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GetClosestTile refactor

This commit is contained in:
MichalZr6
2024-11-10 21:04:14 +01:00
parent 5f799d41b3
commit 78845706c9
2 changed files with 346 additions and 311 deletions

View File

@@ -24,36 +24,68 @@ BattleHexArray::BattleHexArray(std::initializer_list<BattleHex> initList) noexce
BattleHex BattleHexArray::getClosestTile(BattleSide side, BattleHex initialPos) const BattleHex BattleHexArray::getClosestTile(BattleSide side, BattleHex initialPos) const
{ {
if(this->empty())
return BattleHex();
BattleHex initialHex = BattleHex(initialPos); BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool int closestDistance = std::numeric_limits<int>::max();
BattleHexArray closestTiles;
for(auto hex : internalStorage)
{ {
return initialHex.getDistance(initialHex, left) < initialHex.getDistance(initialHex, right); int distance = initialHex.getDistance(initialHex, hex);
}; if(distance < closestDistance)
BattleHexArray sortedTiles(*this); {
boost::sort(sortedTiles, compareDistance); //closest tiles at front closestDistance = distance;
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away closestTiles.clear();
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool closestTiles.insert(hex);
{ }
return closestDistance < here.getDistance(initialPos, here); else if(distance == closestDistance)
}; closestTiles.insert(hex);
vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting }
auto compareHorizontal = [side, initialPos](const BattleHex left, const BattleHex right) -> bool
auto compareHorizontal = [side, initialPos](const BattleHex & left, const BattleHex & right)
{ {
if(left.getX() != right.getX()) if(left.getX() != right.getX())
{ {
if(side == BattleSide::ATTACKER) return (side == BattleSide::ATTACKER) ? (left.getX() > right.getX()) : (left.getX() < right.getX());
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
}
else
{
//Prefer tiles in the same row.
return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
} }
return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
}; };
boost::sort(sortedTiles, compareHorizontal);
return sortedTiles.front(); auto bestTile = std::min_element(closestTiles.begin(), closestTiles.end(), compareHorizontal);
return (bestTile != closestTiles.end()) ? *bestTile : BattleHex();
//BattleHex initialHex = BattleHex(initialPos);
//auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
//{
// return initialHex.getDistance(initialHex, left) < initialHex.getDistance(initialHex, right);
//};
//BattleHexArray sortedTiles(*this);
//boost::sort(sortedTiles, compareDistance); //closest tiles at front
//int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
//auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
//{
// return closestDistance < here.getDistance(initialPos, here);
//};
//vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
//auto compareHorizontal = [side, initialPos](const BattleHex left, const BattleHex right) -> bool
//{
// if(left.getX() != right.getX())
// {
// if(side == BattleSide::ATTACKER)
// return left.getX() > right.getX(); //find furthest right
// else
// return left.getX() < right.getX(); //find furthest left
// }
// else
// {
// //Prefer tiles in the same row.
// return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
// }
//};
//boost::sort(sortedTiles, compareHorizontal);
//return sortedTiles.front();
} }
BattleHexArray::NeighbouringTilesCache BattleHexArray::calculateNeighbouringTiles() BattleHexArray::NeighbouringTilesCache BattleHexArray::calculateNeighbouringTiles()

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@@ -60,6 +60,9 @@ BattleHexArray Unit::getSurroundingHexes(BattleHex assumedPosition) const
BattleHexArray Unit::getSurroundingHexes(BattleHex position, bool twoHex, BattleSide side) BattleHexArray Unit::getSurroundingHexes(BattleHex position, bool twoHex, BattleSide side)
{ {
if(!position.isValid())
return { };
BattleHexArray hexes; BattleHexArray hexes;
if(twoHex) if(twoHex)
{ {