Merge pull request #2240 from krs0/feature/show_max_range_limit_for_ranged_units
Show max range limit for ranged units
@ -32,15 +32,3 @@
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]
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}
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@ -0,0 +1,34 @@
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{
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"basepath" : "battle/rangeHighlights/red/",
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"images" :
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[
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{ "frame" : 00, "file" : "empty.png"}, // 000001 -> 00 empty frame
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// load single edges
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{ "frame" : 01, "file" : "topLeft.png"}, //000001 -> 01 topLeft
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{ "frame" : 02, "file" : "topLeft.png"}, //000010 -> 02 topRight
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{ "frame" : 03, "file" : "left.png"}, //000100 -> 04 right
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{ "frame" : 04, "file" : "topLeft.png"}, //001000 -> 08 bottomRight
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{ "frame" : 05, "file" : "topLeft.png"}, //010000 -> 16 bottomLeft
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{ "frame" : 06, "file" : "left.png"}, //100000 -> 32 left
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// load double edges
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{ "frame" : 07, "file" : "top.png"}, //000011 -> 03 top
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{ "frame" : 08, "file" : "top.png"}, //011000 -> 24 bottom
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{ "frame" : 09, "file" : "topLeftHalfCorner.png"}, //000110 -> 06 topRightHalfCorner
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{ "frame" : 10, "file" : "topLeftHalfCorner.png"}, //001100 -> 12 bottomRightHalfCorner
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{ "frame" : 11, "file" : "topLeftHalfCorner.png"}, //110000 -> 48 bottomLeftHalfCorner
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{ "frame" : 12, "file" : "topLeftHalfCorner.png"}, //100001 -> 33 topLeftHalfCorner
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// load halves
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{ "frame" : 13, "file" : "leftHalf.png"}, //001110 -> 14 rightHalf
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{ "frame" : 14, "file" : "leftHalf.png"}, //110001 -> 49 leftHalf
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// load corners
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{ "frame" : 15, "file" : "topLeftCorner.png"}, //000111 -> 07 topRightCorner
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{ "frame" : 16, "file" : "topLeftCorner.png"}, //011100 -> 28 bottomRightCorner
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{ "frame" : 17, "file" : "topLeftCorner.png"}, //111000 -> 56 bottomLeftCorner
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{ "frame" : 18, "file" : "topLeftCorner.png"} //100011 -> 35 topLeftCorner
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]
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}
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BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/empty.png
Normal file
After Width: | Height: | Size: 139 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/fullHex.png
Normal file
After Width: | Height: | Size: 455 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/left.png
Normal file
After Width: | Height: | Size: 181 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/leftHalf.png
Normal file
After Width: | Height: | Size: 305 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/top.png
Normal file
After Width: | Height: | Size: 238 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/topLeft.png
Normal file
After Width: | Height: | Size: 217 B |
BIN
Mods/vcmi/Sprites/battle/rangeHighlights/red/topLeftCorner.png
Normal file
After Width: | Height: | Size: 370 B |
After Width: | Height: | Size: 343 B |
@ -109,8 +109,8 @@
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"vcmi.battleOptions.animationsSpeed6.help": "Set animation speed to instantaneous",
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"vcmi.battleOptions.movementHighlightOnHover.hover": "Movement Highlight on Hover",
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"vcmi.battleOptions.movementHighlightOnHover.help": "{Movement Highlight on Hover}\n\nHighlight unit's movement range when you hover over it.",
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"vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover.hover": "Ranged Full Damage Limit Highlight",
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"vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover.help": "{Ranged Full Damage Limit on Hover}\n\nHighlight ranged unit's full damage range limit when you hover over it.",
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"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Show range limits for shooters",
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"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Show range limits for shooters on Hover}\n\nShow shooter's range limits when you hover over it.",
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"vcmi.battleOptions.skipBattleIntroMusic.hover": "Skip Intro Music",
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{Skip Intro Music}\n\nAllow actions during the intro music that plays at the beginning of each battle",
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"vcmi.battleWindow.pressKeyToSkipIntro" : "Press any key to start battle immediately",
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@ -92,8 +92,8 @@
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"vcmi.battleOptions.animationsSpeed6.help": "Встановити миттєву швидкість анімації",
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"vcmi.battleOptions.movementHighlightOnHover.hover": "Підсвічувати зону руху істоти",
