mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
* new movement cost calculation.
* fixed crashes on loading maps with flag all mines/dwelling victory condition * minor changes
This commit is contained in:
parent
efc43e87a8
commit
b2924064ee
@ -1067,7 +1067,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
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std::cout << color;
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#endif
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std::cout << message.c_str() << std::flush;
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std::cout << message.c_str() << std::endl;
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#ifdef _WIN32
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SetConsoleTextAttribute(hConsole, csbi.wAttributes);
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@ -940,7 +940,7 @@ int CGameState::pickHero(int owner)
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}
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CGHeroInstance *CGameState::getHero(int objid)
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{
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if(objid<0 || objid>=map->objects.size())
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if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=34)
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return NULL;
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return static_cast<CGHeroInstance *>(map->objects[objid]);
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}
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@ -1706,6 +1706,98 @@ void CGameState::setObjProperty( SetObjectProperty * p )
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}
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}
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void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, bool onLand)
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{
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vec.clear();
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int3 hlp;
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bool weAreOnLand = (map->getTile(tile).tertype != 8);
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if(tile.x > 0)
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{
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hlp = int3(tile.x-1,tile.y,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.y > 0)
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{
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hlp = int3(tile.x,tile.y-1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x > 0 && tile.y > 0)
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{
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hlp = int3(tile.x-1,tile.y-1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x > 0 && tile.y < map->height-1)
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{
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hlp = int3(tile.x-1,tile.y+1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.y < map->height-1)
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{
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hlp = int3(tile.x,tile.y+1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1)
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{
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hlp = int3(tile.x+1,tile.y,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1 && tile.y > 0)
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{
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hlp = int3(tile.x+1,tile.y-1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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if(tile.x < map->width-1 && tile.y < map->height-1)
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{
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hlp = int3(tile.x+1,tile.y+1,tile.z);
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if((weAreOnLand == map->getTile(hlp).tertype!=8) && map->getTile(hlp).tertype!=9)
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vec.push_back(hlp);
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}
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}
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int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints, bool checkLast)
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{
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TerrainTile &s = map->terrain[src.x][src.y][src.z],
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&d = map->terrain[dest.x][dest.y][dest.z];
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//get basic cost
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int ret = h->getTileCost(d,s);
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if(src.x!=dest.x && src.y!=dest.y) //diagonal move costs too much but normal move is possible
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{
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int old = ret;
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ret *= 1.414;
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if(ret > remainingMovePoints && remainingMovePoints > old)
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{
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return remainingMovePoints;
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}
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}
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int left = remainingMovePoints-ret;
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if(checkLast && left > 0 && remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
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{
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std::vector<int3> vec;
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getNeighbours(dest,vec,true);
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for(size_t i=0; i < vec.size(); i++)
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{
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int fcost = getMovementCost(h,dest,vec[i],left,false);
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if(fcost <= left)
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{
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return ret;
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}
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}
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ret = remainingMovePoints;
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}
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return ret;
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}
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
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{
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int attackerAttackBonus = attacker->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0);
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@ -231,10 +231,8 @@ private:
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void randomizeObject(CGObjectInstance *cur);
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std::pair<int,int> pickObject(CGObjectInstance *obj);
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int pickHero(int owner);
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CGHeroInstance *getHero(int objid);
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CGTownInstance *getTown(int objid);
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bool battleMoveCreatureStack(int ID, int dest);
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bool battleAttackCreatureStack(int ID, int dest);
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bool battleShootCreatureStack(int ID, int dest);
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@ -246,6 +244,8 @@ private:
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public:
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CGameState();
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~CGameState();
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void getNeighbours(int3 tile, std::vector<int3> &vec, bool onLand);
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int getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints=-1, bool checkLast=true);
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int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -180,9 +180,7 @@ void CPathfinder::convertPath(CPath * path, unsigned int mode) //mode=0 -> from
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void CPathfinder::processNode(CPathNode & dp, const CGHeroInstance * hero, std::queue<CPathNode> & mq, const CPathNode & cp, const int3 & src, bool diagonal)
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{
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const TerrainTile * tinfo = CGI->mh->ttiles[dp.coord.x][dp.coord.y][src.z].tileInfo;
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int cost = hero->getTileCost(tinfo->tertype, tinfo->malle, tinfo->nuine, hero->movement - cp.dist);
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if(diagonal && (hero->movement - cp.dist) > 145) //second condition - workaround for strange behaviour manifested by Heroes III
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cost *= std::sqrt(2.0);
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int cost = CGI->state->getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
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if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
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{
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dp.dist = cp.dist + cost;
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@ -1106,7 +1106,7 @@ void MapSel::processGames(const std::vector<std::string> &pliczkiTemp)
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lf >> sign >> hlp;
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if(hlp != version)
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{
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tlog3 << "\t" << pliczkiTemp[i] << " seems to be too " << ((hlp>version) ? "new" : "old") << " and will be ommited.\n";
