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:
parent
98fd939ed6
commit
dd841bdaa7
@ -209,8 +209,8 @@ public:
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override {};
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void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override {};
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override {}
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void changeFogOfWar(std::unordered_set<int3> & tiles, PlayerColor player, bool hide) override {}
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override {}
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void changeFogOfWar(std::unordered_set<int3> & tiles, PlayerColor player, ETileVisibility mode) override {}
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void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override {}
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@ -177,7 +177,7 @@ void ApplyClientNetPackVisitor::visitFoWChange(FoWChange & pack)
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}
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if(cl.getPlayerRelations(i.first, pack.player) != PlayerRelations::ENEMIES)
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{
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if(pack.mode == FoWChange::Mode::REVEAL)
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if(pack.mode == ETileVisibility::REVEALED)
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i.second->tileRevealed(pack.tiles);
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else
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i.second->tileHidden(pack.tiles);
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@ -942,7 +942,7 @@ bool CGameInfoCallback::isInTheMap(const int3 &pos) const
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void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
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{
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gs->getTilesInRange(tiles, pos, radious, *getPlayerID(), -1, distanceFormula);
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gs->getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
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}
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void CGameInfoCallback::calculatePaths(const std::shared_ptr<PathfinderConfig> & config)
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@ -955,7 +955,6 @@ void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &
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gs->calculatePaths(hero, out);
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}
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const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
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{
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return gs->map->artInstances[aid.num];
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@ -78,8 +78,8 @@ void CPrivilegedInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
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void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
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const int3 & pos,
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int radious,
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ETileVisibility mode,
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std::optional<PlayerColor> player,
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int mode,
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int3::EDistanceFormula distanceFormula) const
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{
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if(!!player && !player->isValidPlayer())
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@ -102,8 +102,8 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
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if(distance <= radious)
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{
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if(!player
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|| (mode == 1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
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|| (mode == -1 && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
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|| (mode == ETileVisibility::HIDDEN && (*team->fogOfWarMap)[pos.z][xd][yd] == 0)
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|| (mode == ETileVisibility::REVEALED && (*team->fogOfWarMap)[pos.z][xd][yd] == 1)
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)
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tiles.insert(int3(xd,yd,pos.z));
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}
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@ -51,9 +51,9 @@ public:
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//mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only revealed
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void getTilesInRange(std::unordered_set<int3> & tiles,
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const int3 & pos,
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int radious,
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int radius,
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ETileVisibility mode,
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std::optional<PlayerColor> player = std::optional<PlayerColor>(),
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int mode = 0,
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int3::EDistanceFormula formula = int3::DIST_2D) const;
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//returns all tiles on given level (-1 - both levels, otherwise number of level)
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@ -125,8 +125,8 @@ public:
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virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)=0;
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virtual void sendAndApply(CPackForClient * pack) = 0;
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virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
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virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) = 0;
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virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) = 0;
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virtual void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) = 0;
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virtual void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode) = 0;
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virtual void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) = 0;
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};
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@ -344,17 +344,11 @@ struct DLL_LINKAGE SetMovePoints : public CPackForClient
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struct DLL_LINKAGE FoWChange : public CPackForClient
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{
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enum class Mode : uint8_t
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{
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HIDE,
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REVEAL
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};
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void applyGs(CGameState * gs);
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std::unordered_set<int3> tiles;
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PlayerColor player;
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Mode mode;
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ETileVisibility mode;
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bool waitForDialogs = false;
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virtual void visitTyped(ICPackVisitor & visitor) override;
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@ -924,9 +924,9 @@ void FoWChange::applyGs(CGameState *gs)
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TeamState * team = gs->getPlayerTeam(player);
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auto fogOfWarMap = team->fogOfWarMap;
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for(const int3 & t : tiles)
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(*fogOfWarMap)[t.z][t.x][t.y] = mode != Mode::HIDE;
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(*fogOfWarMap)[t.z][t.x][t.y] = mode != ETileVisibility::HIDDEN;
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if (mode == Mode::HIDE) //do not hide too much
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if (mode == ETileVisibility::HIDDEN) //do not hide too much
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{
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std::unordered_set<int3> tilesRevealed;
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for (auto & elem : gs->map->objects)
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@ -941,7 +941,7 @@ void FoWChange::applyGs(CGameState *gs)