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"vcmi.battleOptions.movementHighlightOnHover.help": "{Підсвічувати зону руху істоти}\n\nПідсвічувати можливу зону руху істоти при наведенні курсора миші на неї",
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"vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover.hover": "Межа повного шкоди пострілом",
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"vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover.help": "{Межа повного шкоди пострілом}\n\nПідсвічувати зону у якій створіння може завдавати максимальної шкоди пострілом при наведенні на неї курсору миші.",
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"vcmi.battleOptions.rangeLimitHighlightOnHover.hover": "Межа повного шкоди пострілом",
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"vcmi.battleOptions.rangeLimitHighlightOnHover.help": "{Межа повного шкоди пострілом}\n\nПідсвічувати зону у якій створіння може завдавати максимальної шкоди пострілом при наведенні на неї курсору миші.",
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"vcmi.battleOptions.skipBattleIntroMusic.hover": "Пропускати вступну музику",
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"vcmi.battleOptions.skipBattleIntroMusic.help": "{Пропускати вступну музику}\n\n Пропускати коротку музику, яка грає на початку кожної битви перед початком дії. Також можна пропустити, натиснувши клавішу ESC.",
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@ -128,11 +128,16 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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attackCursors = std::make_shared<CAnimation>("CRCOMBAT");
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attackCursors->preload();
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rangedFullDamageLimitImages = std::make_unique<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
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initializeHexEdgeMaskToFrameIndex();
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rangedFullDamageLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsGreen.json");
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rangedFullDamageLimitImages->preload();
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initializeHexEdgeMaskToFrameIndex();
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flipRangedFullDamageLimitImagesIntoPositions();
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shootingRangeLimitImages = std::make_shared<CAnimation>("battle/rangeHighlights/rangeHighlightsRed.json");
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shootingRangeLimitImages->preload();
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flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
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flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
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if(!owner.siegeController)
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{
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@ -441,65 +446,62 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget(
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return {};
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}
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std::vector<BattleHex> BattleFieldController::getRangedFullDamageHexes()
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// Range limit highlight helpers
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std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
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{
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std::vector<BattleHex> rangedFullDamageHexes; // used for return
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std::vector<BattleHex> rangeHexes;
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// if not a hovered arcer unit -> return
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auto hoveredHex = getHoveredHex();
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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return rangeHexes;
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if (!settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
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return rangedFullDamageHexes;
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if(!(hoveredStack && hoveredStack->isShooter()))
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return rangedFullDamageHexes;
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auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
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// get only battlefield hexes that are in full range damage distance
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std::set<BattleHex> fullRangeLimit;
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// get only battlefield hexes that are within the given distance
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for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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BattleHex hex(i);
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if(hex.isAvailable() && BattleHex::getDistance(hoveredHex, hex) <= rangedFullDamageDistance)
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rangedFullDamageHexes.push_back(hex);
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if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
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rangeHexes.push_back(hex);
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}
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return rangedFullDamageHexes;
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return rangeHexes;
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}
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std::vector<BattleHex> BattleFieldController::getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes)
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std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
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{
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std::vector<BattleHex> rangedFullDamageLimitHexes; // used for return
