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Battles:
* showing ranges * improvements in moving * workaround for neutrals
This commit is contained in:
parent
c7bb04235c
commit
d8eb861117
@ -571,7 +571,8 @@ CCreature CCallback::battleGetCreature(int number)
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std::vector<int> CCallback::battleGetAvailableHexes(int ID)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->battleGetRange(ID);
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return gs->curB->getAccessibility(ID);
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//return gs->battleGetRange(ID);
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}
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bool CCallback::battleIsStackMine(int ID)
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400
CGameState.cpp
400
CGameState.cpp
@ -129,6 +129,7 @@ void BattleInfo::getAccessibilityMap(bool *accessibility)
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accessibility[stacks[g]->position+1] = false;
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}
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}
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//TODO: obstacles
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}
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void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide) //send pointer to at least 187 allocated bytes
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{
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@ -143,23 +144,22 @@ void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerS
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accessibility[b] = false;
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}
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}
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//removing accessibility for side hexes
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for(int v=0; v<187; ++v)
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if(atackerSide ? (v%17)==1 : (v%17)==15)
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accessibility[v] = false;
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}
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std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
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{
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int predecessor[187]; //for getting the Path
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void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
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{
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//inits
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for(int b=0; b<187; ++b)
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predecessor[b] = -1;
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//bfsing
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int dists[187]; //calculated distances
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for(int g=0; g<187; ++g)
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dists[g] = 100000000;
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std::queue<int> hexq; //bfs queue
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hexq.push(start);
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for(int g=0; g<187; ++g)
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dists[g] = 100000000;
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dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
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@ -167,50 +167,77 @@ std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
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int curHex = hexq.front();
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hexq.pop();
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curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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if((curNext > 0) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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if((curNext > 0) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex - 1;
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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if((curNext > 0) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + 1;
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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if((curNext < 187) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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if((curNext < 187) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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if((curNext < 187) && (accessibility[curNext]) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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}
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};
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//following the Path
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std::vector<int> BattleInfo::getAccessibility(int stackID)
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{
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std::vector<int> ret;
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bool ac[187];
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CStack *s = getStack(stackID);
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if(s->creature->isDoubleWide())
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getAccessibilityMapForTwoHex(ac,s->attackerOwned);
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else
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getAccessibilityMap(ac);
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int pr[187], dist[187];
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makeBFS(s->position,ac,pr,dist);
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for(int i=0;i<187;i++)
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if(dist[i] <= s->creature->speed)
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ret.push_back(i);
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return ret;
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}
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std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
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{
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int predecessor[187]; //for getting the Path
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int dist[187]; //calculated distances
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makeBFS(start,accessibility,predecessor,dist);
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//making the Path
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std::vector<int> path;
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int curElem = dest;
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while(curElem != start)
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@ -895,225 +922,6 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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}
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}
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}
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bool CGameState::battleMoveCreatureStack(int ID, int dest)
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{/*
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//first checks
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if(curB->stackActionPerformed) //because unit cannot be moved more than once
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return false;
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unsigned char owner = -1; //owner moved of unit
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID == ID)
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{
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owner = curB->stacks[g]->owner;
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break;
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}
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}
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bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
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int numberOfStackAtEnd = -1;
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->position == dest
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|| (curB->stacks[g]->creature->isDoubleWide() && curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == dest)
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|| (curB->stacks[g]->creature->isDoubleWide() && !curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == dest))
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{
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if(curB->stacks[g]->alive)
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{
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stackAtEnd = true;
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numberOfStackAtEnd = g;
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break;
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}
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}
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}
