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vcmi/lib/battle/ReachabilityInfo.cpp
Ivan Savenko 2a05fbdd50 Unified handling of battle sides ID's
- 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
2024-08-11 20:54:44 +00:00

92 lines
2.2 KiB
C++

/*
* ReachabilityInfo.cpp, 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
*
*/
#include "StdInc.h"
#include "ReachabilityInfo.h"
#include "Unit.h"
VCMI_LIB_NAMESPACE_BEGIN
ReachabilityInfo::Parameters::Parameters(const battle::Unit * Stack, BattleHex StartPosition):
perspective(static_cast<BattleSide>(Stack->unitSide())),
startPosition(StartPosition),
doubleWide(Stack->doubleWide()),
side(Stack->unitSide()),
flying(Stack->hasBonusOfType(BonusType::FLYING))
{
knownAccessible = battle::Unit::getHexes(startPosition, doubleWide, side);
}
ReachabilityInfo::ReachabilityInfo()
{
distances.fill(INFINITE_DIST);
predecessors.fill(BattleHex::INVALID);
}
bool ReachabilityInfo::isReachable(BattleHex hex) const
{
return distances[hex] < INFINITE_DIST;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const std::vector<BattleHex> & targetHexes,
BattleHex * chosenHex) const
{
uint32_t ret = 1000000;
for(auto targetHex : targetHexes)
{
for(auto & n : targetHex.neighbouringTiles())
{
if(distances[n] < ret)
{
ret = distances[n];
if(chosenHex)
*chosenHex = n;
}
}
}
return ret;
}
uint32_t ReachabilityInfo::distToNearestNeighbour(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex * chosenHex) const
{
auto attackableHexes = defender->getHexes();
if(attacker->doubleWide())
{
if(defender->doubleWide())
{
// It can be back to back attack o==o or head to head =oo=.
// In case of back-to-back the distance between heads (unit positions) may be up to 3 tiles
vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->occupiedHex(), true, defender->unitSide()));
}
else
{
vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->getPosition(), true, defender->unitSide()));
}
}
vstd::removeDuplicates(attackableHexes);
vstd::erase_if(attackableHexes, [defender](BattleHex h) -> bool
{
return h.getY() != defender->getPosition().getY() || !h.isAvailable();
});
return distToNearestNeighbour(attackableHexes, chosenHex);
}
VCMI_LIB_NAMESPACE_END