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tlog3 << "\t\t" << pliczkiTemp[i] << " seems to be too " << ((hlp>version) ? "new" : "old") << " and will be ommited.\n";
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ourGames[i] = NULL;
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continue;
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}
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@ -1239,8 +1239,12 @@ void MapSel::init()
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processGames(pliczkiTemp);
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for (int i = 0; i < ourGames.size(); i++)
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{
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ourGames[i]->date = datestemp[i];
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if(ourGames[i])
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ourGames[i]->date = datestemp[i];
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}
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maps = std::remove_if(ourGames.begin(),ourGames.end(),isNull);
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ourGames.erase(maps,ourGames.end());
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std::sort(ourGames.begin(),ourGames.end(),mapSorter(_name));
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}
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void MapSel::moveByOne(bool up)
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{
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@ -19,7 +19,7 @@ ADVENTURE INTERFACE:
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* campfire, borderguard, bordergate, questguard will be accessible from the top
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BATTLES:
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* partial support for battle obstackles
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* partial support for battle obstacles
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* spells not known by hero can't be casted
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* spell books won't be placed in War Machine slots after battle
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* attack is now possible when hex under cursor is not displayed
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2
global.h
2
global.h
@ -19,7 +19,7 @@ typedef boost::int8_t si8; //signed int 8 bits (1 byte)
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#define THC
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#endif
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#define NAME_VER ("VCMI 0.7b")
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#define NAME_VER ("VCMI 0.7c")
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#define CONSOLE_LOGGING_LEVEL 5
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#define FILE_LOGGING_LEVEL 6
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@ -18,6 +18,7 @@
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#include "../CGameState.h"
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#include "../lib/NetPacks.h"
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#include "../StartInfo.h"
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#include "../Map.h"
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std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;
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IGameCallback * IObjectInterface::cb = NULL;
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@ -196,72 +197,37 @@ int lowestSpeed(const CGHeroInstance * chi)
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return ret;
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}
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unsigned int CGHeroInstance::getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype, const int & remaingMP) const
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unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
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{
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if(remaingMP <= 100) return 100; //workaround for strange behaviour manifested by Heroes III
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unsigned int ret = type->heroClass->terrCosts[ttype];
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//applying pathfinding skill
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switch(getSecSkillLevel(0))
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{
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case 1: //basic
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switch(ttype)
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{
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case rough:
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ret = 100;
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break;
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case sand: case snow:
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if(ret>125)
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ret = 125;
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break;
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case swamp:
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if(ret>150)
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ret = 150;
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break;
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default:
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//TODO do something nasty here throw maybe? or some def value asing
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break;
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}
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break;
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case 2: //advanced
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switch(ttype)
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{
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case rough:
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case sand:
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case snow:
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ret = 100;
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break;
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case swamp:
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if(ret>125)
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ret = 125;
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break;
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default:
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//TODO look up
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break;
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}
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break;
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case 3: //expert
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ret = 100;
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break;
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default:
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//TODO look up
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break;
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}
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//TODO: check if all creatures are on its native terrain and change cost appropriately
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//calculating road influence
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switch(rdtype)
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//base move cost
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unsigned ret = 100;
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//if there is road both on dest and src tiles - use road movement cost
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if(dest.malle && from.malle)
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{
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case dirtRoad:
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ret*=0.75;
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break;
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case grazvelRoad:
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ret*=0.667;
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break;
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case cobblestoneRoad:
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ret*=0.5;
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break;
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default:
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//TODO killllll me
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break;
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int road = std::min(dest.malle,from.malle); //used road ID
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switch(road)
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{
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case dirtRoad:
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ret = 75;
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break;
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case grazvelRoad:
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ret = 65;
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break;
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case cobblestoneRoad:
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ret = 50;
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break;
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default:
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tlog1 << "Unknown road type: " << road << "... Something wrong!\n";
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break;
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}
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}
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else
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{
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ret = std::max(type->heroClass->terrCosts[dest.tertype],type->heroClass->terrCosts[from.tertype]); //take cost of worse of two tiles
