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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
85 lines
2.3 KiB
C++
85 lines
2.3 KiB
C++
/*
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* BattleHex.h, 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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#pragma once
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//TODO: change to enum class
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namespace BattleSide
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{
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enum
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{
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ATTACKER = 0,
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DEFENDER = 1
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};
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}
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namespace GameConstants
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{
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const int BFIELD_WIDTH = 17;
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const int BFIELD_HEIGHT = 11;
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const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
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}
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typedef boost::optional<ui8> BattleSideOpt;
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// for battle stacks' positions
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struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class for better code design
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{
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si16 hex;
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static const si16 INVALID = -1;
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enum EDir
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{
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TOP_LEFT,
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TOP_RIGHT,
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RIGHT,
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BOTTOM_RIGHT,
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BOTTOM_LEFT,
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LEFT,
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NONE
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};
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BattleHex();
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BattleHex(si16 _hex);
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BattleHex(si16 x, si16 y);
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BattleHex(std::pair<si16, si16> xy);
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operator si16() const;
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bool isValid() const;
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bool isAvailable() const; //valid position not in first or last column
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void setX(si16 x);
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void setY(si16 y);
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void setXY(si16 x, si16 y, bool hasToBeValid = true);
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void setXY(std::pair<si16, si16> xy);
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si16 getX() const;
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si16 getY() const;
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std::pair<si16, si16> getXY() const;
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BattleHex& moveInDirection(EDir dir, bool hasToBeValid = true);
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BattleHex& operator+=(EDir dir);
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BattleHex cloneInDirection(EDir dir, bool hasToBeValid = true) const;
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BattleHex operator+(EDir dir) const;
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std::vector<BattleHex> neighbouringTiles() const;
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static signed char mutualPosition(BattleHex hex1, BattleHex hex2);
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static char getDistance(BattleHex hex1, BattleHex hex2);
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static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
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static BattleHex getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
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template <typename Handler>
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void serialize(Handler &h, const int version)
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{
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h & hex;
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}
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using NeighbouringTiles = std::array<BattleHex, 6>;
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using NeighbouringTilesCache = std::vector<NeighbouringTiles>;
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static const NeighbouringTilesCache neighbouringTilesCache;
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};
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DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
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