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case Obj::TOWN:
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case Obj::ABANDONED_MINE:
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if(vstd::contains(team->players, o->tempOwner)) //check owned observators
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gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), o->tempOwner, 1);
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gs->getTilesInRange(tilesRevealed, o->getSightCenter(), o->getSightRadius(), ETileVisibility::HIDDEN, o->tempOwner);
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break;
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}
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}
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@ -250,4 +250,10 @@ enum class EBattleResult : int8_t
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SURRENDER = 2,
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};
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enum class ETileVisibility : int8_t // Fog of war change
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{
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HIDDEN,
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REVEALED
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};
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VCMI_LIB_NAMESPACE_END
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@ -939,7 +939,7 @@ void CGameState::initFogOfWar()
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if(!obj || !vstd::contains(elem.second.players, obj->tempOwner)) continue; //not a flagged object
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std::unordered_set<int3> tiles;
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getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), obj->tempOwner, 1);
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getTilesInRange(tiles, obj->getSightCenter(), obj->getSightRadius(), ETileVisibility::HIDDEN, obj->tempOwner);
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for(const int3 & tile : tiles)
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{
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(*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
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void CGTownInstance::onTownCaptured(const PlayerColor & winner) const
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{
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setOwner(winner);
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FoWChange fw;
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fw.player = winner;
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fw.mode = FoWChange::Mode::REVEAL;
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cb->getTilesInRange(fw.tiles, getSightCenter(), getSightRadius(), winner, 1);
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cb->sendAndApply(& fw);
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cb->changeFogOfWar(getSightCenter(), getSightRadius(), winner, ETileVisibility::REVEALED);
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}
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void CGTownInstance::afterAddToMap(CMap * map)
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@ -1141,14 +1141,14 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
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FoWChange fw;
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fw.player = h->tempOwner;
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fw.mode = FoWChange::Mode::REVEAL;
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fw.mode = ETileVisibility::REVEALED;
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fw.waitForDialogs = true;
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for(const auto & it : eyelist[subID])
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{
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const CGObjectInstance *eye = cb->getObj(it);
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cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
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cb->getTilesInRange (fw.tiles, eye->pos, 10, ETileVisibility::HIDDEN, h->tempOwner);
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cb->sendAndApply(&fw);
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cv.pos = eye->pos;
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@ -368,7 +368,7 @@ void CPathfinderHelper::initializePatrol()
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if(hero->patrol.patrolRadius)
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{
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state = PATROL_RADIUS;
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gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, std::optional<PlayerColor>(), 0, int3::DIST_MANHATTAN);
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gs->getTilesInRange(patrolTiles, hero->patrol.initialPos, hero->patrol.patrolRadius, ETileVisibility::REVEALED, std::optional<PlayerColor>(), int3::DIST_MANHATTAN);
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}
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else
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state = PATROL_LOCKED;
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@ -49,17 +49,17 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
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if (info.reward.revealTiles)
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{
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auto const & props = *info.reward.revealTiles;
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const auto & props = *info.reward.revealTiles;
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FoWChange fw;
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if (props.hide)
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fw.mode = FoWChange::Mode::HIDE;
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fw.mode = ETileVisibility::HIDDEN;
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else
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fw.mode = FoWChange::Mode::REVEAL;
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fw.mode = ETileVisibility::REVEALED;
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fw.player = hero->tempOwner;
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auto const functor = [&props](const TerrainTile * tile)
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const auto functor = [&props](const TerrainTile * tile)
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{
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int score = 0;
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if (tile->terType->isSurface())
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@ -79,9 +79,9 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R
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if (props.radius > 0)
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{
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cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, hero->tempOwner, 1);
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cb->getTilesInRange(fw.tiles, hero->getSightCenter(), props.radius, ETileVisibility::HIDDEN, hero->tempOwner);
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vstd::erase_if(fw.tiles, [&](const int3 & coord){
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return functor(cb->getTile(coord));
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return !functor(cb->getTile(coord));
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});
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}
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else
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@ -858,7 +858,7 @@ void CGameHandler::onNewTurn()
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if (player != PlayerColor::NEUTRAL) //do not reveal fow for neutral player
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{
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FoWChange fw;
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fw.mode = FoWChange::Mode::REVEAL;
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fw.mode = ETileVisibility::REVEALED;
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fw.player = player;
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// find all hidden tiles
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const auto fow = getPlayerTeam(player)->fogOfWarMap;
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@ -879,7 +879,7 @@ void CGameHandler::onNewTurn()
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{
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if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
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changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, true);
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changeFogOfWar(t->visitablePos(), t->getBonusLocalFirst(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
