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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Tactics movement is limited to movement range

This commit is contained in:
krs 2023-04-21 00:24:37 +03:00 committed by Nordsoft91
parent c899956e71
commit e348193f7e
8 changed files with 20 additions and 20 deletions

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@ -282,7 +282,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, true);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{

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@ -15,7 +15,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
{
auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
auto reachability = state.getReachability(attackerInfo);
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, true);
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, false);
//FIXME: this should part of battleGetAvailableHexes
bool forceTarget = false;

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@ -120,7 +120,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, true);
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
for (BattleHex hex : avHexes)
{

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@ -620,7 +620,7 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, B
{
if(owner.stacksController->getActiveStack()->doubleWide())
{
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), true);
std::vector<BattleHex> acc = owner.curInt->cb->battleGetAvailableHexes(owner.stacksController->getActiveStack(), false);
BattleHex shiftedDest = targetHex.cloneInDirection(owner.stacksController->getActiveStack()->destShiftDir(), false);
if(vstd::contains(acc, targetHex))
owner.giveCommand(EActionType::WALK, targetHex);

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@ -174,7 +174,7 @@ void BattleFieldController::redrawBackgroundWithHexes()
const CStack *activeStack = owner.stacksController->getActiveStack();
std::vector<BattleHex> attackableHexes;
if(activeStack)
occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, true, true, &attackableHexes);
occupiableHexes = owner.curInt->cb->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
// prepare background graphic with hexes and shaded hexes
backgroundWithHexes->draw(background, Point(0,0));
@ -252,7 +252,7 @@ std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
const CStack * const hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(hoveredStack)
{
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, false, true, nullptr);
std::vector<BattleHex> v = owner.curInt->cb->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
for(BattleHex hex : v)
result.insert(hex);
}
@ -289,7 +289,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
return result;
}
std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
{
const CStack * stack = owner.stacksController->getActiveStack();
auto hoveredHex = getHoveredHex();
@ -297,7 +297,7 @@ std::set<BattleHex> BattleFieldController::getHighlightedHexesMovementTarget()
if(!stack)
return {};
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, true, false, nullptr);
std::vector<BattleHex> availableHexes = owner.curInt->cb->battleGetAvailableHexes(stack, false, false, nullptr);
auto hoveredStack = owner.curInt->cb->battleGetStackByPos(hoveredHex, true);
if(owner.curInt->cb->battleCanAttack(stack, hoveredStack, hoveredHex))
@ -337,7 +337,7 @@ void BattleFieldController::showHighlightedHexes(Canvas & canvas)
{
std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesMovementTarget();
std::set<BattleHex> hoveredMoveHexes = getHighlightedHexesForMovementTarget();
if(getHoveredHex() == BattleHex::INVALID)
return;

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@ -53,7 +53,7 @@ class BattleFieldController : public CIntObject
std::set<BattleHex> getHighlightedHexesForActiveStack();
std::set<BattleHex> getMovementRangeForHoveredStack();
std::set<BattleHex> getHighlightedHexesForSpellRange();
std::set<BattleHex> getHighlightedHexesMovementTarget();
std::set<BattleHex> getHighlightedHexesForMovementTarget();
void showBackground(Canvas & canvas);
void showBackgroundImage(Canvas & canvas);

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@ -546,7 +546,7 @@ void CBattleInfoCallback::battleGetTurnOrder(std::vector<battle::Units> & turns,
battleGetTurnOrder(turns, maxUnits, maxTurns, actualTurn + 1, sideThatLastMoved);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack) const
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool getMovementRange) const
{
RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
@ -555,10 +555,10 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle
auto reachability = getReachability(unit);
return battleGetAvailableHexes(reachability, unit, isActiveStack);
return battleGetAvailableHexes(reachability, unit, getMovementRange);
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool isActiveStack) const
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool getMovementRange) const
{
std::vector<BattleHex> ret;
@ -568,7 +568,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
auto unitSpeed = unit->Speed(0, true);
const bool showTacticsRange = battleTacticDist() && battleGetTacticsSide() == unit->unitSide() && isActiveStack;
const bool tacticsPhase = battleTacticDist() && battleGetTacticsSide() == unit->unitSide();
for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{
@ -576,7 +576,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
if(!cache.isReachable(i))
continue;
if(showTacticsRange)
if(tacticsPhase && !getMovementRange) // if getMovementRange requested do not return tactics range
{
// Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i))
@ -595,9 +595,9 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
return ret;
}
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack, bool addOccupiable, std::vector<BattleHex> * attackable) const
std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle::Unit * unit, bool getMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const
{
std::vector<BattleHex> ret = battleGetAvailableHexes(unit, isActiveStack);
std::vector<BattleHex> ret = battleGetAvailableHexes(unit, getMovementRange);
if(ret.empty())
return ret;

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@ -77,12 +77,12 @@ public:
void battleGetTurnOrder(std::vector<battle::Units> & out, const size_t maxUnits, const int maxTurns, const int turn = 0, int8_t lastMoved = -1) const;
///returns reachable hexes (valid movement destinations), DOES contain stack current position
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack, bool addOccupiable, std::vector<BattleHex> * attackable) const;
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool getMovementRange, bool addOccupiable, std::vector<BattleHex> * attackable) const;
///returns reachable hexes (valid movement destinations), DOES contain stack current position (lite version)
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool isActiveStack) const;
std::vector<BattleHex> battleGetAvailableHexes(const battle::Unit * unit, bool getMovementRange) const;
std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool isActiveStack) const;
std::vector<BattleHex> battleGetAvailableHexes(const ReachabilityInfo & cache, const battle::Unit * unit, bool getMovementRange) const;
int battleGetSurrenderCost(const PlayerColor & Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;