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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Update low level battle stacks accessor for ghost selection support.

This commit is contained in:
AlexVinS 2016-02-28 05:10:20 +03:00
parent 47b619a543
commit 5df8d1cbd0
7 changed files with 55 additions and 40 deletions

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@ -1139,9 +1139,24 @@ std::string CStack::getName() const
return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
}
bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
bool CStack::isValidTarget(bool allowDead/* = false*/) const
{
return !isGhost() && (alive() || allowDead) && position.isValid();
return (alive() || (allowDead && isDead())) && position.isValid() && !isTurret();
}
bool CStack::isDead() const
{
return !alive() && !isGhost();
}
bool CStack::isGhost() const
{
return vstd::contains(state,EBattleStackState::GHOST);
}
bool CStack::isTurret() const
{
return type->idNumber == CreatureID::ARROW_TOWERS;
}
bool CStack::canBeHealed() const

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@ -289,11 +289,11 @@ public:
{
return vstd::contains(state,EBattleStackState::ALIVE);
}
bool isGhost() const //determines if stack was removed
{
return vstd::contains(state,EBattleStackState::GHOST);
}
bool isValidTarget(bool allowDead = false) const; //alive non-turret stacks (can be attacked or be object of magic effect)
bool isDead() const;
bool isGhost() const; //determines if stack was removed
bool isValidTarget(bool allowDead = false) const; //non-turret non-ghost stacks (can be attacked or be object of magic effect)
bool isTurret() const;
};
class DLL_LINKAGE CMP_stack

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@ -180,33 +180,33 @@ bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const
{
return battleGetStacksIf([](const CStack * s){return true;},includeTurrets);
return battleGetStacksIf([=](const CStack * s)
{
return !s->isGhost() && (includeTurrets || !s->isTurret());
});
}
TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate, bool includeTurrets /*= false*/) const
TStacks CBattleInfoEssentials::battleGetStacksIf(TStackFilter predicate) const
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), [=](const CStack * s){
return predicate(s) && (!s->isGhost()) && (includeTurrets || !(s->type->idNumber == CreatureID::ARROW_TOWERS));
});
vstd::copy_if(getBattle()->stacks, std::back_inserter(ret), predicate);
return ret;
}
TStacks CBattleInfoEssentials::battleAliveStacks() const
{
return battleGetStacksIf([](const CStack * s){
return s->alive();
return s->isValidTarget(false);
});
}
TStacks CBattleInfoEssentials::battleAliveStacks(ui8 side) const
{
return battleGetStacksIf([=](const CStack * s){
return s->alive() && s->attackerOwned == !side;
return s->isValidTarget(false) && s->attackerOwned == !side;
});
}
@ -1304,8 +1304,8 @@ std::pair<const CStack *, BattleHex> CBattleInfoCallback::getNearestStack(const
std::vector<const CStack *> possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s != closest && s->alive() && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
}, false);
return s->isValidTarget(false) && s != closest && (boost::logic::indeterminate(attackerOwned) || s->attackerOwned == attackerOwned);
});
for(const CStack * st : possibleStacks)
for(BattleHex hex : avHexes)
@ -2225,8 +2225,8 @@ TStacks CPlayerBattleCallback::battleGetStacks(EStackOwnership whose /*= MINE_AN
const bool ownerMatches = (whose == MINE_AND_ENEMY)
|| (whose == ONLY_MINE && s->owner == player)
|| (whose == ONLY_ENEMY && s->owner != player);
const bool alivenessMatches = s->alive() || !onlyAlive;
return ownerMatches && alivenessMatches;
return ownerMatches && s->isValidTarget(!onlyAlive);
});
}