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std::vector<BattleHex> rangeLimitHexes;
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// if not a hovered arcer unit -> return
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auto hoveredHex = getHoveredHex();
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const CStack * hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(!(hoveredStack && hoveredStack->isShooter()))
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return rangedFullDamageLimitHexes;
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auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
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// from ranged full damage hexes get only the ones at the limit
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for(auto & hex : rangedFullDamageHexes)
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// from range hexes get only the ones at the limit
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for(auto & hex : rangeHexes)
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{
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if(BattleHex::getDistance(hoveredHex, hex) == rangedFullDamageDistance)
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rangedFullDamageLimitHexes.push_back(hex);
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if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
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rangeLimitHexes.push_back(hex);
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}
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return rangedFullDamageLimitHexes;
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return rangeLimitHexes;
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes)
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bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
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{
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bool hexInRangeLimit = false;
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if(!rangeLimitHexes.empty())
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{
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auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
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*hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
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hexInRangeLimit = pos != rangeLimitHexes.end();
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}
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return hexInRangeLimit;
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}
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std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
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{
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std::vector<std::vector<BattleHex::EDir>> output;
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if(rangedFullDamageHexes.empty())
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if(wholeRangeHexes.empty())
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return output;
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for(auto & hex : rangedFullDamageLimitHexes)
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for(auto & hex : rangeLimitHexes)
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{
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// get all neighbours and their directions
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@ -507,15 +509,15 @@ std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeigh
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std::vector<BattleHex::EDir> outsideNeighbourDirections;
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// for each neighbour add to output only the valid ones and only that are not found in rangedFullDamageHexes
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// for each neighbour add to output only the valid ones and only that are not found in range Hexes
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for(auto direction = 0; direction < 6; direction++)
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{
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if(!neighbouringTiles[direction].isAvailable())
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continue;
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auto it = std::find(rangedFullDamageHexes.begin(), rangedFullDamageHexes.end(), neighbouringTiles[direction]);
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auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
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if(it == rangedFullDamageHexes.end())
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if(it == wholeRangeHexes.end())
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outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
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}
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@ -525,14 +527,14 @@ std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeigh
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return output;
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}
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std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections)
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std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
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{
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std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
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if(rangedFullDamageLimitHexesNeighbourDirections.empty())
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if(hexesNeighbourDirections.empty())
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return output;
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for(auto & directions : rangedFullDamageLimitHexesNeighbourDirections)
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for(auto & directions : hexesNeighbourDirections)
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{
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std::bitset<6> mask;
