mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-01 00:45:26 +02:00
@ -187,7 +187,7 @@ const CStack * BattleInfo::getNextStack() const
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// };
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//
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BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const
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BattleHex BattleInfo::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const
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{
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std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
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@ -206,14 +206,22 @@ BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::s
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return closestDistance < here.getDistance (initialPos, here);
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};
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sortedTiles.erase (boost::remove_if (sortedTiles, notClosest), sortedTiles.end()); //only closest tiles are interesting
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vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
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auto compareHorizontal = [attackerOwned](const BattleHex left, const BattleHex right) -> bool
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auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool
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{
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if (attackerOwned)
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return left.getX() > right.getX(); //find furthest right
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if(left.getX() != right.getX())
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{
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if (attackerOwned)
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return left.getX() > right.getX(); //find furthest right
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else
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return left.getX() < right.getX(); //find furthest left
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}
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else
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return left.getX() < right.getX(); //find furthest left
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{
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//Prefer tiles in the same row.
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return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
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}
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};
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boost::sort (sortedTiles, compareHorizontal);
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@ -438,14 +446,17 @@ CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerO
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CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
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ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
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ret->state.insert(EBattleStackState::ALIVE); //alive state indication
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return ret;
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}
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CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
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{
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int stackID = getIdForNewStack();
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int owner = attackerOwned ? sides[0] : sides[1];
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CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
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ret->position = position;
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ret->state.insert(EBattleStackState::ALIVE); //alive state indication
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return ret;
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}
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@ -921,6 +932,30 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldTyp
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commanderBank.push_back (position.Float());
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}
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//adding war machines
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if(!creatureBank)
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{
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//Checks if hero has artifact and create appropriate stack
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auto handleWarMachine= [&](int side, int artid, int cretype, int hex)
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{
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if(heroes[side] && heroes[side]->getArt(artid))
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stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), true, 255, hex));
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};
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handleWarMachine(0, 13, 146, 52); //ballista
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handleWarMachine(0, 14, 148, 18); //ammo cart
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handleWarMachine(0, 15, 147, 154);//first aid tent
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if(town && town->hasFort())
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handleWarMachine(0, 3, 145, 120);//catapult
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if(!town) //defending hero shouldn't receive ballista (bug #551)
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handleWarMachine(1, 13, 146, 66); //ballista
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handleWarMachine(1, 14, 148, 32); //ammo cart
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handleWarMachine(1, 15, 147, 168); //first aid tent
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}
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//war machines added
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//battleStartpos read
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int k = 0; //stack serial
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for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
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@ -951,69 +986,22 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldTyp
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CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
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stacks.push_back(stack);
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}
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// //shifting positions of two-hex creatures
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// for(unsigned g=0; g<stacks.size(); ++g)
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// {
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// //we should do that for creature bank too
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// if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
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// {
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// stacks[g]->position += BattleHex::RIGHT;
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// }
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// else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
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// {
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// if (stacks[g]->position.getX() > 1)
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// stacks[g]->position += BattleHex::LEFT;
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// }
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// }
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//shifting positions of two-hex creatures
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for(unsigned g=0; g<stacks.size(); ++g)
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{
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//we should do that for creature bank too
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if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
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{
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stacks[g]->position += BattleHex::RIGHT;
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}
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else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
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{
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if (stacks[g]->position.getX() > 1)
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stacks[g]->position += BattleHex::LEFT;
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}
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}
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//adding war machines
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if(!creatureBank)
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{
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if(heroes[0])
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{
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if(heroes[0]->getArt(13)) //ballista
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
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stacks.push_back(stack);
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}
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if(heroes[0]->getArt(14)) //ammo cart
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
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stacks.push_back(stack);
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}
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if(heroes[0]->getArt(15)) //first aid tent
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
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stacks.push_back(stack);
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}
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}
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if(heroes[1])
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{
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//defending hero shouldn't receive ballista (bug #551)
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if(heroes[1]->getArt(13) && !town) //ballista
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), false, 255, 66);
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stacks.push_back(stack);
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}
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if(heroes[1]->getArt(14)) //ammo cart
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
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stacks.push_back(stack);
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}
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if(heroes[1]->getArt(15)) //first aid tent
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
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stacks.push_back(stack);
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}
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}
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if(town && heroes[0] && town->hasFort()) //catapult
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{
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CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
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stacks.push_back(stack);
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}
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}
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//war machines added
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//adding commanders
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for (int i = 0; i < 2; ++i)
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@ -1338,7 +1326,6 @@ void CStack::postInit()
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shots = getCreature()->valOfBonuses(Bonus::SHOTS);
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counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
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casts = valOfBonuses(Bonus::CASTS);
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state.insert(EBattleStackState::ALIVE); //alive state indication
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}
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ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
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