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			158 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			158 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "StdInc.h"
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| #include "BattleHex.h"
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| 
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| /*
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|  * BattleHex.cpp, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
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| {
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| 	si16 x = getX(),
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| 		y = getY();
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| 
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| 	switch(dir)
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| 	{
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| 	case TOP_LEFT:
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| 		setXY(y%2 ? x-1 : x, y-1, hasToBeValid);
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| 		break;
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| 	case TOP_RIGHT:
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| 		setXY(y%2 ? x : x+1, y-1, hasToBeValid);
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| 		break;
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| 	case RIGHT:
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| 		setXY(x+1, y, hasToBeValid);
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| 		break;
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| 	case BOTTOM_RIGHT:
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| 		setXY(y%2 ? x : x+1, y+1, hasToBeValid);
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| 		break;
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| 	case BOTTOM_LEFT:
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| 		setXY(y%2 ? x-1 : x, y+1, hasToBeValid);
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| 		break;
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| 	case LEFT:
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| 		setXY(x-1, y, hasToBeValid);
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| 		break;
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| 	default:
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| 		throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
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| 		break;
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| 	}
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| 
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| 	return *this;
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| }
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| 
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| void BattleHex::operator+=(EDir dir)
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| {
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| 	moveInDir(dir);
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| }
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| 
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| BattleHex BattleHex::operator+(EDir dir) const
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| {
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| 	BattleHex ret(*this);
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| 	ret += dir;
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| 	return ret;
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| }
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| 
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| std::vector<BattleHex> BattleHex::neighbouringTiles() const
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| {
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| 	std::vector<BattleHex> ret;
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| 	const int WN = GameConstants::BFIELD_WIDTH;
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| 	checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), ret);
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| 	checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), ret);
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| 	checkAndPush(hex - 1, ret);
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| 	checkAndPush(hex + 1, ret);
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| 	checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), ret);
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| 	checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), ret);
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| 
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| 	return ret;
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| }
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| 
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| signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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| {
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| 	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
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| 		return 0;
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| 	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
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| 		return 1;
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| 	if(hex2 == hex1 - 1 && hex1%17 != 0) //left
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| 		return 5;
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| 	if(hex2 == hex1 + 1 && hex1%17 != 16) //right
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| 		return 2;
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| 	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
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| 		return 4;
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| 	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
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| 		return 3;
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| 	return -1;
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| }
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| 
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| char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
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| {	
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| 	int y1 = hex1.getY(), 
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| 		y2 = hex2.getY();
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| 
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| 	int x1 = hex1.getX() + y1 / 2.0, 
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| 		x2 = hex2.getX() + y2 / 2.0;
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| 
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| 	int xDst = x2 - x1,
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| 		yDst = y2 - y1;
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| 
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| 	if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0)) 
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| 		return std::max(std::abs(xDst), std::abs(yDst));
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| 	else 
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| 		return std::abs(xDst) + std::abs(yDst);
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| }
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| 
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| void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
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| {
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| 	if(tile.isAvailable())
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| 		ret.push_back(tile);
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| }
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| 
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| bool BattleHex::isAvailable() const
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| {
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| 	return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
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| }
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| 
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| BattleHex BattleHex::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities)
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| {
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| 	std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
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| 
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| 	BattleHex initialHex = BattleHex(initialPos);
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| 	auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
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| 	{
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| 		return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
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| 	};
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| 
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| 	boost::sort (sortedTiles, compareDistance); //closest tiles at front
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| 
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| 	int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
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| 
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| 	auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
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| 	{
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| 		return closestDistance < here.getDistance (initialPos, here);
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| 	};
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| 
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| 	vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
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| 
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| 	auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool
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| 	{
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| 		if(left.getX() != right.getX())
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| 		{
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| 			if (attackerOwned)
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| 				return left.getX() > right.getX(); //find furthest right
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| 			else
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| 				return left.getX() < right.getX(); //find furthest left
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| 		}
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| 		else
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| 		{
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| 			//Prefer tiles in the same row.
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| 			return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
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| 		}
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| 	};
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| 
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| 	boost::sort (sortedTiles, compareHorizontal);
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| 
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| 	return sortedTiles.front();
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| } |