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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-19 21:10:12 +02:00

First working prototype that mimics rangedFullDamageLimit code

Next step is to create more generic functions that can be shared between the 2.
This commit is contained in:
krs 2023-06-13 00:16:38 +03:00
parent 1c135456f4
commit 33bbbefdeb
14 changed files with 163 additions and 41 deletions

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@ -0,0 +1,34 @@
{
"basepath" : "battle/rangeHighlights/red/",
"images" :
[
{ "frame" : 00, "file" : "empty.png"}, // 000001 -> 00 empty frame
// load single edges
{ "frame" : 01, "file" : "topLeft.png"}, //000001 -> 01 topLeft
{ "frame" : 02, "file" : "topLeft.png"}, //000010 -> 02 topRight
{ "frame" : 03, "file" : "left.png"}, //000100 -> 04 right
{ "frame" : 04, "file" : "topLeft.png"}, //001000 -> 08 bottomRight
{ "frame" : 05, "file" : "topLeft.png"}, //010000 -> 16 bottomLeft
{ "frame" : 06, "file" : "left.png"}, //100000 -> 32 left
// load double edges
{ "frame" : 07, "file" : "top.png"}, //000011 -> 03 top
{ "frame" : 08, "file" : "top.png"}, //011000 -> 24 bottom
{ "frame" : 09, "file" : "topLeftHalfCorner.png"}, //000110 -> 06 topRightHalfCorner
{ "frame" : 10, "file" : "topLeftHalfCorner.png"}, //001100 -> 12 bottomRightHalfCorner
{ "frame" : 11, "file" : "topLeftHalfCorner.png"}, //110000 -> 48 bottomLeftHalfCorner
{ "frame" : 12, "file" : "topLeftHalfCorner.png"}, //100001 -> 33 topLeftHalfCorner
// load halves
{ "frame" : 13, "file" : "leftHalf.png"}, //001110 -> 14 rightHalf
{ "frame" : 14, "file" : "leftHalf.png"}, //110001 -> 49 leftHalf
// load corners
{ "frame" : 15, "file" : "topLeftCorner.png"}, //000111 -> 07 topRightCorner
{ "frame" : 16, "file" : "topLeftCorner.png"}, //011100 -> 28 bottomRightCorner
{ "frame" : 17, "file" : "topLeftCorner.png"}, //111000 -> 56 bottomLeftCorner
{ "frame" : 18, "file" : "topLeftCorner.png"} //100011 -> 35 topLeftCorner
]
}

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@ -128,11 +128,16 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
attackCursors->preload();
rangedFullDamageLimitImages = std::make_unique<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
initializeHexEdgeMaskToFrameIndex();
rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
rangedFullDamageLimitImages->preload();
initializeHexEdgeMaskToFrameIndex();
flipRangedFullDamageLimitImagesIntoPositions();
shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
shootingRangeLimitImages->preload();
flipRangedFullDamageLimitImagesIntoPositions(rangedFullDamageLimitImages);
flipRangedFullDamageLimitImagesIntoPositions(shootingRangeLimitImages);
if(!owner.siegeController)
{
@ -469,6 +474,34 @@ std::vector<BattleHex> BattleFieldController::getRangedFullDamageHexes()
return rangedFullDamageHexes;
}
std::vector<BattleHex> BattleFieldController::getSootingRangeHexes()
{
std::vector<BattleHex> sootingRangeHexes; // used for return
// if not a hovered arcer unit -> return
auto hoveredHex = getHoveredHex();
const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
return sootingRangeHexes;
if(!(hoveredStack && hoveredStack->isShooter()))
return sootingRangeHexes;
auto shootingRangeDistance = hoveredStack->getSootingRangeDistance();
// get only battlefield hexes that are in full range damage distance
std::set<BattleHex> shootingRangeLimit;
for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
BattleHex hex(i);
if(hex.isAvailable() && BattleHex::getDistance(hoveredHex, hex) <= shootingRangeDistance)
sootingRangeHexes.push_back(hex);
}
return sootingRangeHexes;
}
std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
{
std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
@ -492,14 +525,37 @@ std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std:
return rangedFullDamageLimitHexes;
}
std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes)
std::vector<BattleHex> BattleFieldController::getShootingRangeLimitHexes(std::vector<BattleHex> shootingRangeHexes)
{
std::vector<BattleHex> shootingRangeLimitHexes; // used for return
// if not a hovered arcer unit -> return
auto hoveredHex = getHoveredHex();
const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(!(hoveredStack && hoveredStack->isShooter()))
return shootingRangeLimitHexes;
auto shootingRangeDistance = hoveredStack->getSootingRangeDistance();
// from ranged full damage hexes get only the ones at the limit
for(auto & hex : shootingRangeHexes)
{
if(BattleHex::getDistance(hoveredHex, hex) == shootingRangeDistance)
shootingRangeLimitHexes.push_back(hex);
}
return shootingRangeLimitHexes;
}
std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
{
std::vector<std::vector<BattleHex::EDir>> output;
if(rangedFullDamageHexes.empty())
if(wholeRangeHexes.empty())
return output;
for(auto & hex : rangedFullDamageLimitHexes)
for(auto & hex : rangeLimitHexes)
{
// get all neighbours and their directions
@ -513,9 +569,9 @@ std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeigh
if(!neighbouringTiles[direction].isAvailable())
continue;
auto it = std::find(rangedFullDamageHexes.begin(), rangedFullDamageHexes.end(), neighbouringTiles[direction]);
auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
if(it == rangedFullDamageHexes.end())
if(it == wholeRangeHexes.end())
outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
}
@ -525,14 +581,14 @@ std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeigh
return output;
}
std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections)
std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
{
std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
if(rangedFullDamageLimitHexesNeighbourDirections.empty())
if(hexesNeighbourDirections.empty())
return output;
for(auto & directions : rangedFullDamageLimitHexesNeighbourDirections)
for(auto & directions : hexesNeighbourDirections)
{
std::bitset<6> mask;
@ -541,30 +597,30 @@ std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullD
mask.set(direction);
uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
output.push_back(rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
}
return output;
}
void BattleFieldController::flipRangedFullDamageLimitImagesIntoPositions()
void BattleFieldController::flipRangedFullDamageLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
{
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
}
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
@ -580,7 +636,13 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangedFullDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangeHighlightImages(rangedFullDamageLimitHexesNeighbourDirections, rangedFullDamageLimitImages);
// calculate array with highlight images for shooting range limit
std::vector<BattleHex> shootingRangeHexes = getSootingRangeHexes();
std::vector<BattleHex> shootingRangeLimitHexes = getShootingRangeLimitHexes(shootingRangeHexes);
std::vector<std::vector<BattleHex::EDir>> shootingRangeLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(shootingRangeHexes, shootingRangeLimitHexes);
std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts = calculateRangeHighlightImages(shootingRangeLimitHexesNeighbourDirections, shootingRangeLimitImages);
auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
@ -599,6 +661,16 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
isRangedFullDamageLimit = pos != rangedFullDamageLimitHexes.end();
}
// calculate if hex is Shooting Range Limit and its position in highlight array
bool isShootingRangeLimit = false;
int hexIndexInShootingRangeLimit = 0;
if(!shootingRangeLimitHexes.empty())
{
auto pos = std::find(shootingRangeLimitHexes.begin(), shootingRangeLimitHexes.end(), hex);
hexIndexInShootingRangeLimit = std::distance(shootingRangeLimitHexes.begin(), pos);
isShootingRangeLimit = pos != shootingRangeLimitHexes.end();
}
if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
{
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
@ -616,6 +688,10 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
{
showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
}
if(isShootingRangeLimit)
{
showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
}
}
}

