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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

View File

@ -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);
}