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Merge pull request #1609 from krs0/feature/Battle_order_slight_refactorings

Battle order slight refactoring
This commit is contained in:
Ivan Savenko
2023-03-05 17:27:38 +02:00
committed by GitHub
4 changed files with 120 additions and 104 deletions

View File

@@ -355,57 +355,64 @@ battle::Units CBattleInfoCallback::battleAliveUnits(ui8 side) const
});
}
using namespace battle;
//T is battle::Unit descendant
template <typename T>
const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & lastMoved, int phase)
const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, int8_t & sideThatLastMoved, int phase)
{
const T * returnedUnit = nullptr;
size_t currentUnitIndex = 0;
for(size_t i = 0; i < all.size(); i++)
for(size_t i = 0; i < allUnits.size(); i++)
{
int32_t currentUnitSpeed = -1;
int32_t returnedUnitSpeed = -1;
int32_t currentUnitInitiative = -1;
int32_t returnedUnitInitiative = -1;
if(returnedUnit)
returnedUnitSpeed = returnedUnit->getInitiative(turn);
if(all[i])
{
currentUnitSpeed = all[i]->getInitiative(turn);
returnedUnitInitiative = returnedUnit->getInitiative(turn);
if(!allUnits[i])
continue;
auto currentUnit = allUnits[i];
currentUnitInitiative = currentUnit->getInitiative(turn);
switch(phase)
{
case 1: // Faster first, attacker priority, higher slot first
if(returnedUnit == nullptr || currentUnitSpeed > returnedUnitSpeed)
case BattlePhases::NORMAL: // Faster first, attacker priority, higher slot first
if(returnedUnit == nullptr || currentUnitInitiative > returnedUnitInitiative)
{
returnedUnit = all[i];
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(currentUnitSpeed == returnedUnitSpeed)
else if(currentUnitInitiative == returnedUnitInitiative)
{
if(lastMoved == -1 && turn <= 0 && all[i]->unitSide() == BattleSide::ATTACKER
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Turn 0 attacker priority
if(sideThatLastMoved == -1 && turn <= 0 && currentUnit->unitSide() == BattleSide::ATTACKER
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Turn 0 attacker priority
{
returnedUnit = all[i];
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(lastMoved != -1 && all[i]->unitSide() != lastMoved
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
else if(sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = all[i];
returnedUnit = currentUnit;
currentUnitIndex = i;
}
}
break;
case 2: // Slower first, higher slot first
case 3:
if(returnedUnit == nullptr || currentUnitSpeed < returnedUnitSpeed)
case BattlePhases::WAIT_MORALE: // Slower first, higher slot first
case BattlePhases::WAIT:
if(returnedUnit == nullptr || currentUnitInitiative < returnedUnitInitiative)
{
returnedUnit = all[i];
returnedUnit = currentUnit;
currentUnitIndex = i;
}
else if(currentUnitSpeed == returnedUnitSpeed && lastMoved != -1 && all[i]->unitSide() != lastMoved
&& !(returnedUnit->unitSide() == all[i]->unitSide() && returnedUnit->unitSlot() < all[i]->unitSlot())) // Alternate equal speeds units
else if(currentUnitInitiative == returnedUnitInitiative && sideThatLastMoved != -1 && currentUnit->unitSide() != sideThatLastMoved
&& !(returnedUnit->unitSide() == currentUnit->unitSide() && returnedUnit->unitSlot() < currentUnit->unitSlot())) // Alternate equal speeds units
{
returnedUnit = all[i];
returnedUnit = currentUnit;
currentUnitIndex = i;
}
break;
@@ -413,15 +420,16 @@ const T * takeOneUnit(std::vector<const T*> & all, const int turn, int8_t & last
break;
}
}
}
if(!returnedUnit)
return nullptr;
all[currentUnitIndex] = nullptr;
allUnits[currentUnitIndex] = nullptr;
return returnedUnit;
}
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn, int8_t lastMoved) const
void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns, const size_t maxUnits, const int maxTurns, const int turn, int8_t sideThatLastMoved) const
{
RETURN_IF_NOT_BATTLE();
@@ -433,106 +441,101 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & out, c
auto actualTurn = turn > 0 ? turn : 0;
auto outputFull = [&]() -> bool
auto turnsIsFull = [&]() -> bool
{
if(maxUnits == 0)
return false;//no limit
size_t outSize = 0;
for(const auto & oneTurn : out)
outSize += oneTurn.size();
return outSize >= maxUnits;
size_t turnsSize = 0;
for(const auto & oneTurn : turns)
turnsSize += oneTurn.size();
return turnsSize >= maxUnits;
};
out.emplace_back();
turns.emplace_back();
//We'll split creatures with remaining movement to 4 buckets
// [0] - turrets/catapult,
// [1] - normal (unmoved) creatures, other war machines,
// [2] - waited cres that had morale,
// [3] - rest of waited cres
std::array<battle::Units, 4> phase;
// We'll split creatures with remaining movement to 4 buckets (SIEGE, NORMAL, WAIT_MORALE, WAIT)
std::array<battle::Units, BattlePhases::NUMBER_OF_PHASES> phases; // Access using BattlePhases enum
const battle::Unit * active = battleActiveUnit();
const battle::Unit * activeUnit = battleActiveUnit();
if(active)
if(activeUnit)
{
//its first turn and active unit hasn't taken any action yet - must be placed at the beginning of queue, no matter what
if(turn == 0 && active->willMove() && !active->waited())
if(turn == 0 && activeUnit->willMove() && !activeUnit->waited())
{
out.back().push_back(active);
if(outputFull())
turns.back().push_back(activeUnit);
if(turnsIsFull())
return;
}
//its first or current turn, turn priority for active stack side
//TODO: what if active stack mind-controlled?
if(turn <= 0 && lastMoved < 0)
lastMoved = active->unitSide();
if(turn <= 0 && sideThatLastMoved < 0)
sideThatLastMoved = activeUnit->unitSide();
}
auto all = battleGetUnitsIf([](const battle::Unit * unit)
auto allUnits = battleGetUnitsIf([](const battle::Unit * unit)
{
return !unit->isGhost();
});
if(!vstd::contains_if(all, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
// If no unit will be EVER! able to move, battle is over.
if(!vstd::contains_if(allUnits, [](const battle::Unit * unit) { return unit->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No unit will be able to move, battle is over.
out.clear();
turns.clear();
return;
}
for(const auto * one : all)
for(const auto * unit : allUnits)
{
if((actualTurn == 0 && !one->willMove()) //we are considering current round and unit won't move
|| (actualTurn > 0 && !one->canMove(turn)) //unit won't be able to move in later rounds
|| (actualTurn == 0 && one == active && !out.at(0).empty() && one == out.front().front())) //it's active unit already added at the beginning of queue
if((actualTurn == 0 && !unit->willMove()) //we are considering current round and unit won't move
|| (actualTurn > 0 && !unit->canMove(turn)) //unit won't be able to move in later rounds
|| (actualTurn == 0 && unit == activeUnit && !turns.at(0).empty() && unit == turns.front().front())) //it's active unit already added at the beginning of queue
{
continue;
}
int p = one->battleQueuePhase(turn);
int unitPhase = unit->battleQueuePhase(turn);
phase[p].push_back(one);
phases[unitPhase].push_back(unit);
}
boost::sort(phase[0], CMP_stack(0, actualTurn, lastMoved));
std::copy(phase[0].begin(), phase[0].end(), std::back_inserter(out.back()));
boost::sort(phases[BattlePhases::SIEGE], CMP_stack(BattlePhases::SIEGE, actualTurn, sideThatLastMoved));
std::copy(phases[BattlePhases::SIEGE].begin(), phases[BattlePhases::SIEGE].end(), std::back_inserter(turns.back()));
if(outputFull())
if(turnsIsFull())
return;
for(int i = 1; i < 4; i++)
boost::sort(phase[i], CMP_stack(i, actualTurn, lastMoved));
for(uint8_t phase = BattlePhases::NORMAL; phase < BattlePhases::NUMBER_OF_PHASES; phase++)
boost::sort(phases[phase], CMP_stack(phase, actualTurn, sideThatLastMoved));
int pi = 1;
while(!outputFull() && pi < 4)
uint8_t phase = BattlePhases::NORMAL;
while(!turnsIsFull() && phase < BattlePhases::NUMBER_OF_PHASES)
{
const battle::Unit * current = nullptr;
if(phase[pi].empty())
pi++;
const battle::Unit * currentUnit = nullptr;
if(phases[phase].empty())
phase++;
else
{
current = takeOneUnit(phase[pi], actualTurn, lastMoved, pi);
if(!current)
currentUnit = takeOneUnit(phases[phase], actualTurn, sideThatLastMoved, phase);
if(!currentUnit)
{
pi++;
phase++;
}
else
{
out.back().push_back(current);
lastMoved = current->unitSide();
turns.back().push_back(currentUnit);
sideThatLastMoved = currentUnit->unitSide();
}
}
}
if(lastMoved < 0)
lastMoved = BattleSide::ATTACKER;
if(sideThatLastMoved < 0)
sideThatLastMoved = BattleSide::ATTACKER;
if(!outputFull() && (maxTurns == 0 || out.size() < maxTurns))
battleGetTurnOrder(out, maxUnits, maxTurns, actualTurn + 1, lastMoved);
if(!turnsIsFull() && (maxTurns == 0 || turns.size() < maxTurns))
battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const

