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Aesthetic changes in BattleHex (#303)
This commit is contained in:
committed by
ArseniyShestakov
parent
8a494b7820
commit
039e3842fc
@ -76,7 +76,7 @@ std::pair<si16, si16> BattleHex::getXY() const
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return std::make_pair(getX(), getY());
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return std::make_pair(getX(), getY());
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}
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}
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BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
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BattleHex& BattleHex::moveInDirection(EDir dir, bool hasToBeValid)
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{
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{
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si16 x(getX()), y(getY());
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si16 x(getX()), y(getY());
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switch(dir)
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switch(dir)
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@ -102,58 +102,41 @@ BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
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default:
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default:
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throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
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throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
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break;
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break;
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}
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}
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return *this;
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return *this;
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}
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}
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BattleHex &BattleHex::operator+=(BattleHex::EDir dir)
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BattleHex &BattleHex::operator+=(BattleHex::EDir dir)
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{
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{
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return moveInDir(dir);
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return moveInDirection(dir);
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}
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}
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BattleHex BattleHex::movedInDir(BattleHex::EDir dir, bool hasToBeValid) const
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BattleHex BattleHex::cloneInDirection(BattleHex::EDir dir, bool hasToBeValid) const
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{
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{
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BattleHex result(*this);
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BattleHex result(hex);
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result.moveInDir(dir, hasToBeValid);
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result.moveInDirection(dir, hasToBeValid);
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return result;
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return result;
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}
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}
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BattleHex BattleHex::operator+(BattleHex::EDir dir) const
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BattleHex BattleHex::operator+(BattleHex::EDir dir) const
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{
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{
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return movedInDir(dir);
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return cloneInDirection(dir);
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}
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}
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std::vector<BattleHex> BattleHex::neighbouringTiles() const
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std::vector<BattleHex> BattleHex::neighbouringTiles() const
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{
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{
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std::vector<BattleHex> ret;
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std::vector<BattleHex> ret;
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const int WN = GameConstants::BFIELD_WIDTH;
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for(EDir dir = EDir(0); dir <= EDir(5); dir = EDir(dir+1))
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// H3 order : TR, R, BR, BL, L, TL (T = top, B = bottom ...)
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checkAndPush(cloneInDirection(dir, false), ret);
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checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), ret); // 1
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checkAndPush(hex + 1, ret); // 2
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checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), ret); // 3
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checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), ret); // 4
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checkAndPush(hex - 1, ret); // 5
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checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), ret); // 6
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return ret;
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return ret;
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}
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}
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signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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{
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{
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if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
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for(EDir dir = EDir(0); dir <= EDir(5); dir = EDir(dir+1))
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return 0;
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if(hex2 == hex1.cloneInDirection(dir,false))
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if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
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return dir;
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return 1;
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return INVALID;
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if(hex2 == hex1 + 1 && hex1%17 != 16) //right
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return 2;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
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return 3;
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if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
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return 4;
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if(hex2 == hex1 - 1 && hex1%17 != 0) //left
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return 5;
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return -1;
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}
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}
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char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
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char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
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@ -15,7 +15,7 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
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{
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{
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si16 hex;
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si16 hex;
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static const si16 INVALID = -1;
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static const si16 INVALID = -1;
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enum EDir { RIGHT, BOTTOM_RIGHT, BOTTOM_LEFT, LEFT, TOP_LEFT, TOP_RIGHT };
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enum EDir { TOP_LEFT, TOP_RIGHT, RIGHT, BOTTOM_RIGHT, BOTTOM_LEFT, LEFT};
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BattleHex();
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BattleHex();
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BattleHex(si16 _hex);
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BattleHex(si16 _hex);
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@ -31,16 +31,12 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
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si16 getX() const;
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si16 getX() const;
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si16 getY() const;
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si16 getY() const;
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std::pair<si16, si16> getXY() const;
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std::pair<si16, si16> getXY() const;
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//moving to direction
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BattleHex& moveInDirection(EDir dir, bool hasToBeValid = true);
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BattleHex& moveInDir(EDir dir, bool hasToBeValid = true);
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BattleHex& operator+=(EDir dir);
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BattleHex& operator+=(EDir dir); //sugar for above
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BattleHex cloneInDirection(EDir dir, bool hasToBeValid = true) const;
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//generates new BattleHex moved by given dir
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BattleHex movedInDir(EDir dir, bool hasToBeValid = true) const;
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BattleHex operator+(EDir dir) const;
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BattleHex operator+(EDir dir) const;
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std::vector<BattleHex> neighbouringTiles() const;
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std::vector<BattleHex> neighbouringTiles() const;
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//returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
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static signed char mutualPosition(BattleHex hex1, BattleHex hex2);
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static signed char mutualPosition(BattleHex hex1, BattleHex hex2);
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//returns distance between given hexes
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static char getDistance(BattleHex hex1, BattleHex hex2);
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static char getDistance(BattleHex hex1, BattleHex hex2);
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static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
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static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
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static BattleHex getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
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static BattleHex getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
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@ -566,9 +566,9 @@ std::vector<BattleHex> WallMechanics::rangeInHexes(BattleHex centralHex, ui8 sch
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};
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};
