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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Merge pull request #1229 from IvanSavenko/battle_improvements

Battle: Fixing bugs & Implementation of missing features
This commit is contained in:
Ivan Savenko
2023-01-09 22:07:13 +02:00
committed by GitHub
117 changed files with 4284 additions and 3295 deletions

View File

@@ -231,8 +231,6 @@ std::vector<PossiblePlayerBattleAction> CBattleInfoCallback::getClientActionsFor
}
if(stack->hasBonusOfType(Bonus::RANDOM_SPELLCASTER))
allowedActionList.push_back(PossiblePlayerBattleAction::RANDOM_GENIE_SPELL);
if(stack->hasBonusOfType(Bonus::DAEMON_SUMMONING))
allowedActionList.push_back(PossiblePlayerBattleAction::RISE_DEMONS);
}
if(stack->canShoot())
allowedActionList.push_back(PossiblePlayerBattleAction::SHOOT);
@@ -1380,17 +1378,17 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->unitSide() == BattleSide::ATTACKER;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
const int WN = GameConstants::BFIELD_WIDTH;
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
auto defender = battleGetUnitByPos(destinationTile, true);
if (!defender)
return at; // can't attack thin air
//FIXME: dragons or cerbers can rotate before attack, making their base hex different (#1124)
bool reverse = isToReverse(hex, destinationTile, isAttacker, attacker->doubleWide(), isAttacker);
bool reverse = isToReverse(destinationTile, attacker, defender);
if(reverse && attacker->doubleWide())
{
hex = attacker->occupiedHex(hex); //the other hex stack stands on
@@ -1433,34 +1431,17 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battl
}
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
int pos = BattleHex::mutualPosition(destinationTile, hex);
if(pos > -1) //only adjacent hexes are subject of dragon breath calculation
auto direction = BattleHex::mutualPosition(hex, destinationTile);
if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch(pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
break;
case WN - 1: //16 //left-down
case -WN - 1: //-18 //left-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
break;
}
for(BattleHex tile : hexes)
BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
if (nextHex.isValid())
{
//friendly stacks can also be damaged by Dragon Breath
auto st = battleGetUnitByPos(tile, true);
auto st = battleGetUnitByPos(nextHex, true);
if(st != nullptr)
at.friendlyCreaturePositions.insert(tile);
at.friendlyCreaturePositions.insert(nextHex);
}
}
}
@@ -1544,60 +1525,50 @@ std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack*
return attackedCres;
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverseHlp (BattleHex hexFrom, BattleHex hexTo, bool curDir) const
static bool isHexInFront(BattleHex hex, BattleHex testHex, BattleSide::Type side )
{
int fromX = hexFrom.getX();
int fromY = hexFrom.getY();
int toX = hexTo.getX();
int toY = hexTo.getY();
static const std::set<BattleHex::EDir> rightDirs { BattleHex::BOTTOM_RIGHT, BattleHex::TOP_RIGHT, BattleHex::RIGHT };
static const std::set<BattleHex::EDir> leftDirs { BattleHex::BOTTOM_LEFT, BattleHex::TOP_LEFT, BattleHex::LEFT };
if (curDir) // attacker, facing right
{
if (fromX < toX)
return false;
if (fromX > toX)
return true;
auto mutualPos = BattleHex::mutualPosition(hex, testHex);
if (fromY % 2 == 0 && toY % 2 == 1)
return true;
return false;
}
else // defender, facing left
{
if(fromX < toX)
return true;
if(fromX > toX)
return false;
if (fromY % 2 == 1 && toY % 2 == 0)
return true;
return false;
}
if (side == BattleSide::ATTACKER)
return rightDirs.count(mutualPos);
else
return leftDirs.count(mutualPos);
}
//TODO: this should apply also to mechanics and cursor interface
bool CBattleInfoCallback::isToReverse (BattleHex hexFrom, BattleHex hexTo, bool curDir, bool toDoubleWide, bool toDir) const
bool CBattleInfoCallback::isToReverse (BattleHex attackerHex, const battle::Unit * attacker, const battle::Unit * defender) const
{
if (hexTo < 0 || hexFrom < 0) //turret
if (attackerHex < 0 ) //turret
return false;
if (toDoubleWide)
{
if (isToReverseHlp (hexFrom, hexTo, curDir))
{
if (toDir)
return isToReverseHlp (hexFrom, hexTo-1, curDir);
else
return isToReverseHlp (hexFrom, hexTo+1, curDir);
}
BattleHex defenderHex = defender->getPosition();
if (isHexInFront(attackerHex, defenderHex, BattleSide::Type(attacker->unitSide())))
return false;
}
else
if (defender->doubleWide())
{
return isToReverseHlp(hexFrom, hexTo, curDir);
if (isHexInFront(attackerHex,defender->occupiedHex(), BattleSide::Type(attacker->unitSide())))
return false;
}
if (attacker->doubleWide())
{
if (isHexInFront(attacker->occupiedHex(), defenderHex, BattleSide::Type(attacker->unitSide())))
return false;
}
// a bit weird case since here defender is slightly behind attacker, so reversing seems preferable,
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
if (attacker->doubleWide() && defender->doubleWide())
{
if (isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), BattleSide::Type(attacker->unitSide())))
return false;
}
return true;
}
ReachabilityInfo::TDistances CBattleInfoCallback::battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const