1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154
|
#include "StdInc.h"
#include "BattleHex.h"
/*
* BattleHex.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
*
*/
BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
{
si16 x = getX(),
y = getY();
switch(dir)
{
case TOP_LEFT:
setXY((y%2) ? x-1 : x, y-1, hasToBeValid);
break;
case TOP_RIGHT:
setXY((y%2) ? x : x+1, y-1, hasToBeValid);
break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
break;
case BOTTOM_RIGHT:
setXY((y%2) ? x : x+1, y+1, hasToBeValid);
break;
case BOTTOM_LEFT:
setXY((y%2) ? x-1 : x, y+1, hasToBeValid);
break;
case LEFT:
setXY(x-1, y, hasToBeValid);
break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
break;
}
return *this;
}
std::vector<BattleHex> BattleHex::neighbouringTiles() const
{
std::vector<BattleHex> ret;
const int WN = GameConstants::BFIELD_WIDTH;
// H3 order : TR, R, BR, BL, L, TL (T = top, B = bottom ...)
checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), ret); // 1
checkAndPush(hex + 1, ret); // 2
checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), ret); // 3
checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), ret); // 4
checkAndPush(hex - 1, ret); // 5
checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), ret); // 6
return ret;
}
signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY(),
y2 = hex2.getY();
// FIXME: Omit floating point arithmetics
int x1 = (int)(hex1.getX() + y1 * 0.5),
x2 = (int)(hex2.getX() + y2 * 0.5);
int xDst = x2 - x1,
yDst = y2 - y1;
if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
return std::max(std::abs(xDst), std::abs(yDst));
return std::abs(xDst) + std::abs(yDst);
}
void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
{
if(tile.isAvailable())
ret.push_back(tile);
}
bool BattleHex::isAvailable() const
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
}
BattleHex BattleHex::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities)
{
std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
BattleHex initialHex = BattleHex(initialPos);
auto compareDistance = [initialHex](const BattleHex left, const BattleHex right) -> bool
{
return initialHex.getDistance (initialHex, left) < initialHex.getDistance (initialHex, right);
};
boost::sort (sortedTiles, compareDistance); //closest tiles at front
int closestDistance = initialHex.getDistance(initialPos, sortedTiles.front()); //sometimes closest tiles can be many hexes away
auto notClosest = [closestDistance, initialPos](const BattleHex here) -> bool
{
return closestDistance < here.getDistance (initialPos, here);
};
vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool
{
if(left.getX() != right.getX())
{
if (attackerOwned)
return left.getX() > right.getX(); //find furthest right
else
return left.getX() < right.getX(); //find furthest left
}
else
{
//Prefer tiles in the same row.
return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
}
};
boost::sort (sortedTiles, compareHorizontal);
return sortedTiles.front();
}
std::ostream & operator<<(std::ostream & os, const BattleHex & hex)
{
return os << boost::str(boost::format("{BattleHex: x '%d', y '%d', hex '%d'}") % hex.getX() % hex.getY() % hex.hex);
}
|