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//selecting moved stack
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CStack * curStack = NULL;
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for(int y=0; y<curB->stacks.size(); ++y)
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{
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if(curB->stacks[y]->ID == ID)
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{
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curStack = curB->stacks[y];
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break;
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}
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}
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if(!curStack)
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return false;
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//initing necessary tables
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bool accessibility[187]; //accesibility of hexes
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for(int k=0; k<187; k++)
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accessibility[k] = true;
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock enemy's positions and this units' position
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{
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accessibility[curB->stacks[g]->position] = false;
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if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
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{
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if(curB->stacks[g]->attackerOwned)
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accessibility[curB->stacks[g]->position-1] = false;
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else
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accessibility[curB->stacks[g]->position+1] = false;
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}
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}
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}
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accessibility[dest] = true;
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if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
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{
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bool mac[187];
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for(int b=0; b<187; ++b)
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{
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//
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// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
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mac[b] = accessibility[b];
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if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
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{
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mac[b] = false;
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}
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}
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mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
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for(int v=0; v<187; ++v)
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accessibility[v] = mac[v];
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//removing accessibility for side hexes
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for(int v=0; v<187; ++v)
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if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
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accessibility[v] = false;
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}
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if(!stackAtEnd && !accessibility[dest])
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return false;
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int predecessor[187]; //for getting the Path
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for(int b=0; b<187; ++b)
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predecessor[b] = -1;
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//bfsing
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int dists[187]; //calculated distances
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std::queue<int> hexq; //bfs queue
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hexq.push(curStack->position);
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for(int g=0; g<187; ++g)
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dists[g] = 100000000;
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dists[hexq.front()] = 0;
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int curNext = -1; //for bfs loop only (helper var)
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while(!hexq.empty()) //bfs loop
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{
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int curHex = hexq.front();
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hexq.pop();
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curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex - 1;
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if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + 1;
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
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if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
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{
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hexq.push(curNext);
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dists[curNext] = dists[curHex] + 1;
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predecessor[curNext] = curHex;
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}
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}
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//following the Path
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if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
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return false;
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std::vector<int> path;
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int curElem = dest;
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while(curElem!=curStack->position)
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{
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path.push_back(curElem);
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curElem = predecessor[curElem];
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}
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for(int v=path.size()-1; v>=0; --v)
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{
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if(v!=0 || !stackAtEnd) //it's not the last step
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{
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LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0 || (stackAtEnd && v==1) );
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curStack->position = path[v];
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}
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else //if it's last step and we should attack unit at the end
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{
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LOCPLINT->battleStackAttacking(ID, path[v]);
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//counting dealt damage
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int finalDmg = calculateDmg(curStack, curB->stacks[numberOfStackAtEnd]);
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//applying damages
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int cresKilled = finalDmg / curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
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int damageFirst = finalDmg % curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
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if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
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{
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curB->stacks[numberOfStackAtEnd]->amount -= 1;
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curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
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}
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else
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{
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curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
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}
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int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount;
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curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
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if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
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{
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curB->stacks[numberOfStackAtEnd]->amount = 0;
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LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore) , ID, false);