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}
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}
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}
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@ -1174,7 +1174,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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{
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obj->onHeroLeave(h);
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}
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this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), h->tempOwner, 1);
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this->getTilesInRange(tmh.fowRevealed, h->getSightCenter()+(tmh.end-tmh.start), h->getSightRadius(), ETileVisibility::HIDDEN, h->tempOwner);
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};
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auto doMove = [&](TryMoveHero::EResult result, EGuardLook lookForGuards,
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@ -1523,7 +1523,7 @@ void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInsta
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//Reveal fow around new hero, especially released from Prison
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auto h = getHero(id);
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changeFogOfWar(h->pos, h->getSightRadius(), player, false);
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changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
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}
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void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
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@ -2387,11 +2387,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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processAfterBuiltStructure(builtID);
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// now when everything is built - reveal tiles for lookout tower
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FoWChange fw;
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fw.player = t->tempOwner;
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fw.mode = FoWChange::Mode::REVEAL;
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getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
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sendAndApply(&fw);
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changeFogOfWar(t->getSightCenter(), t->getSightRadius(), t->getOwner(), ETileVisibility::REVEALED);
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if(t->visitingHero)
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visitCastleObjects(t, t->visitingHero);
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@ -4108,34 +4104,40 @@ void CGameHandler::removeAfterVisit(const CGObjectInstance *object)
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assert("This function needs to be called during the object visit!");
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}
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void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide)
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void CGameHandler::changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode)
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{
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std::unordered_set<int3> tiles;
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getTilesInRange(tiles, center, radius, player, hide? -1 : 1);
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if (hide)
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if (mode == ETileVisibility::HIDDEN)
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{
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getTilesInRange(tiles, center, radius, ETileVisibility::REVEALED, player);
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std::unordered_set<int3> observedTiles; //do not hide tiles observed by heroes. May lead to disastrous AI problems
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auto p = getPlayerState(player);
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for (auto h : p->heroes)
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{
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getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), h->tempOwner, -1);
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getTilesInRange(observedTiles, h->getSightCenter(), h->getSightRadius(), ETileVisibility::REVEALED, h->tempOwner);
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}
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for (auto t : p->towns)
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{
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getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, -1);
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getTilesInRange(observedTiles, t->getSightCenter(), t->getSightRadius(), ETileVisibility::REVEALED, t->tempOwner);
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}
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for (auto tile : observedTiles)
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vstd::erase_if_present (tiles, tile);
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}
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changeFogOfWar(tiles, player, hide);
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else
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{
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getTilesInRange(tiles, center, radius, ETileVisibility::HIDDEN, player);
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}
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changeFogOfWar(tiles, player, mode);
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}
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void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide)
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void CGameHandler::changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, ETileVisibility mode)
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{
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FoWChange fow;
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fow.tiles = tiles;
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fow.player = player;
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fow.mode = hide ? FoWChange::Mode::HIDE : FoWChange::Mode::REVEAL;
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fow.mode = mode;
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sendAndApply(&fow);
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}
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@ -148,8 +148,8 @@ public:
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void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) override;
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
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void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player, bool hide) override;
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, ETileVisibility mode) override;
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void changeFogOfWar(std::unordered_set<int3> &tiles, PlayerColor player,ETileVisibility mode) override;
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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)
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void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
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{
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FoWChange fc;
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fc.mode = reveal ? FoWChange::Mode::REVEAL : FoWChange::Mode::HIDE;
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fc.mode = reveal ? ETileVisibility::REVEALED : ETileVisibility::HIDDEN;
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fc.player = player;
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const auto & fowMap = gameHandler->gameState()->getPlayerTeam(player)->fogOfWarMap;
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const auto & mapSize = gameHandler->gameState()->getMapSize();
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@ -356,7 +356,7 @@ void PlayerMessageProcessor::cheatMapReveal(PlayerColor player, bool reveal)
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for(int z = 0; z < mapSize.z; z++)
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for(int x = 0; x < mapSize.x; x++)
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for(int y = 0; y < mapSize.y; y++)
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if(!(*fowMap)[z][x][y] || fc.mode == FoWChange::Mode::HIDE)
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if(!(*fowMap)[z][x][y] || fc.mode == ETileVisibility::HIDDEN)
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hlp_tab[lastUnc++] = int3(x, y, z);
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fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
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