/* * 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 * */ #include "StdInc.h" #include "BattleHex.h" VCMI_LIB_NAMESPACE_BEGIN BattleHex::BattleHex() : hex(INVALID) {} BattleHex::BattleHex(si16 _hex) : hex(_hex) {} BattleHex::BattleHex(si16 x, si16 y) { setXY(x, y); } BattleHex::BattleHex(std::pair xy) { setXY(xy); } BattleHex::operator si16() const { return hex; } bool BattleHex::isValid() const { return hex >= 0 && hex < GameConstants::BFIELD_SIZE; } bool BattleHex::isAvailable() const { return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1; } void BattleHex::setX(si16 x) { setXY(x, getY()); } void BattleHex::setY(si16 y) { setXY(getX(), y); } void BattleHex::setXY(si16 x, si16 y, bool hasToBeValid) { if(hasToBeValid) { if(x < 0 || x >= GameConstants::BFIELD_WIDTH || y < 0 || y >= GameConstants::BFIELD_HEIGHT) throw std::runtime_error("Valid hex required"); } hex = x + y * GameConstants::BFIELD_WIDTH; } void BattleHex::setXY(std::pair xy) { setXY(xy.first, xy.second); } si16 BattleHex::getX() const { return hex % GameConstants::BFIELD_WIDTH; } si16 BattleHex::getY() const { return hex / GameConstants::BFIELD_WIDTH; } std::pair BattleHex::getXY() const { return std::make_pair(getX(), getY()); } BattleHex& BattleHex::moveInDirection(EDir dir, bool hasToBeValid) { si16 x = getX(); si16 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; case NONE: break; default: throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n"); break; } return *this; } BattleHex &BattleHex::operator+=(BattleHex::EDir dir) { return moveInDirection(dir); } BattleHex BattleHex::cloneInDirection(BattleHex::EDir dir, bool hasToBeValid) const { BattleHex result(hex); result.moveInDirection(dir, hasToBeValid); return result; } BattleHex BattleHex::operator+(BattleHex::EDir dir) const { return cloneInDirection(dir); } std::vector BattleHex::neighbouringTiles() const { std::vector ret; ret.reserve(6); for(auto dir : hexagonalDirections()) checkAndPush(cloneInDirection(dir, false), ret); return ret; } std::vector BattleHex::allNeighbouringTiles() const { std::vector ret; ret.resize(6); for(auto dir : hexagonalDirections()) ret[dir] = cloneInDirection(dir, false); return ret; } BattleHex::EDir BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2) { for(auto dir : hexagonalDirections()) if(hex2 == hex1.cloneInDirection(dir, false)) return dir; return NONE; } uint8_t BattleHex::getDistance(BattleHex hex1, BattleHex hex2) { int y1 = hex1.getY(); int y2 = hex2.getY(); // FIXME: why there was * 0.5 instead of / 2? int x1 = static_cast(hex1.getX() + y1 / 2); int x2 = static_cast(hex2.getX() + y2 / 2); int xDst = x2 - x1; int 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); } BattleHex BattleHex::getClosestTile(ui8 side, 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 = [side, initialPos](const BattleHex left, const BattleHex right) -> bool { if(left.getX() != right.getX()) { if(side == BattleSide::ATTACKER) 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); } static BattleHex::NeighbouringTilesCache calculateNeighbouringTiles() { BattleHex::NeighbouringTilesCache ret; ret.resize(GameConstants::BFIELD_SIZE); for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++) { auto hexes = BattleHex(hex).neighbouringTiles(); size_t index = 0; for(auto neighbour : hexes) ret[hex].at(index++) = neighbour; } return ret; } const BattleHex::NeighbouringTilesCache BattleHex::neighbouringTilesCache = calculateNeighbouringTiles(); VCMI_LIB_NAMESPACE_END