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Fixed #1713
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80d5f7b4a4
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27ff9efd4b
@ -110,6 +110,7 @@ struct TimeCheck
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}
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};
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//TODO: replace with vstd::
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struct AtScopeExit
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{
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std::function<void()> foo;
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@ -60,21 +60,11 @@ struct SetGlobalState
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#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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#define MAKING_TURN SET_GLOBAL_STATE(this)
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unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
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{
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for(auto & vector : vectors)
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for(auto j = vector.begin(); j != vector.end(); j++)
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for(auto & elem : *j)
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for (auto & vector : vectors)
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for (auto j = vector.begin(); j != vector.end(); j++)
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for (auto & elem : *j)
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foo(elem);
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}
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@ -3036,7 +3026,7 @@ SectorMap::SectorMap(HeroPtr h)
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makeParentBFS(h->visitablePos());
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}
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bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
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bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t)
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{
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if(t->blocked && !t->visitable)
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{
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@ -3047,7 +3037,7 @@ bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
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return false;
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}
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bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
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bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos)
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{
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return markIfBlocked(sec, pos, getTile(pos));
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}
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@ -3055,6 +3045,8 @@ bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
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void SectorMap::update()
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{
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visibleTiles = cb->getAllVisibleTiles();
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auto shape = visibleTiles->shape();
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sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
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clear();
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int curSector = 3; //0 is invisible, 1 is not explored
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@ -3071,9 +3063,28 @@ void SectorMap::update()
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valid = true;
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}
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SectorMap::TSectorID &SectorMap::retreiveTileN(SectorMap::TSectorArray &a, const int3 &pos)
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{
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return a[pos.x][pos.y][pos.z];
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}
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const SectorMap::TSectorID &SectorMap::retreiveTileN(const SectorMap::TSectorArray &a, const int3 &pos)
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{
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return a[pos.x][pos.y][pos.z];
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}
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void SectorMap::clear()
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{
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sector = cb->getVisibilityMap();
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//TODO: rotate to [z][x][y]
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//TODO: any magic to automate this?
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auto fow = cb->getVisibilityMap();
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auto width = fow.size();
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auto height = fow.front().size();
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auto depth = fow.front().front().size();
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for (size_t x = 0; x < width; x++)
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for (size_t y = 0; y < height; y++ )
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for (size_t z = 0; z < depth; z++)
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sector[x][y][z] = fow[x][y][z];
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valid = false;
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}
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@ -3089,7 +3100,7 @@ void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
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{
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int3 curPos = toVisit.front();
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toVisit.pop();
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ui8 &sec = retreiveTile(curPos);
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TSectorID &sec = retreiveTile(curPos);
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if(sec == NOT_CHECKED)
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{
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const TerrainTile *t = getTile(curPos);
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@ -3476,7 +3487,7 @@ void SectorMap::makeParentBFS(crint3 source)
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{
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int3 curPos = toVisit.front();
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toVisit.pop();
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ui8 &sec = retreiveTile(curPos);
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TSectorID &sec = retreiveTile(curPos);
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assert(sec == mySector); //consider only tiles from the same sector
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UNUSED(sec);
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@ -3494,7 +3505,7 @@ void SectorMap::makeParentBFS(crint3 source)
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}
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}
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unsigned char & SectorMap::retreiveTile(crint3 pos)
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SectorMap::TSectorID & SectorMap::retreiveTile(crint3 pos)
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{
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return retreiveTileN(sector, pos);
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}
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@ -87,9 +87,12 @@ struct SectorMap
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}
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};
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typedef unsigned short TSectorID; //smaller than int to allow -1 value. Max number of sectors 65K should be enough for any proper map.
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typedef boost::multi_array<TSectorID, 3> TSectorArray;
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bool valid; //some kind of lazy eval
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std::map<int3, int3> parent;
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std::vector<std::vector<std::vector<unsigned char>>> sector;
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TSectorArray sector;
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//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
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std::map<int, Sector> infoOnSectors;
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@ -102,9 +105,11 @@ struct SectorMap
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void exploreNewSector(crint3 pos, int num, CCallback * cbp);
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void write(crstring fname);
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bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t);
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bool markIfBlocked(ui8 &sec, crint3 pos);
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unsigned char &retreiveTile(crint3 pos);
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bool markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t);
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bool markIfBlocked(TSectorID &sec, crint3 pos);
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TSectorID &retreiveTile(crint3 pos);
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TSectorID &SectorMap::retreiveTileN(TSectorArray &vectors, const int3 &pos);
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const TSectorID &SectorMap::retreiveTileN(const TSectorArray &vectors, const int3 &pos);
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TerrainTile* getTile(crint3 pos) const;
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std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
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@ -62,6 +62,7 @@ struct DLL_LINKAGE TeamState : public CBonusSystemNode
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public:
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TeamID id; //position in gameState::teams
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std::set<PlayerColor> players; // members of this team
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//TODO: boost::array, bool if possible
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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TeamState();
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