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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-23 12:08:45 +02:00

Use enum instead of mix of bool's and int's for tile reveal

This commit is contained in:
Ivan Savenko 2023-10-04 15:31:42 +03:00
parent 98fd939ed6
commit dd841bdaa7
16 changed files with 55 additions and 58 deletions

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@ -209,8 +209,8 @@ public:
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
void changeFogOfWar(std::unordered_set<int3> & tiles, PlayerColor player, bool hide) override {}
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {}
void changeFogOfWar(std::unordered_set<int3> & tiles, PlayerColor player, ETileVisibility mode) override {}
void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}

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@ -177,7 +177,7 @@ void ApplyClientNetPackVisitor::visitFoWChange(FoWChange & pack)
}
if(cl.getPlayerRelations(i.first, pack.player) != PlayerRelations::ENEMIES)
{
if(pack.mode == FoWChange::Mode::REVEAL)
if(pack.mode == ETileVisibility::REVEALED)
i.second->tileRevealed(pack.tiles);
else
i.second->tileHidden(pack.tiles);

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@ -942,7 +942,7 @@ bool CGameInfoCallback::isInTheMap(const int3 &pos) const
void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
{
gs->getTilesInRange(tiles, pos, radious, *getPlayerID(), -1, distanceFormula);
gs->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
}
void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
@ -955,7 +955,6 @@ void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &
gs->calculatePaths(hero, out);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances[aid.num];

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@ -78,8 +78,8 @@ void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
const int3 & pos,
int radious,
ETileVisibility mode,
std::optional<PlayerColor> player,
int mode,
int3::EDistanceFormula distanceFormula) const
{
if(!!player && !player->isValidPlayer())
@ -102,8 +102,8 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
if(distance <= radious)
{
if(!player
|| (mode == 1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
|| (mode == -1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
|| (mode == ETileVisibility::HIDDEN && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
|| (mode == ETileVisibility::REVEALED && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
)
tiles.insert(int3(xd,yd,pos.z));
}

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@ -51,9 +51,9 @@ public:
//mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
void getTilesInRange(std::unordered_set<int3> & tiles,
const int3 & pos,
int radious,
int radius,
ETileVisibility mode,
std::optional<PlayerColor> player = std::optional<PlayerColor>(),
int mode = 0,
int3::EDistanceFormula formula = int3::DIST_2D) const;
//returns all tiles on given level (-1 - both levels, otherwise number of level)
@ -125,8 +125,8 @@ public:
virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0;
virtual void sendAndApply(CPackForClient * pack) = 0;
virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) = 0;
virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) = 0;
virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode) = 0;
virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
};

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@ -344,17 +344,11 @@ struct DLL_LINKAGE SetMovePoints : public CPackForClient
struct DLL_LINKAGE FoWChange : public CPackForClient
{
enum class Mode : uint8_t
{
HIDE,
REVEAL
};
void applyGs(CGameState * gs);
std::unordered_set<int3> tiles;
PlayerColor player;
Mode mode;
ETileVisibility mode;
bool waitForDialogs = false;
virtual void visitTyped(ICPackVisitor & visitor) override;

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@ -924,9 +924,9 @@ void FoWChange::applyGs(CGameState *gs)
TeamState * team = gs->getPlayerTeam(player);
auto fogOfWarMap = team->fogOfWarMap;
for(const int3 & t : tiles)
(*fogOfWarMap)[t.z][t.x][t.y] = mode != Mode::HIDE;
(*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
if (mode == Mode::HIDE) //do not hide too much
if (mode == ETileVisibility::HIDDEN) //do not hide too much
{
std::unordered_set<int3> tilesRevealed;
for (auto & elem : gs->map->objects)
@ -941,7 +941,7 @@ void FoWChange::applyGs(CGameState *gs)
case Obj::TOWN:
case Obj::ABANDONED_MINE:
if(vstd::contains(team->players, o->tempOwner)) //check owned observators
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
break;
}
}

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@ -250,4 +250,10 @@ enum class EBattleResult : int8_t
SURRENDER = 2,
};
enum class ETileVisibility : int8_t // Fog of war change
{
HIDDEN,
REVEALED
};
VCMI_LIB_NAMESPACE_END

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@ -939,7 +939,7 @@ void CGameState::initFogOfWar()
if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
std::unordered_set<int3> tiles;
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
for(const int3 & tile : tiles)
{
(*elem.second.fogOfWarMap)[tile.z][tile.x][tile.y] = 1;

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@ -1066,11 +1066,7 @@ void CGTownInstance::battleFinished(const CGHeroInstance * hero, const BattleRes
void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
{
setOwner(winner);
FoWChange fw;
fw.player = winner;
fw.mode = FoWChange::Mode::REVEAL;
cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
cb->sendAndApply(& fw);
cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
}
void CGTownInstance::afterAddToMap(CMap * map)