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curB->stacks[numberOfStackAtEnd]->alive = false;
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}
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else
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{
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LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID, false);
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}
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//damage applied
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}
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}
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curB->stackActionPerformed = true;
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LOCPLINT->actionFinished(BattleAction());*/
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return true;
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}
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bool CGameState::battleAttackCreatureStack(int ID, int dest)
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{
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int attackedCreaure = -1; //-1 - there is no attacked creature
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for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
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{
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if(curB->stacks[b]->position == dest)
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{
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attackedCreaure = curB->stacks[b]->ID;
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break;
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}
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}
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if(attackedCreaure == -1)
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return false;
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//LOCPLINT->cb->
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return true;
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}
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bool CGameState::battleShootCreatureStack(int ID, int dest)
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{/*
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@ -1236,130 +1044,6 @@ int CGameState::calculateDmg(const CStack* attacker, const CStack* defender)
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std::vector<int> CGameState::battleGetRange(int ID)
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{/*
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int initialPlace=-1; //position of unit
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int radius=-1; //range of unit
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unsigned char owner = -1; //owner of unit
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//selecting stack
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CStack * curStack = NULL;
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for(int y=0; y<curB->stacks.size(); ++y)
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{
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if(curB->stacks[y]->ID == ID)
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{
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curStack = curB->stacks[y];
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break;
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}
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}
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID == ID)
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{
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initialPlace = curB->stacks[g]->position;
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radius = curB->stacks[g]->creature->speed;
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owner = curB->stacks[g]->owner;
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break;
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}
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}
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bool accessibility[187]; //accesibility of hexes
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for(int k=0; k<187; k++)
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accessibility[k] = true;
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for(int g=0; g<curB->stacks.size(); ++g)
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{
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if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock current unit's position
|
||||
{
|
||||
accessibility[curB->stacks[g]->position] = false;
|
||||
if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
|
||||
{
|
||||
if(curB->stacks[g]->attackerOwned)
|
||||
accessibility[curB->stacks[g]->position-1] = false;
|
||||
else
|
||||
accessibility[curB->stacks[g]->position+1] = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
|
||||
{
|
||||
bool mac[187];
|
||||
for(int b=0; b<187; ++b)
|
||||
{
|
||||
//
|
||||
// && ( ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
|
||||
mac[b] = accessibility[b];
|
||||
if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
|
||||
{
|
||||
mac[b] = false;
|
||||
}
|
||||
}
|
||||
mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
|
||||
for(int v=0; v<187; ++v)
|
||||
accessibility[v] = mac[v];
|
||||
//removing accessibility for side hexes
|
||||
for(int v=0; v<187; ++v)
|
||||
if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
|
||||
accessibility[v] = false;
|
||||
}
|
||||
|
||||
int dists[187]; //calculated distances
|
||||
std::queue<int> hexq; //bfs queue
|
||||
hexq.push(initialPlace);
|
||||
for(int g=0; g<187; ++g)
|
||||
dists[g] = 100000000;
|
||||
dists[initialPlace] = 0;
|
||||
int curNext = -1; //for bfs loop only (helper var)
|
||||
while(!hexq.empty()) //bfs loop
|
||||
{
|
||||
int curHex = hexq.front();
|
||||
hexq.pop();
|
||||
curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
|
||||
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
|
||||
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
curNext = curHex - 1;
|
||||
if((curNext > 0) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
curNext = curHex + 1;
|
||||
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
|
||||
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
|
||||
if((curNext < 187) && accessibility[curNext] && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
|
||||
{
|
||||
hexq.push(curNext);
|
||||
dists[curNext] = dists[curHex] + 1;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<int> ret;
|
||||
|
||||
for(int i=0; i<187; ++i)
|
||||
{
|
||||
if(dists[i]<=radius)
|
||||
{
|
||||
ret.push_back(i);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<int> additionals;
|
||||
|
||||
//adding enemies' positions
|
||||
|
@ -67,7 +67,9 @@ struct DLL_EXPORT BattleInfo
|
||||
CStack * getStackT(int tileID);
|
||||
void getAccessibilityMap(bool *accessibility); //send pointer to at least 187 allocated bytes
|
||||
void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide); //send pointer to at least 187 allocated bytes
|
||||
void makeBFS(int start, bool*accessibility, int *predecessor, int *dists); //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
|
||||
std::vector<int> getPath(int start, int dest, bool*accessibility);
|
||||
std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
|
||||
};
|
||||
|
||||
class DLL_EXPORT CStack
|
||||
|
@ -354,7 +354,18 @@ void CClient::process(int what)
|
||||
*serv >> sas;
|
||||
std::cout << "Active stack: " << sas.stack <<std::endl;
|
||||
gs->apply(&sas);
|
||||
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,gs->curB->getStack(sas.stack)->owner));
|
||||
int owner = gs->curB->getStack(sas.stack)->owner;
|
||||
if(owner >= PLAYER_LIMIT) //ugly workaround to skip neutral creatures - should be replaced with AI
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.stackNumber = sas.stack;
|
||||
ba.actionType = 3;
|
||||
*serv << ui16(3002) << ba;
|
||||
}
|
||||
else
|
||||
{
|
||||
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,owner));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 3003:
|
||||
|
@ -5,7 +5,7 @@ struct BattleAction
|
||||
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
|
||||
ui8 actionType; // 0 = Cancel BattleAction 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle 5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult 10 = Monster casts a spell (i.e. Faerie Dragons)
|
||||
ui16 destinationTile;
|
||||
ui16 additionalInfo; // e.g. spell number if type is 1 || 10
|
||||
si32 additionalInfo; // e.g. spell number if type is 1 || 10
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & side & stackNumber & actionType & destinationTile & additionalInfo;
|
||||
|
@ -606,8 +606,8 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
||||
// return false;
|
||||
|
||||
std::vector<int> path = gs->curB->getPath(curStack->position,ba.destinationTile,accessibility);
|
||||
|
||||
for(int v=path.size()-1; v>=0; --v)
|
||||
int tilesToMove = std::max((int)path.size()-curStack->creature->speed, 0);
|
||||
for(int v=path.size()-1; v>=tilesToMove; --v)
|
||||
{
|
||||
if(v!=0 || !stackAtEnd) //it's not the last step or the last tile is free
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user