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@ -56,7 +56,7 @@ protected:
CCallbackBase()
: battle(nullptr), gs(nullptr)
{}
void setBattle(const BattleInfo *B);
bool duringBattle() const;
@ -83,8 +83,8 @@ namespace EAccessibility
{
enum EAccessibility
{
ACCESSIBLE,
ALIVE_STACK,
ACCESSIBLE,
ALIVE_STACK,
OBSTACLE,
DESTRUCTIBLE_WALL,
GATE, //sieges -> gate opens only for defender stacks
@ -125,7 +125,7 @@ struct DLL_LINKAGE ReachabilityInfo
struct DLL_LINKAGE Parameters
{
const CStack *stack; //stack for which calculation is mage => not required (kept for debugging mostly), following variables are enough
bool attackerOwned;
bool doubleWide;
bool flying;
@ -171,15 +171,15 @@ public:
ETerrainType battleTerrainType() const;
BFieldType battleGetBattlefieldType() const;
std::vector<std::shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
/** @brief Main method for getting battle stacks
*
* @param predicate Functor that shall return true for desired stack
* @return filtered stacks
*
*/
TStacks battleGetStacksIf(TStackFilter predicate, bool includeTurrets = false) const;
*/
TStacks battleGetStacksIf(TStackFilter predicate) const;
bool battleHasNativeStack(ui8 side) const;
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat
const CGTownInstance * battleGetDefendedTown() const; //returns defended town if current battle is a siege, nullptr instead
@ -193,7 +193,7 @@ public:
bool battleHasHero(ui8 side) const;
int battleCastSpells(ui8 side) const; //how many spells has given side cast
const CGHeroInstance * battleGetFightingHero(ui8 side) const; //depracated for players callback, easy to get wrong
const CArmedInstance * battleGetArmyObject(ui8 side) const;
const CArmedInstance * battleGetArmyObject(ui8 side) const;
InfoAboutHero battleGetHeroInfo(ui8 side) const;
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
@ -204,7 +204,7 @@ public:
//helpers
///returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks(bool includeTurrets = false) const;
///returns all alive stacks excluding turrets
TStacks battleAliveStacks() const;
///returns all alive stacks from particular side excluding turrets
@ -255,12 +255,12 @@ public:
int battleGetSurrenderCost(PlayerColor Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = nullptr) const; //returns vector of distances to [dest hex number]
std::set<BattleHex> battleGetAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos = BattleHex::INVALID) const;
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
bool battleCanShoot(const CStack * stack, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
bool battleIsStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
std::set<const CStack*> batteAdjacentCreatures (const CStack * stack) const;
TDmgRange calculateDmgRange(const BattleAttackInfo &info) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, bool shooting, ui8 charge, bool lucky, bool unlucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
@ -278,7 +278,7 @@ public:
bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
std::vector<BattleHex> getAttackableBattleHexes() const;
//*** MAGIC
//*** MAGIC
si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
ui32 battleGetSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(PlayerColor player, ECastingMode::ECastingMode mode) const; //returns true if there are no general issues preventing from casting a spell

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@ -360,9 +360,8 @@ void DefaultSpellMechanics::battleCast(const SpellCastEnvironment * env, BattleS
TStacks mirrorTargets = parameters.cb->battleGetStacksIf([this, parameters](const CStack * battleStack)
{
//Get all enemy stacks. Magic mirror can reflect to immune creature (with no effect)
return battleStack->owner == parameters.casterColor;
},
true);//turrets included
return battleStack->owner == parameters.casterColor && battleStack->isValidTarget(false);
});
if(!mirrorTargets.empty())
{
@ -711,7 +710,6 @@ std::set<const CStack *> DefaultSpellMechanics::getAffectedStacks(SpellTargeting
//for massive spells add all targets
for (auto stack : stacks)
attackedCres.insert(stack);
}
else
{

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@ -309,8 +309,9 @@ void CSpell::getEffects(std::vector<Bonus> & lst, const int level) const
ESpellCastProblem::ESpellCastProblem CSpell::isImmuneAt(const CBattleInfoCallback * cb, const ISpellCaster * caster, ECastingMode::ECastingMode mode, BattleHex destination) const
{
// Get all stacks at destination hex. only alive if not rising spell
TStacks stacks = cb->battleGetStacksIf([=](const CStack * s){
return s->coversPos(destination) && (isRisingSpell() || s->alive());
TStacks stacks = cb->battleGetStacksIf([=](const CStack * s)
{
return s->coversPos(destination) && s->isValidTarget(isRisingSpell());
});
if(!stacks.empty())

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@ -5703,8 +5703,9 @@ void CGameHandler::runBattle()
if(next->getCreature()->idNumber == CreatureID::FIRST_AID_TENT)
{
TStacks possibleStacks = battleGetStacksIf([&](const CStack * s){
return s->owner == next->owner && s->canBeHealed();
TStacks possibleStacks = battleGetStacksIf([=](const CStack * s)
{
return s->owner == next->owner && s->canBeHealed();
});
if(!possibleStacks.size())