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Aesthetic changes in BattleHex (#303)
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committed by
ArseniyShestakov
parent
8a494b7820
commit
039e3842fc
@ -144,31 +144,31 @@ static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleH
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int y = targetPosition.getY();
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if (targetIsAttacker) //handle front guardians, TODO: should we handle situation when units start battle near opposite side of the battlefield? Cannot happen in normal H3...
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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//guardian spawn locations for four default position cases for attacker and defender, non-default starting location for att and def is handled in first two if's
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if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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{
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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else
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{ //add back-side guardians for two-hex target, side guardians for one-hex
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BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_LEFT : BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_LEFT : BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (!targetIsTwoHex && x > 2) //back guard for one-hex
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false), output);
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else if (targetIsTwoHex)//front-side guardians for two-hex target
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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if (x > 3) //back guard for two-hex
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::LEFT, false), output);
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}
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}
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@ -178,36 +178,36 @@ static void summonGuardiansHelper(std::vector<BattleHex> & output, const BattleH
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{
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if (targetIsTwoHex && (y % 2 == 0) && (x == GameConstants::BFIELD_WIDTH - 3)) //handle exceptional case... equivalent for above for defender side
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::TOP_RIGHT : BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(targetIsTwoHex ? BattleHex::EDir::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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else if (targetIsTwoHex)
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (x < GameConstants::BFIELD_WIDTH - 4)
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::RIGHT, false), output);
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}
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}
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}
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else if (!targetIsAttacker && y % 2 == 0)
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::LEFT, false).movedInDir(BattleHex::EDir::BOTTOM_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false), output);
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}
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else if (targetIsAttacker && y % 2 == 1)
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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::RIGHT, false).movedInDir(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::TOP_RIGHT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false), output);
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}
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}
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