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https://github.com/vcmi/vcmi.git
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3b1ddfa3ca
commit
830d94064e
@ -123,7 +123,6 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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else
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{
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
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boost::copy(stack->getHexes(), std::back_inserter(avHexes)); //add current stack position - we can attack from it
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BOOST_FOREACH(BattleHex hex, avHexes)
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{
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@ -78,10 +78,20 @@ signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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}
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char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
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{
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int xDst = std::abs(hex1 % GameConstants::BFIELD_WIDTH - hex2 % GameConstants::BFIELD_WIDTH),
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yDst = std::abs(hex1 / GameConstants::BFIELD_WIDTH - hex2 / GameConstants::BFIELD_WIDTH);
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return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + (yDst + xDst < 2 ? 0 : 1))/2;
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{
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int y1 = hex1.getY(),
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y2 = hex2.getY();
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int x1 = hex1.getX() + y1 / 2.0,
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x2 = hex2.getX() + y2 / 2.0;
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int xDst = x2 - x1,
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yDst = y2 - y1;
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if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
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return std::max(std::abs(xDst), std::abs(yDst));
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else
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return std::abs(xDst) + std::abs(yDst);
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}
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void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
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@ -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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@ -90,7 +90,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
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//void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
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//static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
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BattleHex getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const; //TODO: vector or set? copying one to another is bad
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BattleHex getClosestTile (bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const; //TODO: vector or set? copying one to another is bad
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int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
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//void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
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std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
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@ -398,7 +398,7 @@ si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex d
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si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
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{
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RETURN_IF_NOT_BATTLE(false);
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if(getAccesibility().accessible(destHex, stack))
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if(getAccesibility(stack).accessible(destHex, stack))
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return false;
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if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
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@ -1079,6 +1079,20 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
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return ret;
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}
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AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
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{
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return getAccesibility(stack->getHexes());
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}
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AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
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{
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auto ret = getAccesibility();
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BOOST_FOREACH(auto hex, accessibleHexes)
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ret[hex] = EAccessibility::ACCESSIBLE;
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return ret;
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}
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ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const
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{
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ReachabilityInfo ret;
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@ -1131,7 +1145,7 @@ ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibi
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ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
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{
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return makeBFS(getAccesibility(), ReachabilityInfo::Parameters(stack));
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return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
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}
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std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
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@ -1216,7 +1230,8 @@ ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
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if(!battleDoWeKnowAbout(!stack->attackerOwned))
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{
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//Stack is held by enemy, we can't use his perspective to check for reachability.
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tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
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// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
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//tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
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params.perspective = battleGetMySide();
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}
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@ -1228,13 +1243,13 @@ ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Pa
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if(params.flying)
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return getFlyingReachability(params);
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else
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return makeBFS(getAccesibility(), params);
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return makeBFS(getAccesibility(params.knownAccessible), params);
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}
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ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters params) const
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{
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ReachabilityInfo ret;
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ret.accessibility = getAccesibility();
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ret.accessibility = getAccesibility(params.knownAccessible);
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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@ -1965,6 +1980,7 @@ ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
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doubleWide = stack->doubleWide();
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attackerOwned = stack->attackerOwned;
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flying = stack->hasBonusOfType(Bonus::FLYING);
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knownAccessible = stack->getHexes();
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}
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ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const
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@ -113,6 +113,7 @@ struct DLL_LINKAGE ReachabilityInfo
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bool attackerOwned;
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bool doubleWide;
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bool flying;
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std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
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BattleHex startPosition; //assumed position of stack
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BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
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@ -134,7 +135,7 @@ struct DLL_LINKAGE ReachabilityInfo
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bool isReachable(BattleHex hex) const
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{
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return predecessors[hex].isValid();
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return distances[hex] < INFINITE_DIST;
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}
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};
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@ -192,7 +193,7 @@ public:
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void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
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std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns hexes reachable by creature with id ID (valid movement destinations), does not contain stack current position
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std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
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int battleGetSurrenderCost(int Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = NULL) const; //returns vector of distances to [dest hex number]
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@ -245,6 +246,8 @@ public:
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ReachabilityInfo getReachability(const CStack *stack) const;
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ReachabilityInfo getReachability(const ReachabilityInfo::Parameters ¶ms) const;
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AccessibilityInfo getAccesibility() const;
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AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
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AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
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std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
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protected:
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ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters params) const;
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@ -939,7 +939,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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return 0;
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//initing necessary tables
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auto accessibility = getAccesibility();
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auto accessibility = getAccesibility(curStack);
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//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
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if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
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@ -3217,6 +3217,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
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const bool isAboutActiveStack = stack && (stack == battleActiveStack());
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switch(ba.actionType)
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{
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case BattleAction::WALK: //walk
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@ -3239,7 +3240,16 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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complain("This stack is dead: " + stack->nodeName());
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return false;
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}
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if(!isAboutActiveStack)
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if(battleTacticDist())
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{
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if(stack && !stack->attackerOwned != battleGetTacticsSide())
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{
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complain("This is not a stack of side that has tactics!");
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return false;
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}
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}
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else if(!isAboutActiveStack)
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{
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complain("Action has to be about active stack!");
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return false;
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@ -3251,6 +3261,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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{
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case BattleAction::END_TACTIC_PHASE: //wait
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case BattleAction::BAD_MORALE:
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case BattleAction::NO_ACTION:
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{
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StartAction start_action(ba);
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sendAndApply(&start_action);
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