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@ -33,7 +33,8 @@ class BattleFieldController : public CIntObject
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
std::shared_ptr<IImage> cellShade;
std::unique_ptr<CAnimation> rangedFullDamageLimitImages;
std::shared_ptr<CAnimation> rangedFullDamageLimitImages;
std::shared_ptr<CAnimation> shootingRangeLimitImages;
std::shared_ptr<CAnimation> attackCursors;
@ -62,19 +63,23 @@ class BattleFieldController : public CIntObject
/// get all hexes where a ranged unit can do full damage
std::vector<BattleHex> getRangedFullDamageHexes();
std::vector<BattleHex> getSootingRangeHexes();
/// get only hexes at the limit of a ranged unit's full damage range
std::vector<BattleHex> getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes);
std::vector<BattleHex> getShootingRangeLimitHexes(std::vector<BattleHex> shootingRangeHexes);
/// get an array that has for each hex in range, an aray with all directions where an ouside neighbour hex exists
std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes);
/// calculates what image to use as range limit, depending on the direction of neighbors
/// a mask is used internally to mark the directions of all neighbours
/// based on this mask the corresponding image is selected
std::vector<std::shared_ptr<IImage>> calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> fullRangeLimitHexesNeighbourDirections);
std::vector<std::shared_ptr<IImage>> calculateRangeHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages);
/// to reduce the number of source images used, some images will be used as flipped versions of preloaded ones
void flipRangedFullDamageLimitImagesIntoPositions();
void flipRangedFullDamageLimitImagesIntoPositions(std::shared_ptr<CAnimation> images);
void showBackground(Canvas & canvas);
void showBackgroundImage(Canvas & canvas);

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@ -609,6 +609,24 @@ uint8_t CUnitState::getRangedFullDamageDistance() const
return rangedFullDamageDistance;
}
uint8_t CUnitState::getSootingRangeDistance() const
{
if(!isShooter())
return 0;
uint8_t shootingRangeDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
{
auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
if(bonus != nullptr)
shootingRangeDistance = bonus->val;
}
return shootingRangeDistance;
}
bool CUnitState::canMove(int turn) const
{
return alive() && !hasBonus(Selector::type()(BonusType::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature

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@ -222,6 +222,7 @@ public:
void setPosition(BattleHex hex) override;
int32_t getInitiative(int turn = 0) const override;
uint8_t getRangedFullDamageDistance() const;
uint8_t getSootingRangeDistance() const;
bool canMove(int turn = 0) const override;
bool defended(int turn = 0) const override;