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synced 2024-11-24 08:32:34 +02:00
Now unit range is shown in Tactics phase as well
A new parameter: isActiveStack was needed in battleGetAvailableHexes, so that we show the propper Tactics range.
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@ -271,7 +271,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack, true);
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if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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{
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@ -15,7 +15,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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{
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auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
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auto reachability = state.getReachability(attackerInfo);
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auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo);
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auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, true);
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//FIXME: this should part of battleGetAvailableHexes
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bool forceTarget = false;
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@ -120,7 +120,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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}
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else
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{
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, true);
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for (BattleHex hex : avHexes)
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{
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@ -238,7 +238,7 @@ void CStupidAI::print(const std::string &text) const
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BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
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if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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{
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@ -623,7 +623,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
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{
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if(owner.stacksController->getActiveStack()->doubleWide())
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{
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std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack());
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std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), true);
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BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
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if(vstd::contains(acc, targetHex))
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owner.giveCommand(EActionType::WALK, targetHex);
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@ -926,7 +926,7 @@ bool BattleActionsController::isCastingPossibleHere(const CSpell * currentSpell,
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bool BattleActionsController::canStackMoveHere(const CStack * stackToMove, BattleHex myNumber) const
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{
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std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove);
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std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(stackToMove, false);
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BattleHex shiftedDest = myNumber.cloneInDirection(stackToMove->destShiftDir(), false);
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if (vstd::contains(acc, myNumber))
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@ -173,7 +173,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
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const CStack *activeStack = owner.stacksController->getActiveStack();
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std::vector<BattleHex> attackableHexes;
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if(activeStack)
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occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
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occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, true, &attackableHexes);
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auto accessibility = owner.curInt->cb->getAccesibility();
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@ -263,9 +263,9 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
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// add possible movement hexes for stack under mouse
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const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())
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if(hoveredStack)
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{
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std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, nullptr);
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std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, false, true, nullptr);
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for(BattleHex hex : v)
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result.insert(hex);
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}
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@ -310,7 +310,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
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if(!stack)
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return {};
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std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
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std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, true, false, nullptr);
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auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
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if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
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@ -538,7 +538,7 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
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battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
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}
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit) const
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack) const
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{
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RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
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@ -547,10 +547,10 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle
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auto reachability = getReachability(unit);
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return battleGetAvailableHexes(reachability, unit);
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return battleGetAvailableHexes(reachability, unit, isActiveStack);
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}
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool isActiveStack) const
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{
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std::vector<BattleHex> ret;
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@ -560,7 +560,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
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auto unitSpeed = unit->Speed(0, true);
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const bool tacticPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
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const bool showTacticsRange = battleTacticDist() && battleGetTacticsSide() == unit->unitSide() && isActiveStack;
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for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
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{
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@ -568,7 +568,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
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if(!cache.isReachable(i))
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continue;
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if(tacticPhase)
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if(showTacticsRange)
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{
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// Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
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if(!isInTacticRange(i))
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@ -587,10 +587,9 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
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return ret;
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}
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const
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std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack, bool addOccupiable, std::vector<BattleHex> * attackable) const
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{
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std::vector<BattleHex> ret = battleGetAvailableHexes(unit);
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std::vector<BattleHex> ret = battleGetAvailableHexes(unit, isActiveStack);
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if(ret.empty())
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return ret;
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@ -976,7 +975,6 @@ ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibi
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return ret;
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}
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bool CBattleInfoCallback::isInObstacle(
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BattleHex hex,
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const std::set<BattleHex> & obstacles,
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@ -1030,7 +1028,7 @@ std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePe
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std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
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{
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auto reachability = getReachability(closest);
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auto avHexes = battleGetAvailableHexes(reachability, closest);
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auto avHexes = battleGetAvailableHexes(reachability, closest, false);
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// I hate std::pairs with their undescriptive member names first / second
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struct DistStack
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@ -1097,7 +1095,6 @@ BattleHex CBattleInfoCallback::getAvaliableHex(const CreatureID & creID, ui8 sid
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return BattleHex::getClosestTile(side, pos, occupyable);
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}
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si8 CBattleInfoCallback::battleGetTacticDist() const
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{
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RETURN_IF_NOT_BATTLE(0);
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@ -74,12 +74,12 @@ public:
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void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
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///returns reachable hexes (valid movement destinations), DOES contain stack current position
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std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool addOccupiable, std::vector<BattleHex> * attackable) const;
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std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack, bool addOccupiable, std::vector<BattleHex> * attackable) const;
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///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
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std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit) const;
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std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack) const;
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std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit) const;
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std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool isActiveStack) const;
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int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
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ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;
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