Michał W. Urbańczyk пре 13 година
родитељ
комит
830d94064e
7 измењених фајлова са 110 додато и 84 уклоњено
  1. 0 1
      AI/StupidAI/StupidAI.cpp
  2. 14 4
      lib/BattleHex.cpp
  3. 56 69
      lib/BattleState.cpp
  4. 1 1
      lib/BattleState.h
  5. 21 5
      lib/CBattleCallback.cpp
  6. 5 2
      lib/CBattleCallback.h
  7. 13 2
      server/CGameHandler.cpp

+ 0 - 1
AI/StupidAI/StupidAI.cpp

@@ -123,7 +123,6 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
 		else
 		{
 			std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
-			boost::copy(stack->getHexes(), std::back_inserter(avHexes)); //add current stack position - we can attack from it
 
 			BOOST_FOREACH(BattleHex hex, avHexes)
 			{

+ 14 - 4
lib/BattleHex.cpp

@@ -78,10 +78,20 @@ signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
 }
 
 char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
-{
-	int xDst = std::abs(hex1 % GameConstants::BFIELD_WIDTH - hex2 % GameConstants::BFIELD_WIDTH),
-		yDst = std::abs(hex1 / GameConstants::BFIELD_WIDTH - hex2 / GameConstants::BFIELD_WIDTH);
-	return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + (yDst + xDst < 2 ? 0 : 1))/2;
+{	
+	int y1 = hex1.getY(), 
+		y2 = hex2.getY();
+
+	int x1 = hex1.getX() + y1 / 2.0, 
+		x2 = hex2.getX() + y2 / 2.0;
+
+	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));
+	else 
+		return std::abs(xDst) + std::abs(yDst);
 }
 
 void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)

+ 56 - 69
lib/BattleState.cpp

@@ -187,7 +187,7 @@ const CStack * BattleInfo::getNextStack() const
 // };
 //
 
-BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const
+BattleHex BattleInfo::getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const
 {
 	std::vector<BattleHex> sortedTiles (possibilities.begin(), possibilities.end()); //set can't be sorted properly :(
 
@@ -206,14 +206,22 @@ BattleHex BattleInfo::getClosestTile (bool attackerOwned, int initialPos, std::s
 		return closestDistance < here.getDistance (initialPos, here);
 	};
 
-	sortedTiles.erase (boost::remove_if (sortedTiles, notClosest), sortedTiles.end()); //only closest tiles are interesting
+	vstd::erase_if(sortedTiles, notClosest); //only closest tiles are interesting
 
-	auto compareHorizontal = [attackerOwned](const BattleHex left, const BattleHex right) -> bool
+	auto compareHorizontal = [attackerOwned, initialPos](const BattleHex left, const BattleHex right) -> bool
 	{
-		if (attackerOwned)
-			return left.getX() > right.getX(); //find furthest right
+		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
-			return left.getX() < right.getX(); //find furthest left
+		{
+			//Prefer tiles in the same row.
+			return std::abs(left.getY() - initialPos.getY()) < std::abs(right.getY() - initialPos.getY());
+		}
 	};
 
 	boost::sort (sortedTiles, compareHorizontal);
@@ -438,14 +446,17 @@ CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerO
 
 	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 	ret->position = getAvaliableHex (base.getCreatureID(), attackerOwned, position); //TODO: what if no free tile on battlefield was found?
+	ret->state.insert(EBattleStackState::ALIVE);  //alive state indication
 	return ret;
 }
+
 CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
 {
 	int stackID = getIdForNewStack();
 	int owner = attackerOwned ? sides[0] : sides[1];
 	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 	ret->position = position;
+	ret->state.insert(EBattleStackState::ALIVE);  //alive state indication
 	return ret;
 }
 
@@ -921,6 +932,30 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldTyp
 		commanderBank.push_back (position.Float());
 	}
 
+
+	//adding war machines
+	if(!creatureBank)
+	{
+		//Checks if hero has artifact and create appropriate stack
+		auto handleWarMachine= [&](int side, int artid, int cretype, int hex)
+		{
+			if(heroes[side] && heroes[side]->getArt(artid))
+				stacks.push_back(curB->generateNewStack(CStackBasicDescriptor(cretype, 1), true, 255, hex));
+		};
+
+		handleWarMachine(0, 13, 146, 52); //ballista
+		handleWarMachine(0, 14, 148, 18); //ammo cart
+		handleWarMachine(0, 15, 147, 154);//first aid tent
+		if(town && town->hasFort())
+			handleWarMachine(0, 3, 145, 120);//catapult
+
+		if(!town) //defending hero shouldn't receive ballista (bug #551)
+			handleWarMachine(1, 13, 146, 66); //ballista
+		handleWarMachine(1, 14, 148, 32); //ammo cart
+		handleWarMachine(1, 15, 147, 168); //first aid tent
+	}
+	//war machines added
+
 	//battleStartpos read
 	int k = 0; //stack serial
 	for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
@@ -951,69 +986,22 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldTyp
 		CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
 		stacks.push_back(stack);
 	}
+	
+// 	//shifting positions of two-hex creatures
+// 	for(unsigned g=0; g<stacks.size(); ++g)
+// 	{
+// 		//we should do that for creature bank too
+// 		if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
+// 		{
+// 			stacks[g]->position += BattleHex::RIGHT;
+// 		}
+// 		else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
+// 		{
+// 			if (stacks[g]->position.getX() > 1)
+// 				stacks[g]->position += BattleHex::LEFT;
+// 		}
+// 	}
 