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ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level
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}
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return ret;
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}
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@ -30,6 +30,7 @@ class CGTownInstance;
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class CArtifact;
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class CGDefInfo;
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class CSpecObjInfo;
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struct TerrainTile;
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class DLL_EXPORT CCastleEvent
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{
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@ -207,7 +208,7 @@ public:
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const HeroBonus *getBonus(int from, int id) const;
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const std::string &getBiography() const;
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bool needsLastStack()const;
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unsigned int getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype, const int & remaingMP) const;
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unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
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unsigned int getLowestCreatureSpeed() const;
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unsigned int getAdditiveMoveBonus() const;
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float getMultiplicativeMoveBonus() const;
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@ -18,7 +18,7 @@
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#include <boost/mpl/identity.hpp>
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#include <boost/type_traits/is_array.hpp>
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const ui32 version = 63;
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const ui32 version = 703;
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class CConnection;
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namespace mpl = boost::mpl;
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16
map.cpp
16
map.cpp
@ -359,7 +359,7 @@ void CMapHeader::loadViCLossConditions( unsigned char * bufor, int &i)
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{
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victoryCondition.ID = bufor[i+2];
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victoryCondition.count = readNormalNr(bufor, i+3);
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nr=5;
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nr = 5;
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break;
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}
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case buildCity:
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@ -369,7 +369,7 @@ void CMapHeader::loadViCLossConditions( unsigned char * bufor, int &i)
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victoryCondition.pos.z = bufor[i+4];
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victoryCondition.count = bufor[i+5];
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victoryCondition.ID = bufor[i+6];
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nr=5;
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nr = 5;
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break;
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}
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case buildGrail:
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@ -382,7 +382,7 @@ void CMapHeader::loadViCLossConditions( unsigned char * bufor, int &i)
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victoryCondition.pos.y = bufor[i+3];
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victoryCondition.pos.z = bufor[i+4];
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}
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nr=3;
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nr = 3;
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break;
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}
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case beatHero:
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@ -392,13 +392,13 @@ void CMapHeader::loadViCLossConditions( unsigned char * bufor, int &i)
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victoryCondition.pos.x = bufor[i+2];
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victoryCondition.pos.y = bufor[i+3];
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victoryCondition.pos.z = bufor[i+4];
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nr=3;
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nr = 3;
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break;
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}
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case takeDwellings:
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case takeMines:
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{
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nr=3;
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nr = 0;
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break;
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}
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case transportItem:
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@ -407,7 +407,7 @@ void CMapHeader::loadViCLossConditions( unsigned char * bufor, int &i)
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victoryCondition.pos.x = bufor[i+3];
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victoryCondition.pos.y = bufor[i+4];
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victoryCondition.pos.z = bufor[i+5];
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nr=4;
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nr = 4;
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break;
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}
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}
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@ -1954,6 +1954,10 @@ void Mapa::loadQuest(CQuest * guard, unsigned char * bufor, int & i)
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guard->completedText = readString(bufor,i);
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}
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TerrainTile & Mapa::getTile( int3 tile )
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{
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return terrain[tile.x][tile.y][tile.z];
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}
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void CMapInfo::countPlayers()
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{
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playerAmnt=humenPlayers=0;
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1
map.h
1
map.h
@ -326,6 +326,7 @@ struct DLL_EXPORT Mapa : public CMapHeader
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Mapa(std::string filename); //creates map structure from .h3m file
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Mapa();
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~Mapa();
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TerrainTile &getTile(int3 tile);
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CGHeroInstance * getHero(int ID, int mode=0);
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bool isInTheMap(int3 pos);
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template <typename TObject, typename Handler> void serializeObj(Handler &h, const int version, TObject ** obj)
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@ -495,9 +495,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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int3 hmpos = end + int3(-1,0,0);
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TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
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CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
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double dist = distance(start,end);
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if(h->movement <= 145) dist = 1.0f; //workaround for strange behaviour manifested by Heroes III
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int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine, h->movement) * dist);
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int cost = gs->getMovementCost(h,start,end,h->movement);
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TryMoveHero tmh;
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tmh.id = id;
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@ -508,7 +506,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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if((h->getOwner() != gs->currentPlayer) //not turn of that hero
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|| (distance(start,end)>=1.5) //tiles are not neighouring
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|| (h->movement < cost) //lack of movement points
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|| (h->movement < cost && h->movement < 100) //lack of movement points
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|| (t.tertype == rock) //rock
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|| (!h->canWalkOnSea() && t.tertype == water)
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|| (t.blocked && !t.visitable) //tile is blocked andnot visitable
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@ -518,7 +516,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
||||
|
||||
//check if there is blocking visitable object
|
||||
blockvis = false;
|
||||
tmh.movePoints = h->movement = (h->movement-cost); //take move points
|
||||
tmh.movePoints = h->movement = std::max(si32(0),h->movement-cost); //take move points
|
||||
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
|
||||
{
|
||||
if(obj->blockVisit)
|
||||
|
Loading…
Reference in New Issue
Block a user