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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-15 20:03:15 +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

View File

@@ -282,7 +282,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{ {
auto reachability = cb->getReachability(stack); 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 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 attackerInfo = state.battleGetUnitByID(attacker->unitId());
auto reachability = state.getReachability(attackerInfo); 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 //FIXME: this should part of battleGetAvailableHexes
bool forceTarget = false; bool forceTarget = false;

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

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

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

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@@ -53,7 +53,7 @@ class BattleFieldController : public CIntObject
std::set<BattleHex> getHighlightedHexesForActiveStack(); std::set<BattleHex> getHighlightedHexesForActiveStack();
std::set<BattleHex> getMovementRangeForHoveredStack(); std::set<BattleHex> getMovementRangeForHoveredStack();
std::set<BattleHex> getHighlightedHexesForSpellRange(); std::set<BattleHex> getHighlightedHexesForSpellRange();
std::set<BattleHex> getHighlightedHexesMovementTarget(); std::set<BattleHex> getHighlightedHexesForMovementTarget();
void showBackground(Canvas & canvas); void showBackground(Canvas & canvas);
void showBackgroundImage(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); 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>()); RETURN_IF_NOT_BATTLE(std::vector<BattleHex>());
@@ -555,10 +555,10 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const battle
auto reachability = getReachability(unit); 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; std::vector<BattleHex> ret;
@@ -568,7 +568,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
auto unitSpeed = unit->Speed(0, true); 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) for(int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
{ {
@@ -576,7 +576,7 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
if(!cache.isReachable(i)) if(!cache.isReachable(i))
continue; 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 // Stack has to perform tactic-phase movement -> can enter any reachable tile within given range
if(!isInTacticRange(i)) if(!isInTacticRange(i))
@@ -595,9 +595,9 @@ std::vector<BattleHex> CBattleInfoCallback::battleGetAvailableHexes(const Reacha
return ret; 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()) if(ret.empty())
return ret; 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; 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 ///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) ///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 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; ReachabilityInfo::TDistances battleGetDistances(const battle::Unit * unit, BattleHex assumedPosition) const;