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synced 2025-11-27 22:49:25 +02:00
Refactor BattleHex, remake the use of precomputed neighbouring tiles containers.
- Moved short, frequently used functions to the BattleHex header for inlining - Made BattleHex a class with a private hex value - Moved getClosestTile implementation back to BattleHex - Enabled access to static precomputed data in BattleHexArray via BattleHex (note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
This commit is contained in:
@@ -22,104 +22,6 @@ BattleHexArray::BattleHexArray(std::initializer_list<BattleHex> initList) noexce
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}
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}
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BattleHex BattleHexArray::getClosestTile(BattleSide side, BattleHex initialPos) const
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{
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if(this->empty())
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return BattleHex();
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BattleHex initialHex = BattleHex(initialPos);
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int closestDistance = std::numeric_limits<int>::max();
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BattleHexArray closestTiles;
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for(auto hex : internalStorage)
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{
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int distance = initialHex.getDistance(initialHex, hex);
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if(distance < closestDistance)
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{
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closestDistance = distance;
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closestTiles.clear();
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closestTiles.insert(hex);
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}
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else if(distance == closestDistance)
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closestTiles.insert(hex);
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}
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auto compareHorizontal = [side, initialPos](const BattleHex & left, const BattleHex & right)
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{
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if(left.getX() != right.getX())
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{
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return (side == BattleSide::ATTACKER) ? (left.getX() > right.getX()) : (left.getX() < right.getX());
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}
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return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
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};
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auto bestTile = std::min_element(closestTiles.begin(), closestTiles.end(), compareHorizontal);
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return (bestTile != closestTiles.end()) ? *bestTile : BattleHex();
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}
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BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::calculateNeighbouringTiles()
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{
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BattleHexArray::ArrayOfBattleHexArrays ret;
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for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
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{
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BattleHexArray hexes = BattleHexArray::generateNeighbouringTiles(hex);
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size_t index = 0;
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ret[hex].resize(hexes.size());
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for(auto neighbour : hexes)
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ret[hex].set(index++, neighbour);
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}
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return ret;
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}
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BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::calculateNeighbouringTilesDblWide(BattleSide side)
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{
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ArrayOfBattleHexArrays ret;
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for(BattleHex hex = 0; hex < GameConstants::BFIELD_SIZE; hex.hex++)
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{
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BattleHexArray hexes;
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if(side == BattleSide::ATTACKER)
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{
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const BattleHex otherHex = hex - 1;
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for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
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hexes.checkAndPush(hex.cloneInDirection(dir, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::LEFT, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
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}
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else if(side == BattleSide::DEFENDER)
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{
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const BattleHex otherHex = hex + 1;
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
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for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
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hexes.checkAndPush(otherHex.cloneInDirection(dir, false));
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::LEFT, false));
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}
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ret[hex.hex] = std::move(hexes);
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}
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return ret;
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}
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BattleHexArray BattleHexArray::generateNeighbouringTiles(BattleHex hex)
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{
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BattleHexArray ret;
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for(auto dir : BattleHex::hexagonalDirections())
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ret.checkAndPush(hex.cloneInDirection(dir, false));
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return ret;
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}
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void BattleHexArray::insert(const BattleHexArray & other) noexcept
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{
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for(auto hex : other)
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@@ -146,9 +48,85 @@ void BattleHexArray::clear() noexcept
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internalStorage.clear();
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}
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const BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::neighbouringTilesCache = calculateNeighbouringTiles();
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const std::map<BattleSide, BattleHexArray::ArrayOfBattleHexArrays> BattleHexArray::neighbouringTilesDblWide =
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{ { BattleSide::ATTACKER, calculateNeighbouringTilesDblWide(BattleSide::ATTACKER) },
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{ BattleSide::DEFENDER, calculateNeighbouringTilesDblWide(BattleSide::DEFENDER) } };
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BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateNeighbouringTiles()
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{
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BattleHexArray::ArrayOfBattleHexArrays ret;
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for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
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{
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BattleHexArray hexes;
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for(auto dir : BattleHex::hexagonalDirections())
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hexes.checkAndPush(BattleHex(hex).cloneInDirection(dir, false));
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size_t index = 0;
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ret[hex].resize(hexes.size());
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for(auto neighbour : hexes)
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ret[hex].set(index++, neighbour);
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}
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return ret;
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}
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BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateAllNeighbouringTiles()
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{
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ArrayOfBattleHexArrays ret;
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for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
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{
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ret[hex].resize(6);
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for(auto dir : BattleHex::hexagonalDirections())
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ret[hex].set(dir, BattleHex(hex).cloneInDirection(dir, false));
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}
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return ret;
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}
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BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateNeighbouringTilesDblWide(BattleSide side)
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{
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ArrayOfBattleHexArrays ret;
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for(si16 h = 0; h < GameConstants::BFIELD_SIZE; h++)
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{
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BattleHexArray hexes;
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BattleHex hex(h);
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if(side == BattleSide::ATTACKER)
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{
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const BattleHex otherHex = h - 1;
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for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
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hexes.checkAndPush(hex.cloneInDirection(dir, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::LEFT, false));
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hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
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}
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else if(side == BattleSide::DEFENDER)
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{
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const BattleHex otherHex = h + 1;
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
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for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
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hexes.checkAndPush(otherHex.cloneInDirection(dir, false));
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
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hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::LEFT, false));
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}
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ret[h] = std::move(hexes);
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}
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return ret;
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}
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const BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::neighbouringTiles = precalculateNeighbouringTiles();
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const BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::allNeighbouringTiles = precalculateAllNeighbouringTiles();
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const std::map<BattleSide, BattleHexArray::ArrayOfBattleHexArrays> BattleHexArray::neighbouringTilesDblWide =
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{
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{ BattleSide::ATTACKER, precalculateNeighbouringTilesDblWide(BattleSide::ATTACKER) },
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{ BattleSide::DEFENDER, precalculateNeighbouringTilesDblWide(BattleSide::DEFENDER) }
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};
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VCMI_LIB_NAMESPACE_END
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