-	//shifting positions of two-hex creatures
-	for(unsigned g=0; g<stacks.size(); ++g)
-	{
-		//we should do that for creature bank too
-		if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
-		{
-			stacks[g]->position += BattleHex::RIGHT;
-		}
-		else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
-		{
-			if (stacks[g]->position.getX() > 1)
-				stacks[g]->position += BattleHex::LEFT;
-		}
-	}
-
-	//adding war machines
-	if(!creatureBank)
-	{
-		if(heroes[0])
-		{
-			if(heroes[0]->getArt(13)) //ballista
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
-				stacks.push_back(stack);
-			}
-			if(heroes[0]->getArt(14)) //ammo cart
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
-				stacks.push_back(stack);
-			}
-			if(heroes[0]->getArt(15)) //first aid tent
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
-				stacks.push_back(stack);
-			}
-		}
-		if(heroes[1])
-		{
-			//defending hero shouldn't receive ballista (bug #551)
-			if(heroes[1]->getArt(13) && !town) //ballista
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1),  false, 255, 66);
-				stacks.push_back(stack);
-			}
-			if(heroes[1]->getArt(14)) //ammo cart
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
-				stacks.push_back(stack);
-			}
-			if(heroes[1]->getArt(15)) //first aid tent
-			{
-				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
-				stacks.push_back(stack);
-			}
-		}
-		if(town && heroes[0] && town->hasFort()) //catapult
-		{
-			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
-			stacks.push_back(stack);
-		}
-	}
-	//war machines added
 
 	//adding commanders
 	for (int i = 0; i < 2; ++i)
@@ -1338,7 +1326,6 @@ void CStack::postInit()
 	shots = getCreature()->valOfBonuses(Bonus::SHOTS);
 	counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 	casts = valOfBonuses(Bonus::CASTS);
-	state.insert(EBattleStackState::ALIVE);  //alive state indication
 }
 
 ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const

+ 1 - 1
lib/BattleState.h

@@ -90,7 +90,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode, public CBattleInfoCallb
 
 	//void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack* stackToOmmit = NULL) const; //send pointer to at least 187 allocated bytes
 	//static bool isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
-	BattleHex getClosestTile (bool attackerOwned, int initialPos, std::set<BattleHex> & possibilities) const; //TODO: vector or set? copying one to another is bad
+	BattleHex getClosestTile (bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities) const; //TODO: vector or set? copying one to another is bad
 	int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
 	//void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
 	std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, const CStack *stack); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes

+ 21 - 5
lib/CBattleCallback.cpp

@@ -398,7 +398,7 @@ si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex d
 si8 CBattleInfoCallback::battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
 {
 	RETURN_IF_NOT_BATTLE(false);
-	if(getAccesibility().accessible(destHex, stack))
+	if(getAccesibility(stack).accessible(destHex, stack))
 		return false;
 
 	if (battleGetSiegeLevel() && telportLevel < 2) //check for wall
@@ -1079,6 +1079,20 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
 	return ret;
 }
 
+AccessibilityInfo CBattleInfoCallback::getAccesibility(const CStack *stack) const
+{
+	return getAccesibility(stack->getHexes());
+}
+
+AccessibilityInfo CBattleInfoCallback::getAccesibility(const std::vector<BattleHex> &accessibleHexes) const
+{
+	auto ret = getAccesibility();
+	BOOST_FOREACH(auto hex, accessibleHexes)
+		ret[hex] = EAccessibility::ACCESSIBLE;
+
+	return ret;
+}
+
 ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibility, const ReachabilityInfo::Parameters params) const
 {
 	ReachabilityInfo ret;
@@ -1131,7 +1145,7 @@ ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibi
 
 ReachabilityInfo CBattleInfoCallback::makeBFS(const CStack *stack) const
 {
-	return makeBFS(getAccesibility(), ReachabilityInfo::Parameters(stack));
+	return makeBFS(getAccesibility(stack), ReachabilityInfo::Parameters(stack));
 }
 
 std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePerspective whichSidePerspective) const
@@ -1216,7 +1230,8 @@ ReachabilityInfo CBattleInfoCallback::getReachability(const CStack *stack) const
 	if(!battleDoWeKnowAbout(!stack->attackerOwned))
 	{
 		//Stack is held by enemy, we can't use his perspective to check for reachability.
-		tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
+		// Happens ie. when hovering enemy stack for its range. The arg could be set properly, but it's easier to fix it here.
+		//tlog3 << "Falling back to our perspective for reachability lookup for " << stack->nodeName() << std::endl;
 		params.perspective = battleGetMySide();
 	}
 