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@ -541,46 +543,69 @@ std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangedFullD
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mask.set(direction);
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uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
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output.push_back(rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
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output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
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}
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return output;
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}
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void BattleFieldController::flipRangedFullDamageLimitImagesIntoPositions()
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void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts)
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{
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
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std::vector<BattleHex> rangeHexes = getRangeHexes(hoveredHex, distance);
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rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
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std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
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rangeLimitHexesHighligts = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
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}
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
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void BattleFieldController::flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
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{
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
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rangedFullDamageLimitImages->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
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images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
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}
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void BattleFieldController::showHighlightedHexes(Canvas & canvas)
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{
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std::vector<BattleHex> rangedFullDamageLimitHexes;
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std::vector<BattleHex> shootingRangeLimitHexes;
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
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std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
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std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
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std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
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std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
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if(getHoveredHex() == BattleHex::INVALID)
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BattleHex hoveredHex = getHoveredHex();
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if(hoveredHex == BattleHex::INVALID)
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return;
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// calculate array with highlight images for ranged full damage limit
|
||||
std::vector<BattleHex> rangedFullDamageHexes = getRangedFullDamageHexes();
|
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std::vector<BattleHex> rangedFullDamageLimitHexes = getRangedFullDamageLimitHexes(rangedFullDamageHexes);
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std::vector<std::vector<BattleHex::EDir>> rangedFullDamageLimitHexesNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangedFullDamageHexes, rangedFullDamageLimitHexes);
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std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts = calculateRangedFullDamageHighlightImages(rangedFullDamageLimitHexesNeighbourDirections);
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const CStack * hoveredStack = getHoveredStack();
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// skip range limit calculations if unit hovered is not a shooter
|
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if(hoveredStack && hoveredStack->isShooter())
|
||||
{
|
||||
// calculate array with highlight images for ranged full damage limit
|
||||
auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
|
||||
calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighligts);
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||||
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||||
// calculate array with highlight images for shooting range limit
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||||
auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
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||||
calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighligts);
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||||
}
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||||
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||||
auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
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||||
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@ -590,14 +615,12 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
|
||||
bool mouse = hoveredMouseHexes.count(hex);
|
||||
|
||||
// calculate if hex is Ranged Full Damage Limit and its position in highlight array
|
||||
bool isRangedFullDamageLimit = false;
|
||||
int hexIndexInRangedFullDamageLimit = 0;
|
||||
if(!rangedFullDamageLimitHexes.empty())
|
||||
{
|
||||
auto pos = std::find(rangedFullDamageLimitHexes.begin(), rangedFullDamageLimitHexes.end(), hex);
|
||||
hexIndexInRangedFullDamageLimit = std::distance(rangedFullDamageLimitHexes.begin(), pos);
|
||||
isRangedFullDamageLimit = pos != rangedFullDamageLimitHexes.end();
|
||||
}
|
||||
bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
|
||||
|
||||
