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https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Use enum instead of mix of bool's and int's for tile reveal
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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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