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ret.push_back(centralHex);
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ret.push_back(centralHex);
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addIfValid(centralHex.moveInDir(firstStep, false));
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addIfValid(centralHex.moveInDirection(firstStep, false));
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
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addIfValid(centralHex.moveInDir(secondStep, false)); //moveInDir function modifies subject hex
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addIfValid(centralHex.moveInDirection(secondStep, false)); //moveInDir function modifies subject hex
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return ret;
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return ret;
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}
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}
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@ -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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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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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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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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//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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if (targetIsAttacker && ((y % 2 == 0) || (x > 1)))
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{
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{
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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if (targetIsTwoHex && (y % 2 == 1) && (x == 2)) //handle exceptional case
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{
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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.cloneInDirection(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::BOTTOM_RIGHT, false), output);
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}
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}
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else
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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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{ //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.cloneInDirection(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::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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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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else if (targetIsTwoHex)//front-side guardians for two-hex target
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{
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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.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(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::BOTTOM_RIGHT, false), output);
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if (x > 3) //back guard for two-hex
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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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}
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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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{
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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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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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{
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BattleHex::checkAndPush(targetPosition.movedInDir(BattleHex::EDir::TOP_LEFT, false), output);
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BattleHex::checkAndPush(targetPosition.cloneInDirection(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::BOTTOM_LEFT, false), output);
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}
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}
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else
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else
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{
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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.cloneInDirection(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::BOTTOM_RIGHT : BattleHex::EDir::BOTTOM_LEFT, false), output);
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if (!targetIsTwoHex && x < GameConstants::BFIELD_WIDTH - 3)
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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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else if (targetIsTwoHex)
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{
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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.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(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::BOTTOM_LEFT, false), output);
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if (x < GameConstants::BFIELD_WIDTH - 4)
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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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}
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}
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}
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else if (!targetIsAttacker && y % 2 == 0)
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else if (!targetIsAttacker && y % 2 == 0)
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{
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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.cloneInDirection(BattleHex::EDir::LEFT, false).cloneInDirection(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::BOTTOM_LEFT, false), output);
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}
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}
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else if (targetIsAttacker && y % 2 == 1)
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else if (targetIsAttacker && y % 2 == 1)
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{
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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.cloneInDirection(BattleHex::EDir::RIGHT, false).cloneInDirection(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::BOTTOM_RIGHT, false), output);
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}
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}
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}
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}
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@ -10,7 +10,6 @@
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#include "StdInc.h"
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#include "StdInc.h"
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#include <boost/test/unit_test.hpp>
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#include <boost/test/unit_test.hpp>
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#include "../lib/BattleHex.h"
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#include "../lib/BattleHex.h"
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BOOST_AUTO_TEST_SUITE(BattlefieldHex_Suite)
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BOOST_AUTO_TEST_SUITE(BattlefieldHex_Suite)
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BOOST_AUTO_TEST_CASE(getNeighbouringTiles)
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BOOST_AUTO_TEST_CASE(getNeighbouringTiles)
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@ -38,11 +37,11 @@ BOOST_AUTO_TEST_CASE(getNeighbouringTiles)
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BOOST_REQUIRE(neighbouringTiles.size()==6 && mainHex==93);
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BOOST_REQUIRE(neighbouringTiles.size()==6 && mainHex==93);
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BOOST_TEST(neighbouringTiles.at(0)==75);
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BOOST_TEST(neighbouringTiles.at(0)==75);
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BOOST_TEST(neighbouringTiles.at(1)==94);
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BOOST_TEST(neighbouringTiles.at(1)==76);
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BOOST_TEST(neighbouringTiles.at(2)==110);
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BOOST_TEST(neighbouringTiles.at(2)==94);
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BOOST_TEST(neighbouringTiles.at(3)==109);
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BOOST_TEST(neighbouringTiles.at(3)==110);
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BOOST_TEST(neighbouringTiles.at(4)==92);
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BOOST_TEST(neighbouringTiles.at(4)==109);
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BOOST_TEST(neighbouringTiles.at(5)==76);
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BOOST_TEST(neighbouringTiles.at(5)==92);
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}
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}
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BOOST_AUTO_TEST_CASE(getDistance)
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BOOST_AUTO_TEST_CASE(getDistance)
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@ -107,17 +106,17 @@ BOOST_AUTO_TEST_CASE(getClosestTile)
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BOOST_AUTO_TEST_CASE(moveEDir)
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BOOST_AUTO_TEST_CASE(moveEDir)
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{
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{
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BattleHex mainHex(20);
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BattleHex mainHex(20);
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mainHex.moveInDir(BattleHex::EDir::BOTTOM_RIGHT);
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mainHex.moveInDirection(BattleHex::EDir::BOTTOM_RIGHT);
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BOOST_TEST(mainHex==37);
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BOOST_TEST(mainHex==37);
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mainHex.moveInDir(BattleHex::EDir::RIGHT);
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mainHex.moveInDirection(BattleHex::EDir::RIGHT);
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BOOST_TEST(mainHex==38);
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BOOST_TEST(mainHex==38);
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mainHex.moveInDir(BattleHex::EDir::TOP_RIGHT);
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mainHex.moveInDirection(BattleHex::EDir::TOP_RIGHT);
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BOOST_TEST(mainHex==22);
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BOOST_TEST(mainHex==22);
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mainHex.moveInDir(BattleHex::EDir::TOP_LEFT);
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mainHex.moveInDirection(BattleHex::EDir::TOP_LEFT);
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BOOST_TEST(mainHex==4);
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BOOST_TEST(mainHex==4);
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mainHex.moveInDir(BattleHex::EDir::LEFT);
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mainHex.moveInDirection(BattleHex::EDir::LEFT);
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BOOST_TEST(mainHex==3);
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BOOST_TEST(mainHex==3);
|
||||||
mainHex.moveInDir(BattleHex::EDir::BOTTOM_LEFT);
|
mainHex.moveInDirection(BattleHex::EDir::BOTTOM_LEFT);
|
||||||
BOOST_TEST(mainHex==20);
|
BOOST_TEST(mainHex==20);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user