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https://github.com/vcmi/vcmi.git
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2a05fbdd50
- Replaced BattleSide namespace-enum with enum class - Merged two different BattleSide enum's into one - Merged BattlePerspective enum into BattleSide enum - Changed all places that use integers to represent battle side to use BattleSide enum - Added BattleSideArray convenience wrapper for std::array that is always 2-elements in size and allows access to its elements using BattleSide enum
92 lines
2.2 KiB
C++
92 lines
2.2 KiB
C++
/*
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* ReachabilityInfo.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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#include "StdInc.h"
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#include "ReachabilityInfo.h"
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#include "Unit.h"
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VCMI_LIB_NAMESPACE_BEGIN
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ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition):
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perspective(static_cast<BattleSide>(Stack->unitSide())),
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startPosition(StartPosition),
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doubleWide(Stack->doubleWide()),
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side(Stack->unitSide()),
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flying(Stack->hasBonusOfType(BonusType::FLYING))
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{
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knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
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}
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ReachabilityInfo::ReachabilityInfo()
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{
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distances.fill(INFINITE_DIST);
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predecessors.fill(BattleHex::INVALID);
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}
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bool ReachabilityInfo::isReachable(BattleHex hex) const
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{
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return distances[hex] < INFINITE_DIST;
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}
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uint32_t ReachabilityInfo::distToNearestNeighbour(
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const std::vector<BattleHex> & targetHexes,
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BattleHex * chosenHex) const
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{
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uint32_t ret = 1000000;
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for(auto targetHex : targetHexes)
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{
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for(auto & n : targetHex.neighbouringTiles())
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{
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if(distances[n] < ret)
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{
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ret = distances[n];
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if(chosenHex)
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*chosenHex = n;
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}
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}
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}
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return ret;
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}
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uint32_t ReachabilityInfo::distToNearestNeighbour(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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BattleHex * chosenHex) const
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{
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auto attackableHexes = defender->getHexes();
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if(attacker->doubleWide())
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{
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if(defender->doubleWide())
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{
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// It can be back to back attack o==o or head to head =oo=.
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// In case of back-to-back the distance between heads (unit positions) may be up to 3 tiles
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vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->occupiedHex(), true, defender->unitSide()));
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}
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else
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{
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vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->getPosition(), true, defender->unitSide()));
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}
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}
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vstd::removeDuplicates(attackableHexes);
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vstd::erase_if(attackableHexes, [defender](BattleHex h) -> bool
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{
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return h.getY() != defender->getPosition().getY() || !h.isAvailable();
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});
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return distToNearestNeighbour(attackableHexes, chosenHex);
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}
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VCMI_LIB_NAMESPACE_END
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