// calculate if hex is Shooting Range Limit and its position in highlight array
|
||||
int hexIndexInShootingRangeLimit = 0;
|
||||
bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
|
||||
|
||||
if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
|
||||
{
|
||||
@ -612,10 +635,14 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
|
||||
{
|
||||
showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
|
||||
}
|
||||
if(isRangedFullDamageLimit)
|
||||
if(hexInRangedFullDamageLimit)
|
||||
{
|
||||
showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
|
||||
}
|
||||
if(hexInShootingRangeLimit)
|
||||
{
|
||||
showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -643,6 +670,14 @@ BattleHex BattleFieldController::getHoveredHex()
|
||||
return hoveredHex;
|
||||
}
|
||||
|
||||
const CStack* BattleFieldController::getHoveredStack()
|
||||
{
|
||||
auto hoveredHex = getHoveredHex();
|
||||
const CStack* hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
|
||||
|
||||
return hoveredStack;
|
||||
}
|
||||
|
||||
BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
|
||||
{
|
||||
if (owner.attackingHero)
|
||||
|
@ -33,7 +33,8 @@ class BattleFieldController : public CIntObject
|
||||
std::shared_ptr<IImage> cellUnitMovementHighlight;
|
||||
std::shared_ptr<IImage> cellUnitMaxMovementHighlight;
|
||||
std::shared_ptr<IImage> cellShade;
|
||||
std::unique_ptr<CAnimation> rangedFullDamageLimitImages;
|
||||
std::shared_ptr<CAnimation> rangedFullDamageLimitImages;
|
||||
std::shared_ptr<CAnimation> shootingRangeLimitImages;
|
||||
|
||||
std::shared_ptr<CAnimation> attackCursors;
|
||||
|
||||
@ -59,22 +60,30 @@ class BattleFieldController : public CIntObject
|
||||
std::set<BattleHex> getHighlightedHexesForSpellRange();
|
||||
std::set<BattleHex> getHighlightedHexesForMovementTarget();
|
||||
|
||||
/// get all hexes where a ranged unit can do full damage
|
||||
std::vector<BattleHex> getRangedFullDamageHexes();
|
||||
// Range limit highlight helpers
|
||||
|
||||
/// get only hexes at the limit of a ranged unit's full damage range
|
||||
std::vector<BattleHex> getRangedFullDamageLimitHexes(std::vector<BattleHex> rangedFullDamageHexes);
|
||||
/// get all hexes within a certain distance of given hex
|
||||
std::vector<BattleHex> getRangeHexes(BattleHex sourceHex, uint8_t distance);
|
||||
|
||||
/// get only hexes at the limit of a range
|
||||
std::vector<BattleHex> getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> hexRange, uint8_t distanceToLimit);
|
||||
|
||||
/// calculate if a hex is in range limit and return its index in range
|
||||
bool IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit);
|
||||
|
||||
/// get an array that has for each hex in range, an aray with all directions where an ouside neighbour hex exists
|
||||
std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangedFullDamageHexes, std::vector<BattleHex> rangedFullDamageLimitHexes);
|
||||
std::vector<std::vector<BattleHex::EDir>> getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> rangeHexes, std::vector<BattleHex> rangeLimitHexes);
|
||||
|
||||
/// calculates what image to use as range limit, depending on the direction of neighbors
|
||||
/// a mask is used internally to mark the directions of all neighbours
|
||||
/// based on this mask the corresponding image is selected
|
||||
std::vector<std::shared_ptr<IImage>> calculateRangedFullDamageHighlightImages(std::vector<std::vector<BattleHex::EDir>> fullRangeLimitHexesNeighbourDirections);
|
||||
std::vector<std::shared_ptr<IImage>> calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages);
|
||||
|
||||
/// calculates all hexes for a range limit and what images to be shown as highlight for each of the hexes
|
||||
void calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts);
|
||||
|
||||
/// to reduce the number of source images used, some images will be used as flipped versions of preloaded ones
|
||||
void flipRangedFullDamageLimitImagesIntoPositions();
|
||||
void flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images);
|
||||
|
||||
void showBackground(Canvas & canvas);
|
||||
void showBackgroundImage(Canvas & canvas);
|
||||
@ -118,6 +127,9 @@ public:
|
||||
/// Returns ID of currently hovered hex or BattleHex::INVALID if none
|
||||
BattleHex getHoveredHex();
|
||||
|
||||
/// Returns the currently hovered stack
|
||||
const CStack* getHoveredStack();
|
||||
|
||||
/// returns true if selected tile can be attacked in melee by current stack
|
||||
bool isTileAttackable(const BattleHex & number) const;
|
||||
|
||||
|
@ -36,9 +36,9 @@ BattleOptionsTab::BattleOptionsTab(BattleInterface * owner)
|
||||
{
|
||||
movementHighlightOnHoverChangedCallback(value, owner);
|
||||
});
|
||||
addCallback("rangedFullDamageLimitHighlightOnHoverChanged", [this, owner](bool value)
|
||||
addCallback("rangeLimitHighlightOnHoverChanged", [this, owner](bool value)
|
||||
{
|
||||
rangedFullDamageLimitHighlightOnHoverChangedCallback(value, owner);
|
||||
rangeLimitHighlightOnHoverChangedCallback(value, owner);
|
||||
});
|
||||
addCallback("mouseShadowChanged", [this](bool value)
|
||||
{
|
||||
@ -77,8 +77,8 @@ BattleOptionsTab::BattleOptionsTab(BattleInterface * owner)
|
||||
std::shared_ptr<CToggleButton> movementHighlightOnHoverCheckbox = widget<CToggleButton>("movementHighlightOnHoverCheckbox");
|
||||
movementHighlightOnHoverCheckbox->setSelected(settings["battle"]["movementHighlightOnHover"].Bool());
|
||||
|
||||
std::shared_ptr<CToggleButton> rangedFullDamageLimitHighlightOnHoverCheckbox = widget<CToggleButton>("rangedFullDamageLimitHighlightOnHoverCheckbox");
|
||||
rangedFullDamageLimitHighlightOnHoverCheckbox->setSelected(settings["battle"]["rangedFullDamageLimitHighlightOnHover"].Bool());
|
||||
std::shared_ptr<CToggleButton> rangeLimitHighlightOnHoverCheckbox = widget<CToggleButton>("rangeLimitHighlightOnHoverCheckbox");
|
||||
rangeLimitHighlightOnHoverCheckbox->setSelected(settings["battle"]["rangeLimitHighlightOnHover"].Bool());
|
||||
|
||||
std::shared_ptr<CToggleButton> mouseShadowCheckbox = widget<CToggleButton>("mouseShadowCheckbox");
|
||||
mouseShadowCheckbox->setSelected(settings["battle"]["mouseShadow"].Bool());
|
||||
@ -156,9 +156,9 @@ void BattleOptionsTab::movementHighlightOnHoverChangedCallback(bool value, Battl
