mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
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++
/*
|
|
* BattleHex.h, 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
|
|
*
|
|
*/
|
|
#pragma once
|
|
|
|
//TODO: change to enum class
|
|
|
|
namespace BattleSide
|
|
{
|
|
enum
|
|
{
|
|
ATTACKER = 0,
|
|
DEFENDER = 1
|
|
};
|
|
}
|
|
|
|
namespace GameConstants
|
|
{
|
|
const int BFIELD_WIDTH = 17;
|
|
const int BFIELD_HEIGHT = 11;
|
|
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
|
|
}
|
|
|
|
typedef boost::optional<ui8> BattleSideOpt;
|
|
|
|
// for battle stacks' positions
|
|
struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class for better code design
|
|
{
|
|
si16 hex;
|
|
static const si16 INVALID = -1;
|
|
enum EDir
|
|
{
|
|
TOP_LEFT,
|
|
TOP_RIGHT,
|
|
RIGHT,
|
|
BOTTOM_RIGHT,
|
|
BOTTOM_LEFT,
|
|
LEFT,
|
|
NONE
|
|
};
|
|
|
|
BattleHex();
|
|
BattleHex(si16 _hex);
|
|
BattleHex(si16 x, si16 y);
|
|
BattleHex(std::pair<si16, si16> xy);
|
|
operator si16() const;
|
|
bool isValid() const;
|
|
bool isAvailable() const; //valid position not in first or last column
|
|
void setX(si16 x);
|
|
void setY(si16 y);
|
|
void setXY(si16 x, si16 y, bool hasToBeValid = true);
|
|
void setXY(std::pair<si16, si16> xy);
|
|
si16 getX() const;
|
|
si16 getY() const;
|
|
std::pair<si16, si16> getXY() const;
|
|
BattleHex& moveInDirection(EDir dir, bool hasToBeValid = true);
|
|
BattleHex& operator+=(EDir dir);
|
|
BattleHex cloneInDirection(EDir dir, bool hasToBeValid = true) const;
|
|
BattleHex operator+(EDir dir) const;
|
|
std::vector<BattleHex> neighbouringTiles() const;
|
|
static signed char mutualPosition(BattleHex hex1, BattleHex hex2);
|
|
static char getDistance(BattleHex hex1, BattleHex hex2);
|
|
static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
|
|
static BattleHex getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
|
|
|
|
template <typename Handler>
|
|
void serialize(Handler &h, const int version)
|
|
{
|
|
h & hex;
|
|
}
|
|
|
|
using NeighbouringTiles = std::array<BattleHex, 6>;
|
|
using NeighbouringTilesCache = std::vector<NeighbouringTiles>;
|
|
|
|
static const NeighbouringTilesCache neighbouringTilesCache;
|
|
};
|
|
|
|
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
|