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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

HD mod highlighting of movement for hovered stack.

Does not work as intended in tactics mode.
This commit is contained in:
krs 2023-03-22 22:51:00 +02:00
parent e35a1ba471
commit e1c388465a
4 changed files with 99 additions and 63 deletions

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@ -43,6 +43,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
//preparing cells and hexes
cellBorder = IImage::createFromFile("CCELLGRD.BMP", EImageBlitMode::COLORKEY);
cellUnitMovementHighlight = IImage::createFromFile("CCNSSHD.BMP", EImageBlitMode::COLORKEY);
cellShade = IImage::createFromFile("CCELLSHD.BMP");
if(!owner.siegeController)
@ -138,7 +139,6 @@ void BattleFieldController::showBackground(Canvas & canvas)
showBackgroundImage(canvas);
showHighlightedHexes(canvas);
}
void BattleFieldController::showBackgroundImage(Canvas & canvas)
@ -172,32 +172,39 @@ void BattleFieldController::redrawBackgroundWithHexes()
{
const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if (activeStack)
if(activeStack)
occupyableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, &attackableHexes);
//prepare background graphic with hexes and shaded hexes
auto accessibility = owner.curInt->cb->getAccesibility();
for(int i = 0; i < accessibility.size(); i++)
stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE);
// prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
if ( owner.siegeController )
if(owner.siegeController)
owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
if (settings["battle"]["stackRange"].Bool())
// show shaded hexes for active's stack valid movement and the hexes that it can attack
if(settings["battle"]["stackRange"].Bool())
{
std::vector<BattleHex> hexesToShade = occupyableHexes;
hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
for (BattleHex hex : hexesToShade)
for(BattleHex hex : hexesToShade)
{
backgroundWithHexes->draw(cellShade, hexPositionLocal(hex).topLeft());
}
}
// draw cell borders
if(settings["battle"]["cellBorders"].Bool())
{
for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
{
if ( i % GameConstants::BFIELD_WIDTH == 0)
if(i % GameConstants::BFIELD_WIDTH == 0)
continue;
if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
continue;
backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
@ -205,7 +212,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
}
}
void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
void BattleFieldController::showShadedHex(Canvas & canvas, BattleHex hex, bool darkBorder)
{
Point hexPos = hexPositionLocal(hex).topLeft();
@ -214,14 +221,23 @@ void BattleFieldController::showHighlightedHex(Canvas & canvas, BattleHex hex, b
canvas.draw(cellBorder, hexPos);
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
void BattleFieldController::showHighlightedHexForMovement(Canvas & canvas, BattleHex hex, bool darkBorder)
{
Point hexPos = hexPositionLocal(hex).topLeft();
canvas.draw(cellUnitMovementHighlight, hexPos);
if(!darkBorder && settings["battle"]["cellBorders"].Bool())
canvas.draw(cellBorder, hexPos);
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
{
std::set<BattleHex> result;
if ( !owner.stacksController->getActiveStack())
if(!owner.stacksController->getActiveStack())
return result;
if ( !settings["battle"]["stackRange"].Bool())
if(!settings["battle"]["stackRange"].Bool())
return result;
auto hoveredHex = getHoveredHex();
@ -230,7 +246,22 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
for(BattleHex hex : set)
result.insert(hex);
// display the movement shadow of stack under mouse
return result;
}
std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
{
std::set<BattleHex> result;
if (!owner.stacksController->getActiveStack())
return result;
if (!settings["battle"]["stackRange"].Bool())
return result;
auto hoveredHex = getHoveredHex();
// add possible movement hexes for stack under mouse
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(hoveredStack && hoveredStack != owner.stacksController->getActiveStack())
{
@ -241,7 +272,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesStackRange()
return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
{
std::set<BattleHex> result;
auto hoveredHex = getHoveredHex();
@ -260,9 +291,9 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesSpellRange()
{
// printing shaded hex(es)
spells::BattleCast event(owner.curInt->cb.get(), caster, mode, spell);
auto shaded = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
for(BattleHex shadedHex : shaded)
for(BattleHex shadedHex : shadedHexes)
{
if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
result.insert(shadedHex);
@ -276,72 +307,74 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
const CStack * stack = owner.stacksController->getActiveStack();
auto hoveredHex = getHoveredHex();
if (stack)
if(!stack)
return {};
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(stack, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
if(isTileAttackable(hoveredHex))
{
if (isTileAttackable(hoveredHex))
{
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
if (stack->doubleWide())
return {attackFromHex, stack->occupiedHex(attackFromHex)};
else
return {attackFromHex};
}
}
if (vstd::contains(v,hoveredHex))
{
if (stack->doubleWide())
return {hoveredHex, stack->occupiedHex(hoveredHex)};
if(stack->doubleWide())
return {attackFromHex, stack->occupiedHex(attackFromHex)};
else
return {hoveredHex};
}
if (stack->doubleWide())
{
for (auto const & hex : v)
{
if (stack->occupiedHex(hex) == hoveredHex)
return { hoveredHex, hex };
}
return {attackFromHex};
}
}
if(vstd::contains(availableHexes, hoveredHex))
{
if(stack->doubleWide())
return {hoveredHex, stack->occupiedHex(hoveredHex)};
else
return {hoveredHex};
}
if(stack->doubleWide())
{
for(auto const & hex : availableHexes)
{
if(stack->occupiedHex(hex) == hoveredHex)
return {hoveredHex, hex};
}
}
return {};
}
void BattleFieldController::showHighlightedHexes(Canvas & canvas)
{
std::set<BattleHex> hoveredStack = getHighlightedHexesStackRange();
std::set<BattleHex> hoveredSpell = getHighlightedHexesSpellRange();
std::set<BattleHex> hoveredMove = getHighlightedHexesMovementTarget();
//std::set<BattleHex> hoveredStack = getHighlightedHexesForActiveStack();
std::set<BattleHex> hoveredStackHexes = getMovementRangeForHoveredStack();
std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
if (getHoveredHex() == BattleHex::INVALID)
if(getHoveredHex() == BattleHex::INVALID)
return;
auto const & hoveredMouse = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpell : hoveredMove;
auto const & hoveredMouseHexes = owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
bool stack = hoveredStack.count(b);
bool mouse = hoveredMouse.count(b);
bool stack = hoveredStackHexes.count(b);
bool mouse = hoveredMouseHexes.count(b);
if ( stack && mouse )
if(stack && mouse) // area where hovered stack can move shown with highlight. Because also affected by mouse cursor, shade as well
{
// area where enemy stack can move AND affected by mouse cursor - create darker highlight by blitting twice
showHighlightedHex(canvas, b, true);
showHighlightedHex(canvas, b, true);
showHighlightedHexForMovement(canvas, b, false);
showShadedHex(canvas, b, true);
}
if ( !stack && mouse )
if(!stack && mouse) // hexes affected only at mouse cursor shown as shaded
{
showHighlightedHex(canvas, b, true);
showShadedHex(canvas, b, true);
}
if ( stack && !mouse )
if(stack && !mouse) // hexes where hovered stack can move shown with highlight
{
showHighlightedHex(canvas, b, false);
showHighlightedHexForMovement(canvas, b, false);
}
}
}