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@@ -609,22 +609,22 @@ bool CUnitState::waited(int turn) const
return false;
}
int CUnitState::battleQueuePhase(int turn) const
BattlePhases::Type CUnitState::battleQueuePhase(int turn) const
{
if(turn <= 0 && waited()) //consider waiting state only for ongoing round
{
if(hadMorale)
return 2;
return BattlePhases::WAIT_MORALE;
else
return 3;
return BattlePhases::WAIT;
}
else if(creatureIndex() == CreatureID::CATAPULT || isTurret()) //catapult and turrets are first
{
return 0;
return BattlePhases::SIEGE;
}
else
{
return 1;
return BattlePhases::NORMAL;
}
}

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@@ -225,7 +225,7 @@ public:
std::shared_ptr<Unit> acquire() const override;
std::shared_ptr<CUnitState> acquireState() const override;
int battleQueuePhase(int turn) const override;
BattlePhases::Type battleQueuePhase(int turn) const override;
int getTotalAttacks(bool ranged) const override;

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@@ -25,6 +25,19 @@ class JsonSerializeFormat;
namespace battle
{
namespace BattlePhases
{
enum Type
{
SIEGE, // turrets/catapult,
NORMAL, // normal (unmoved) creatures, other war machines,
WAIT_MORALE, // waited creatures that had morale,
WAIT, // rest of waited creatures
NUMBER_OF_PHASES // number of phases.
};
}
class CUnitState;
class DLL_LINKAGE Unit : public IUnitInfo, public spells::Caster, public virtual IBonusBearer
@@ -79,7 +92,7 @@ public:
virtual std::shared_ptr<Unit> acquire() const = 0;
virtual std::shared_ptr<CUnitState> acquireState() const = 0;
virtual int battleQueuePhase(int turn) const = 0;
virtual BattlePhases::Type battleQueuePhase(int turn) const = 0;
virtual std::string getDescription() const;