#include "StdInc.h" #include "BattleHex.h" /* * BattleHex.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid) { si16 x = getX(), y = getY(); switch(dir) { case TOP_LEFT: setXY((y%2) ? x-1 : x, y-1, hasToBeValid); break; case TOP_RIGHT: setXY((y%2) ? x : x+1, y-1, hasToBeValid); break; case RIGHT: setXY(x+1, y, hasToBeValid); break; case BOTTOM_RIGHT: setXY((y%2) ? x : x+1, y+1, hasToBeValid); break; case BOTTOM_LEFT: setXY((y%2) ? x-1 : x, y+1, hasToBeValid); break; case LEFT: setXY(x-1, y, hasToBeValid); break; default: throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n"); break; } return *this; } std::vector BattleHex::neighbouringTiles() const { std::vector ret; const int WN = GameConstants::BFIELD_WIDTH; // H3 order : TR, R, BR, BL, L, TL (T = top, B = bottom ...) checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), ret); // 1 checkAndPush(hex + 1, ret); // 2 checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), ret); // 3 checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), ret); // 4 checkAndPush(hex - 1, ret); // 5 checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), ret); // 6 return ret; } signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2) { if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left return 0; if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right return 1; if(hex2 == hex1 - 1 && hex1%17 != 0) //left return 5; if(hex2 == hex1 + 1 && hex1%17 != 16) //right return 2; if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left return 4; if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right return 3; return -1; } char BattleHex::getDistance(BattleHex hex1, BattleHex hex2) { int y1 = hex1.getY(), y2 = hex2.getY(); // FIXME: Omit floating point arithmetics int x1 = (int)(hex1.getX() + y1 * 0.5), x2 = (int)(hex2.getX() + y2 * 0.5); int xDst = x2 - x1, yDst = y2 - y1; if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0)) return std::max(std::abs(xDst), std::abs(yDst)); return std::abs(xDst) + std::abs(yDst); } void BattleHex::checkAndPush(BattleHex tile, std::vector & ret) { if(tile.isAvailable()) ret.push_back(tile); } bool BattleHex::isAvailable() const { return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1; } BattleHex BattleHex::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set & possibilities) { std::vector sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :( BattleHex initialHex = BattleHex(initialPos); auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool { return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right); }; boost::sort (sortedTiles, compareDistance); //closest tiles at front int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool { return closestDistance < here.getDistance (initialPos, here); }; vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool { if(left.getX() != right.getX()) { if (attackerOwned) return left.getX() > right.getX(); //find furthest right else return left.getX() < right.getX(); //find furthest left } else { //Prefer tiles in the same row. return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY()); } }; boost::sort (sortedTiles, compareHorizontal); return sortedTiles.front(); } std::ostream & operator<<(std::ostream & os, const BattleHex & hex) { return os << boost::str(boost::format("{BattleHex: x '%d', y '%d', hex '%d'}") % hex.getX() % hex.getY() % hex.hex); }