)
{
setXY(xy.first, xy.second);
}
si16 BattleHex::getX() const
{
return hex % GameConstants::BFIELD_WIDTH;
}
si16 BattleHex::getY() const
{
return hex / GameConstants::BFIELD_WIDTH;
}
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std::pair<si16, si16> BattleHex::getXY() const
{
return std::make_pair(getX(), getY());
}
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BattleHex& BattleHex::moveInDirection(EDir dir, bool hasToBeValid)
{
si16 x(getX()), y(getY());
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switch(dir)
{
case TOP_LEFT:
setXY((y%2) ? x-1 : x, y-1, hasToBeValid);
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break;
case TOP_RIGHT:
setXY((y%2) ? x : x+1, y-1, hasToBeValid);
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break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
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break;
case BOTTOM_RIGHT:
setXY((y%2) ? x : x+1, y+1, hasToBeValid);
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break;
case BOTTOM_LEFT:
setXY((y%2) ? x-1 : x, y+1, hasToBeValid);
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break;
case LEFT:
setXY(x-1, y, hasToBeValid);
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break;
case NONE:
break;
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default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
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break;
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}
return *this;
}
BattleHex &BattleHex::operator+=(BattleHex::EDir dir)
{
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return moveInDirection(dir);
}
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BattleHex BattleHex::cloneInDirection(BattleHex::EDir dir, bool hasToBeValid) const
{
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BattleHex result(hex);
result.moveInDirection(dir, hasToBeValid);
return result;
}
BattleHex BattleHex::operator+(BattleHex::EDir dir) const
{
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return cloneInDirection(dir);
}
std::vector<BattleHex> BattleHex::neighbouringTiles() const
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{
std::vector<BattleHex> ret;
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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ret.reserve(6);
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for(EDir dir = EDir(0); dir <= EDir(5); dir = EDir(dir+1))
checkAndPush(cloneInDirection(dir, false), ret);
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return ret;
}
signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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{
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for(EDir dir = EDir(0); dir <= EDir(5); dir = EDir(dir+1))
if(hex2 == hex1.cloneInDirection(dir,false))
return dir;
return INVALID;
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}
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY(), y2 = hex2.getY();
// FIXME: Omit floating point arithmetics
int x1 = (int)(hex1.getX() + y1 * 0.5), x2 = (int)(hex2.getX() + y2 * 0.5);
int xDst = x2 - x1, yDst = y2 - y1;
if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
return std::max(std::abs(xDst), std::abs(yDst));
return std::abs(xDst) + std::abs(yDst);
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}
void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
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{
if(tile.isAvailable())
ret.push_back(tile);
}
BattleHex BattleHex::getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities)
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
};
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();
}
std::ostream & operator<<(std::ostream & os, const BattleHex & hex)
{
return os << boost::str(boost::format("{BattleHex: x '%d', y '%d', hex '%d'}") % hex.getX() % hex.getY() % hex.hex);
}
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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static BattleHex::NeighbouringTilesCache calculateNeighbouringTiles()
{
BattleHex::NeighbouringTilesCache ret;
ret.resize(GameConstants::BFIELD_SIZE);
for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
{
auto hexes = BattleHex(hex).neighbouringTiles();
size_t index = 0;
for(auto neighbour : hexes)
ret[hex].at(index++) = neighbour;
}
return ret;
}
const BattleHex::NeighbouringTilesCache BattleHex::neighbouringTilesCache = calculateNeighbouringTiles();