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https://github.com/vcmi/vcmi.git
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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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* 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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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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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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return *this;
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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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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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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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return ret;
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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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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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int x1 = hex1.getX() + y1 / 2.0,
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x2 = hex2.getX() + y2 / 2.0;
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int xDst = x2 - x1,
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yDst = y2 - y1;
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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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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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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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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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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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boost::sort (sortedTiles, compareDistance); //closest tiles at front
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int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
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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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vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
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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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boost::sort (sortedTiles, compareHorizontal);
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return sortedTiles.front();
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} |