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A common function is used to get range limit hexes
getRangeLimitHexes()
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@ -502,50 +502,18 @@ std::vector<BattleHex> BattleFieldController::getSootingRangeHexes()
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return sootingRangeHexes;
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return sootingRangeHexes;
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}
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}
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std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
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std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
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{
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{
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std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
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std::vector<BattleHex> limitHexes; // used for return
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// if not a hovered arcer unit -> return
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// from range hexes get only the ones at the limit
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auto hoveredHex = getHoveredHex();
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for(auto & hex : rangeHexes)
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(!(hoveredStack && hoveredStack->isShooter()))
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return rangedFullDamageLimitHexes;
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auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
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// from ranged full damage hexes get only the ones at the limit
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for(auto & hex : rangedFullDamageHexes)
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{
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{
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if(BattleHex::getDistance(hoveredHex, hex) == rangedFullDamageDistance)
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if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
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rangedFullDamageLimitHexes.push_back(hex);
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limitHexes.push_back(hex);
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}
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}
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return rangedFullDamageLimitHexes;
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return limitHexes;
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}
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std::vector<BattleHex> BattleFieldController::getShootingRangeLimitHexes(std::vector<BattleHex> shootingRangeHexes)
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{
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std::vector<BattleHex> shootingRangeLimitHexes; // used for return
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// if not a hovered arcer unit -> return
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auto hoveredHex = getHoveredHex();
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(!(hoveredStack && hoveredStack->isShooter()))
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return shootingRangeLimitHexes;
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auto shootingRangeDistance = hoveredStack->getSootingRangeDistance();
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// from ranged full damage hexes get only the ones at the limit
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for(auto & hex : shootingRangeHexes)
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{
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if(BattleHex::getDistance(hoveredHex, hex) == shootingRangeDistance)
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shootingRangeLimitHexes.push_back(hex);
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}
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return shootingRangeLimitHexes;
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}
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
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@ -629,20 +597,35 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
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if(getHoveredHex() == BattleHex::INVALID)
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BattleHex hoveredHex = getHoveredHex();
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if(hoveredHex == BattleHex::INVALID)
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return;
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return;
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// calculate array with highlight images for ranged full damage limit
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const CStack * hoveredStack = getHoveredStack();
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std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
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std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
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std::vector<BattleHex> rangedFullDamageLimitHexes;
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std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
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std::vector<BattleHex> shootingRangeLimitHexes;
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangeHighlightImages(rangedFullDamageLimitHexesNeighbourDirections, rangedFullDamageLimitImages);
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
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// calculate array with highlight images for shooting range limit
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std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
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std::vector<BattleHex> shootingRangeHexes = getSootingRangeHexes();
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std::vector<BattleHex> shootingRangeLimitHexes = getShootingRangeLimitHexes(shootingRangeHexes);
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// skip range limit calculations if unit hovered is not a shooter
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std::vector<std::vector<BattleHex::EDir>> shootingRangeLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(shootingRangeHexes, shootingRangeLimitHexes);
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if(hoveredStack && hoveredStack->isShooter())
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std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts = calculateRangeHighlightImages(shootingRangeLimitHexesNeighbourDirections, shootingRangeLimitImages);
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{
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// calculate array with highlight images for ranged full damage limit
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std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
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auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
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rangedFullDamageLimitHexes = getRangeLimitHexes(hoveredHex, rangedFullDamageHexes, rangedFullDamageDistance);
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std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
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rangedFullDamageLimitHexesHighligts = calculateRangeHighlightImages(rangedFullDamageLimitHexesNeighbourDirections, rangedFullDamageLimitImages);
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// calculate array with highlight images for shooting range limit
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std::vector<BattleHex> shootingRangeHexes = getSootingRangeHexes();
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auto shootingRangeDistance = hoveredStack->getSootingRangeDistance();
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shootingRangeLimitHexes = getRangeLimitHexes(hoveredHex, shootingRangeHexes, shootingRangeDistance);
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std::vector<std::vector<BattleHex::EDir>> shootingRangeLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(shootingRangeHexes, shootingRangeLimitHexes);
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shootingRangeLimitHexesHighligts = calculateRangeHighlightImages(shootingRangeLimitHexesNeighbourDirections, shootingRangeLimitImages);
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}
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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@ -719,6 +702,14 @@ BattleHex BattleFieldController::getHoveredHex()
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return hoveredHex;
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return hoveredHex;
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}
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}
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const CStack* BattleFieldController::getHoveredStack()
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{
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auto hoveredHex = getHoveredHex();
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const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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return hoveredStack;
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}
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BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
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BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
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{
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{
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if (owner.attackingHero)
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if (owner.attackingHero)
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@ -65,10 +65,8 @@ class BattleFieldController : public CIntObject
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std::vector<BattleHex> getSootingRangeHexes();
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std::vector<BattleHex> getSootingRangeHexes();
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/// get only hexes at the limit of a ranged unit's full damage range
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/// get only hexes at the limit of a range
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std::vector<BattleHex> getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes);
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std::vector<BattleHex> getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> hexRange, uint8_t distanceToLimit);
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std::vector<BattleHex> getShootingRangeLimitHexes(std::vector<BattleHex> shootingRangeHexes);
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/// get an array that has for each hex in range, an aray with all directions where an ouside neighbour hex exists
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/// get an array that has for each hex in range, an aray with all directions where an ouside neighbour hex exists
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std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes);
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std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes);
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@ -123,6 +121,9 @@ public:
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/// Returns ID of currently hovered hex or BattleHex::INVALID if none
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/// Returns ID of currently hovered hex or BattleHex::INVALID if none
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BattleHex getHoveredHex();
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BattleHex getHoveredHex();
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/// Returns the currently hovered stack
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const CStack* getHoveredStack();
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/// returns true if selected tile can be attacked in melee by current stack
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/// returns true if selected tile can be attacked in melee by current stack
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bool isTileAttackable(const BattleHex & number) const;
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bool isTileAttackable(const BattleHex & number) const;
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