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vcmi/lib/battle/BattleHexArray.cpp
MichalZr6 dad6437661 Refactor BattleHex, remake the use of precomputed neighbouring tiles containers.
- Moved short, frequently used functions to the BattleHex header for inlining
- Made BattleHex a class with a private hex value
- Moved getClosestTile implementation back to BattleHex
- Enabled access to static precomputed data in BattleHexArray via BattleHex
(note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
2025-01-06 23:28:46 +01:00

132 lines
3.6 KiB
C++

/*
* BattleHexArray.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 "BattleHexArray.h"
VCMI_LIB_NAMESPACE_BEGIN
BattleHexArray::BattleHexArray(std::initializer_list<BattleHex> initList) noexcept
: BattleHexArray()
{
for(auto hex : initList)
{
insert(hex);
}
}
void BattleHexArray::insert(const BattleHexArray & other) noexcept
{
for(auto hex : other)
{
insert(hex);
}
}
void BattleHexArray::erase(iterator first, iterator last) noexcept
{
for(auto it = first; it != last && it != internalStorage.end(); ++it)
{
presenceFlags[*it] = 0;
}
internalStorage.erase(first, last);
}
void BattleHexArray::clear() noexcept
{
for(auto hex : internalStorage)
presenceFlags[hex] = 0;
internalStorage.clear();
}
BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateNeighbouringTiles()
{
BattleHexArray::ArrayOfBattleHexArrays ret;
for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
{
BattleHexArray hexes;
for(auto dir : BattleHex::hexagonalDirections())
hexes.checkAndPush(BattleHex(hex).cloneInDirection(dir, false));
size_t index = 0;
ret[hex].resize(hexes.size());
for(auto neighbour : hexes)
ret[hex].set(index++, neighbour);
}
return ret;
}
BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateAllNeighbouringTiles()
{
ArrayOfBattleHexArrays ret;
for(si16 hex = 0; hex < GameConstants::BFIELD_SIZE; hex++)
{
ret[hex].resize(6);
for(auto dir : BattleHex::hexagonalDirections())
ret[hex].set(dir, BattleHex(hex).cloneInDirection(dir, false));
}
return ret;
}
BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::precalculateNeighbouringTilesDblWide(BattleSide side)
{
ArrayOfBattleHexArrays ret;
for(si16 h = 0; h < GameConstants::BFIELD_SIZE; h++)
{
BattleHexArray hexes;
BattleHex hex(h);
if(side == BattleSide::ATTACKER)
{
const BattleHex otherHex = h - 1;
for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
hexes.checkAndPush(hex.cloneInDirection(dir, false));
hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::LEFT, false));
hexes.checkAndPush(otherHex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
}
else if(side == BattleSide::DEFENDER)
{
const BattleHex otherHex = h + 1;
hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::TOP_LEFT, false));
for(auto dir = static_cast<BattleHex::EDir>(0); dir <= static_cast<BattleHex::EDir>(4); dir = static_cast<BattleHex::EDir>(dir + 1))
hexes.checkAndPush(otherHex.cloneInDirection(dir, false));
hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false));
hexes.checkAndPush(hex.cloneInDirection(BattleHex::EDir::LEFT, false));
}
ret[h] = std::move(hexes);
}
return ret;
}
const BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::neighbouringTiles = precalculateNeighbouringTiles();
const BattleHexArray::ArrayOfBattleHexArrays BattleHexArray::allNeighbouringTiles = precalculateAllNeighbouringTiles();
const std::map<BattleSide, BattleHexArray::ArrayOfBattleHexArrays> BattleHexArray::neighbouringTilesDblWide =
{
{ BattleSide::ATTACKER, precalculateNeighbouringTilesDblWide(BattleSide::ATTACKER) },
{ BattleSide::DEFENDER, precalculateNeighbouringTilesDblWide(BattleSide::DEFENDER) }
};
VCMI_LIB_NAMESPACE_END