@@ -1228,13 +1243,13 @@ ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Pa
 	if(params.flying)
 		return getFlyingReachability(params);
 	else
-		return makeBFS(getAccesibility(), params);
+		return makeBFS(getAccesibility(params.knownAccessible), params);
 }
 
 ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters params) const
 {
 	ReachabilityInfo ret;
-	ret.accessibility = getAccesibility();
+	ret.accessibility = getAccesibility(params.knownAccessible);
 
 	for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 	{
@@ -1965,6 +1980,7 @@ ReachabilityInfo::Parameters::Parameters(const CStack *Stack)
 	doubleWide = stack->doubleWide();
 	attackerOwned = stack->attackerOwned;
 	flying = stack->hasBonusOfType(Bonus::FLYING);
+	knownAccessible = stack->getHexes();
 }
 
 ESpellCastProblem::ESpellCastProblem CPlayerBattleCallback::battleCanCastThisSpell(const CSpell * spell) const

+ 5 - 2
lib/CBattleCallback.h

@@ -113,6 +113,7 @@ struct DLL_LINKAGE ReachabilityInfo
 		bool attackerOwned;
 		bool doubleWide;
 		bool flying;
+		std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
 
 		BattleHex startPosition; //assumed position of stack
 		BattlePerspective::BattlePerspective perspective; //some obstacles (eg. quicksands) may be invisible for some side
@@ -134,7 +135,7 @@ struct DLL_LINKAGE ReachabilityInfo
 
 	bool isReachable(BattleHex hex) const
 	{
-		return predecessors[hex].isValid();
+		return distances[hex] < INFINITE_DIST;
 	}
 };
 
@@ -192,7 +193,7 @@ public:
 	void battleGetStackCountOutsideHexes(bool *ac) const; // returns hexes which when in front of a stack cause us to move the amount box back
 
 
-	std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns hexes reachable by creature with id ID (valid movement destinations), does not contain stack current position
+	std::vector<BattleHex> battleGetAvailableHexes(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns hexes reachable by creature with id ID (valid movement destinations), DOES contain stack current position
 
 	int battleGetSurrenderCost(int Player) const; //returns cost of surrendering battle, -1 if surrendering is not possible
 	ReachabilityInfo::TDistances battleGetDistances(const CStack * stack, BattleHex hex = BattleHex::INVALID, BattleHex * predecessors = NULL) const; //returns vector of distances to [dest hex number]
@@ -245,6 +246,8 @@ public:
 	ReachabilityInfo getReachability(const CStack *stack) const;
 	ReachabilityInfo getReachability(const ReachabilityInfo::Parameters &params) const;
 	AccessibilityInfo getAccesibility() const;
+	AccessibilityInfo getAccesibility(const CStack *stack) const; //Hexes ocupied by stack will be marked as accessible.
+	AccessibilityInfo getAccesibility(const std::vector<BattleHex> &accessibleHexes) const; //given hexes will be marked as accessible
 	std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const;
 protected:
 	ReachabilityInfo getFlyingReachability(const ReachabilityInfo::Parameters params) const;

+ 13 - 2
server/CGameHandler.cpp

@@ -939,7 +939,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
 		return 0;
 
 	//initing necessary tables
-	auto accessibility = getAccesibility();
+	auto accessibility = getAccesibility(curStack);
 
 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 	if(!stackAtEnd && curStack->doubleWide() && !accessibility.accessible(dest, curStack))
@@ -3217,6 +3217,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 	const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
 	const bool isAboutActiveStack = stack && (stack == battleActiveStack()); 
 	
+
 	switch(ba.actionType)
 	{
 	case BattleAction::WALK: //walk
@@ -3239,7 +3240,16 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 			complain("This stack is dead: " + stack->nodeName());
 			return false;
 		}
-		if(!isAboutActiveStack)
+
+		if(battleTacticDist())
+		{
+			if(stack && !stack->attackerOwned != battleGetTacticsSide())
+			{
+				complain("This is not a stack of side that has tactics!");
+				return false;
+			}
+		}
+		else if(!isAboutActiveStack) 
 		{
 			complain("Action has to be about active stack!");
 			return false;
@@ -3251,6 +3261,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 	{
 	case BattleAction::END_TACTIC_PHASE: //wait
 	case BattleAction::BAD_MORALE:
+	case BattleAction::NO_ACTION:
 		{
 			StartAction start_action(ba);
 			sendAndApply(&start_action);