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@ -1141,14 +1141,14 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = FoWChange::Mode::REVEAL;
fw.mode = ETileVisibility::REVEALED;
fw.waitForDialogs = true;
for(const auto & it : eyelist[subID])
{
const CGObjectInstance *eye = cb->getObj(it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->getTilesInRange (fw.tiles, eye->pos, 10, ETileVisibility::HIDDEN, h->tempOwner);
cb->sendAndApply(&fw);
cv.pos = eye->pos;

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@ -368,7 +368,7 @@ void CPathfinderHelper::initializePatrol()
if(hero->patrol.patrolRadius)
{
state = PATROL_RADIUS;
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, ETileVisibility::REVEALED, std::optional<PlayerColor>(), int3::DIST_MANHATTAN);
}
else
state = PATROL_LOCKED;

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@ -49,17 +49,17 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
if (info.reward.revealTiles)
{
auto const & props = *info.reward.revealTiles;
const auto & props = *info.reward.revealTiles;
FoWChange fw;
if (props.hide)
fw.mode = FoWChange::Mode::HIDE;
fw.mode = ETileVisibility::HIDDEN;
else
fw.mode = FoWChange::Mode::REVEAL;
fw.mode = ETileVisibility::REVEALED;
fw.player = hero->tempOwner;
auto const functor = [&props](const TerrainTile * tile)
const auto functor = [&props](const TerrainTile * tile)
{
int score = 0;
if (tile->terType->isSurface())
@ -79,9 +79,9 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
if (props.radius > 0)
{
cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, hero->tempOwner, 1);
cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, ETileVisibility::HIDDEN, hero->tempOwner);
vstd::erase_if(fw.tiles, [&](const int3 & coord){
return functor(cb->getTile(coord));
return !functor(cb->getTile(coord));
});
}
else

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@ -858,7 +858,7 @@ void CGameHandler::onNewTurn()
if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
{
FoWChange fw;
fw.mode = FoWChange::Mode::REVEAL;
fw.mode = ETileVisibility::REVEALED;
fw.player = player;
// find all hidden tiles
const auto fow = getPlayerTeam(player)->fogOfWarMap;
@ -879,7 +879,7 @@ void CGameHandler::onNewTurn()
{
if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
}
}
}
@ -1174,7 +1174,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
{
obj->onHeroLeave(h);
}
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
};
auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
@ -1523,7 +1523,7 @@ void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInsta
//Reveal fow around new hero, especially released from Prison
auto h = getHero(id);
changeFogOfWar(h->pos, h->getSightRadius(), player, false);
changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
}
void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
@ -2387,11 +2387,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
processAfterBuiltStructure(builtID);
// now when everything is built - reveal tiles for lookout tower
FoWChange fw;
fw.player = t->tempOwner;
fw.mode = FoWChange::Mode::REVEAL;
getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
sendAndApply(&fw);
changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
if(t->visitingHero)
visitCastleObjects(t, t->visitingHero);
@ -4108,34 +4104,40 @@ void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
assert("This function needs to be called during the object visit!");
}
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
{
std::unordered_set<int3> tiles;
getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
if (hide)
if (mode == ETileVisibility::HIDDEN)
{
getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
auto p = getPlayerState(player);
for (auto h : p->heroes)
{
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
}
for (auto t : p->towns)
{
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
}
for (auto tile : observedTiles)
vstd::erase_if_present (tiles, tile);
}
changeFogOfWar(tiles, player, hide);
else
{
getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
}
changeFogOfWar(tiles, player, mode);
}
void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
{
FoWChange fow;
fow.tiles = tiles;
fow.player = player;
fow.mode = hide ? FoWChange::Mode::HIDE : FoWChange::Mode::REVEAL;
fow.mode = mode;
sendAndApply(&fow);
}

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@ -148,8 +148,8 @@ public:
void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) override;
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override;

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@ -346,7 +346,7 @@ void PlayerMessageProcessor::cheatDefeat(PlayerColor player)
void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
{
FoWChange fc;
fc.mode = reveal ? FoWChange::Mode::REVEAL : FoWChange::Mode::HIDE;
fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;
fc.player = player;
const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
const auto & mapSize = gameHandler->gameState()->getMapSize();
@ -356,7 +356,7 @@ void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
for(int z = 0; z < mapSize.z; z++)
for(int x = 0; x < mapSize.x; x++)
for(int y = 0; y < mapSize.y; y++)
if(!(*fowMap)[z][x][y] || fc.mode == FoWChange::Mode::HIDE)
if(!(*fowMap)[z][x][y] || fc.mode == ETileVisibility::HIDDEN)
hlp_tab[lastUnc++] = int3(x, y, z);
fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);