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@ -32,6 +32,7 @@ class BattleFieldController : public CIntObject
std::shared_ptr<IImage> background;
std::shared_ptr<IImage> cellBorder;
std::shared_ptr<IImage> cellUnitMovementHighlight;
std::shared_ptr<IImage> cellShade;
/// Canvas that contains background, hex grid (if enabled), absolute obstacles and movement range of active stack
@ -46,10 +47,12 @@ class BattleFieldController : public CIntObject
/// hexes that when in front of a unit cause it's amount box to move back
std::array<bool, GameConstants::BFIELD_SIZE> stackCountOutsideHexes;
void showHighlightedHex(Canvas & to, BattleHex hex, bool darkBorder);
void showHighlightedHexForMovement(Canvas& canvas, BattleHex hex, bool darkBorder);
void showShadedHex(Canvas & to, BattleHex hex, bool darkBorder);
std::set<BattleHex> getHighlightedHexesStackRange();
std::set<BattleHex> getHighlightedHexesSpellRange();
std::set<BattleHex> getHighlightedHexesForActiveStack();
std::set<BattleHex> getMovementRangeForHoveredStack();
std::set<BattleHex> getHighlightedHexesForSpellRange();
std::set<BattleHex> getHighlightedHexesMovementTarget();
void showBackground(Canvas & canvas);