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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-21 21:17:49 +02:00

Stack reversing logic now matches H3

This commit is contained in:
Ivan Savenko 2022-12-18 11:42:02 +02:00
parent 52fc5b3c39
commit 45aa841fb6
6 changed files with 76 additions and 66 deletions

View File

@ -411,15 +411,14 @@ void BattleStacksController::stacksAreAttacked(std::vector<StackAttackedInfo> at
if (!attackedInfo.attacker)
continue;
bool needsReverse =
owner.curInt->cb->isToReverse(
attackedInfo.defender->getPosition(),
attackedInfo.attacker->getPosition(),
facingRight(attackedInfo.defender),
attackedInfo.attacker->doubleWide(),
facingRight(attackedInfo.attacker));
// In H3, attacked stack will not reverse on ranged attack
if (attackedInfo.indirectAttack)
continue;
if (needsReverse)
// defender need to face in direction opposited to out attacker
bool needsReverse = shouldAttackFacingRight(attackedInfo.attacker, attackedInfo.defender) == facingRight(attackedInfo.defender);
if (needsReverse && !attackedInfo.defender->isFrozen())
{
owner.executeOnAnimationCondition(EAnimationEvents::MOVEMENT, true, [=]()
{
@ -494,23 +493,38 @@ void BattleStacksController::stackMoved(const CStack *stack, std::vector<BattleH
owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
}
bool BattleStacksController::shouldAttackFacingRight(const CStack * attacker, const CStack * defender)
{
bool mustReverse = owner.curInt->cb->isToReverse(
attacker->getPosition(),
attacker,
defender);
if (attacker->side == BattleSide::ATTACKER)
return !mustReverse;
else
return mustReverse;
}
void BattleStacksController::stackAttacking( const StackAttackInfo & info )
{
assert(owner.getAnimationCondition(EAnimationEvents::ACTION) == false);
bool needsReverse =
owner.curInt->cb->isToReverse(
info.attacker->getPosition(),
info.defender->getPosition(),
facingRight(info.attacker),
info.attacker->doubleWide(),
facingRight(info.defender));
auto attacker = info.attacker;
auto defender = info.defender;
auto tile = info.tile;
auto spellEffect = info.spellEffect;
auto multiAttack = !info.secondaryDefender.empty();
bool needsReverse = false;
if (info.indirectAttack)
{
needsReverse = shouldRotate(attacker, attacker->position, info.tile);
}
else
{
needsReverse = shouldAttackFacingRight(attacker, defender) != facingRight(attacker);
}
if (needsReverse)
{

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@ -100,6 +100,8 @@ class BattleStacksController
std::vector<const CStack *> selectHoveredStacks();
bool shouldAttackFacingRight(const CStack * attacker, const CStack * defender);
public:
BattleStacksController(BattleInterface & owner);

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@ -151,12 +151,12 @@ std::vector<BattleHex> BattleHex::allNeighbouringTiles() const
return ret;
}
signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
BattleHex::EDir BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
{
for(EDir dir = EDir(0); dir <= EDir(5); dir = EDir(dir+1))
if(hex2 == hex1.cloneInDirection(dir,false))
return dir;
return INVALID;
return NONE;
}
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)

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@ -15,7 +15,7 @@ VCMI_LIB_NAMESPACE_BEGIN
namespace BattleSide
{
enum
enum Type
{
ATTACKER = 0,
DEFENDER = 1
@ -47,13 +47,14 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
static const si16 INVALID = -1;
enum EDir
{
NONE = -1,
TOP_LEFT,
TOP_RIGHT,
RIGHT,
BOTTOM_RIGHT,
BOTTOM_LEFT,
LEFT,
NONE
};
BattleHex();
@ -82,7 +83,7 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
/// order of returned tiles matches EDir enim
std::vector<BattleHex> allNeighbouringTiles() const;
static signed char mutualPosition(BattleHex hex1, BattleHex hex2);
static EDir mutualPosition(BattleHex hex1, BattleHex hex2);
static char getDistance(BattleHex hex1, BattleHex hex2);
static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
static BattleHex getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad

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@ -1382,8 +1382,12 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battl
const int WN = GameConstants::BFIELD_WIDTH;
BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
auto defender = battleGetUnitByPos(hex, 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
@ -1537,60 +1541,50 @@ 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

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@ -136,8 +136,7 @@ public:
AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
bool isToReverse(BattleHex attackerHex, const battle::Unit *attacker, const battle::Unit *defender) const; //determines if attacker standing at attackerHex should reverse in order to attack defender
ReachabilityInfo getReachability(const battle::Unit * unit) const;
ReachabilityInfo getReachability(const ReachabilityInfo::Parameters & params) const;