|
||||
parentBattleInterface->redrawBattlefield();
|
||||
}
|
||||
|
||||
void BattleOptionsTab::rangedFullDamageLimitHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface)
|
||||
void BattleOptionsTab::rangeLimitHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface)
|
||||
{
|
||||
Settings stackRange = settings.write["battle"]["rangedFullDamageLimitHighlightOnHover"];
|
||||
Settings stackRange = settings.write["battle"]["rangeLimitHighlightOnHover"];
|
||||
stackRange->Bool() = value;
|
||||
if(parentBattleInterface)
|
||||
parentBattleInterface->redrawBattlefield();
|
||||
|
@ -25,7 +25,7 @@ private:
|
||||
void viewGridChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
void movementShadowChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
void movementHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
void rangedFullDamageLimitHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
void rangeLimitHighlightOnHoverChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
void mouseShadowChangedCallback(bool value);
|
||||
void animationSpeedChangedCallback(int value);
|
||||
void showQueueChangedCallback(bool value, BattleInterface * parentBattleInterface);
|
||||
|
@ -293,7 +293,7 @@
|
||||
"type" : "object",
|
||||
"additionalProperties" : false,
|
||||
"default" : {},
|
||||
"required" : [ "speedFactor", "mouseShadow", "cellBorders", "stackRange", "movementHighlightOnHover", "rangedFullDamageLimitHighlightOnHover", "showQueue", "swipeAttackDistance", "queueSize" ],
|
||||
"required" : [ "speedFactor", "mouseShadow", "cellBorders", "stackRange", "movementHighlightOnHover", "rangeLimitHighlightOnHover", "showQueue", "swipeAttackDistance", "queueSize" ],
|
||||
"properties" : {
|
||||
"speedFactor" : {
|
||||
"type" : "number",
|
||||
@ -315,7 +315,7 @@
|
||||
"type" : "boolean",
|
||||
"default" : true
|
||||
},
|
||||
"rangedFullDamageLimitHighlightOnHover" : {
|
||||
"rangeLimitHighlightOnHover" : {
|
||||
"type" : "boolean",
|
||||
"default" : false
|
||||
},
|
||||
|
@ -108,7 +108,7 @@
|
||||
"text": "vcmi.battleOptions.movementHighlightOnHover.hover",
|
||||
},
|
||||
{
|
||||
"text": "vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover.hover",
|
||||
"text": "vcmi.battleOptions.rangeLimitHighlightOnHover.hover",
|
||||
},
|
||||
{
|
||||
"text": "core.genrltxt.406",
|
||||
@ -140,9 +140,9 @@
|
||||
"callback": "movementHighlightOnHoverChanged"
|
||||
},
|
||||
{
|
||||
"name": "rangedFullDamageLimitHighlightOnHoverCheckbox",
|
||||
"help": "vcmi.battleOptions.rangedFullDamageLimitHighlightOnHover",
|
||||
"callback": "rangedFullDamageLimitHighlightOnHoverChanged"
|
||||
"name": "rangeLimitHighlightOnHoverCheckbox",
|
||||
"help": "vcmi.battleOptions.rangeLimitHighlightOnHover",
|
||||
"callback": "rangeLimitHighlightOnHoverChanged"
|
||||
},
|
||||
{
|
||||
"name": "mouseShadowCheckbox",
|
||||
|
@ -56,7 +56,8 @@ namespace GameConstants
|
||||
constexpr int HERO_GOLD_COST = 2500;
|
||||
constexpr int SPELLBOOK_GOLD_COST = 500;
|
||||
constexpr int SKILL_GOLD_COST = 2000;
|
||||
constexpr int BATTLE_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
|
||||
constexpr int BATTLE_SHOOTING_PENALTY_DISTANCE = 10; //if the distance is > than this, then shooting stack has distance penalty
|
||||
constexpr int BATTLE_SHOOTING_RANGE_DISTANCE = std::numeric_limits<uint8_t>::max(); // used when shooting stack has no shooting range limit
|
||||
constexpr int ARMY_SIZE = 7;
|
||||
constexpr int SKILL_PER_HERO = 8;
|
||||
constexpr ui32 HERO_HIGH_LEVEL = 10; // affects primary skill upgrade order
|
||||
|
@ -1456,7 +1456,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
|
||||
if(const auto * target = battleGetUnitByPos(destHex, true))
|
||||
{
|
||||
//If any hex of target creature is within range, there is no penalty
|
||||
int range = GameConstants::BATTLE_PENALTY_DISTANCE;
|
||||
int range = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
|
||||
|
||||
auto bonus = shooter->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
||||
if(bonus != nullptr && bonus->additionalInfo != CAddInfo::NONE)
|
||||
@ -1467,7 +1467,7 @@ bool CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer * shooter,
|
||||
}
|
||||
else
|
||||
{
|
||||
if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_PENALTY_DISTANCE)
|
||||
if(BattleHex::getDistance(shooterPosition, destHex) <= GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE)
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -596,7 +596,7 @@ uint8_t CUnitState::getRangedFullDamageDistance() const
|
||||
if(!isShooter())
|
||||
return 0;
|
||||
|
||||
uint8_t rangedFullDamageDistance = GameConstants::BATTLE_PENALTY_DISTANCE;
|
||||
uint8_t rangedFullDamageDistance = GameConstants::BATTLE_SHOOTING_PENALTY_DISTANCE;
|
||||
|
||||
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
|
||||
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
|
||||
@ -609,6 +609,24 @@ uint8_t CUnitState::getRangedFullDamageDistance() const
|
||||
return rangedFullDamageDistance;
|
||||
}
|
||||
|
||||
uint8_t CUnitState::getShootingRangeDistance() const
|
||||
{
|
||||
if(!isShooter())
|
||||
return 0;
|
||||
|
||||
uint8_t shootingRangeDistance = GameConstants::BATTLE_SHOOTING_RANGE_DISTANCE;
|
||||
|
||||
// overwrite full ranged damage distance with the value set in Additional info field of LIMITED_SHOOTING_RANGE bonus
|
||||
if(this->hasBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE)))
|
||||
{
|
||||
auto bonus = this->getBonus(Selector::type()(BonusType::LIMITED_SHOOTING_RANGE));
|
||||
if(bonus != nullptr)
|
||||
shootingRangeDistance = bonus->val;
|
||||
}
|
||||
|
||||
return shootingRangeDistance;
|
||||
}
|
||||
|
||||
bool CUnitState::canMove(int turn) const
|
||||
{
|
||||
return alive() && !hasBonus(Selector::type()(BonusType::NOT_ACTIVE).And(Selector::turns(turn))); //eg. Ammo Cart or blinded creature
|
||||
|
@ -222,6 +222,7 @@ public:
|
||||
void setPosition(BattleHex hex) override;
|
||||
int32_t getInitiative(int turn = 0) const override;
|
||||
uint8_t getRangedFullDamageDistance() const;
|
||||
uint8_t getShootingRangeDistance() const;
|
||||
|
||||
bool canMove(int turn = 0) const override;
|
||||
bool defended(int turn = 0) const override;
|
||||
|