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							- /*
 
-  * BattleFieldController.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 "BattleFieldController.h"
 
- #include "BattleInterface.h"
 
- #include "BattleWindow.h"
 
- #include "BattleActionsController.h"
 
- #include "BattleInterfaceClasses.h"
 
- #include "BattleEffectsController.h"
 
- #include "BattleSiegeController.h"
 
- #include "BattleStacksController.h"
 
- #include "BattleObstacleController.h"
 
- #include "BattleProjectileController.h"
 
- #include "BattleRenderer.h"
 
- #include "../CGameInfo.h"
 
- #include "../CPlayerInterface.h"
 
- #include "../render/CAnimation.h"
 
- #include "../render/Canvas.h"
 
- #include "../render/IImage.h"
 
- #include "../renderSDL/SDL_Extensions.h"
 
- #include "../render/IRenderHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../gui/CursorHandler.h"
 
- #include "../adventureMap/CInGameConsole.h"
 
- #include "../client/render/CAnimation.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/BattleFieldHandler.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- namespace HexMasks
 
- {
 
- 	// mask definitions that has set to 1 the edges present in the hex edges highlight image
 
- 	/*
 
- 	    /\
 
- 	   0  1
 
- 	  /    \
 
- 	 |      |
 
- 	 5      2
 
- 	 |      |
 
- 	  \    /
 
- 	   4  3
 
- 	    \/
 
- 	*/
 
- 	enum HexEdgeMasks {
 
- 		empty                 = 0b000000, // empty used when wanting to keep indexes the same but no highlight should be displayed
 
- 		topLeft               = 0b000001,
 
- 		topRight              = 0b000010,
 
- 		right                 = 0b000100,
 
- 		bottomRight           = 0b001000,
 
- 		bottomLeft            = 0b010000,
 
- 		left                  = 0b100000,
 
- 						  
 
- 		top                   = 0b000011,
 
- 		bottom                = 0b011000,
 
- 		topRightHalfCorner    = 0b000110,
 
- 		bottomRightHalfCorner = 0b001100,
 
- 		bottomLeftHalfCorner  = 0b110000,
 
- 		topLeftHalfCorner     = 0b100001,
 
- 		rightTopAndBottom     = 0b001010, // special case, right half can be drawn instead of only top and bottom
 
- 		leftTopAndBottom      = 0b010001, // special case, left half can be drawn instead of only top and bottom
 
- 						  
 
- 		rightHalf             = 0b001110,
 
- 		leftHalf              = 0b110001,
 
- 						  
 
- 		topRightCorner        = 0b000111,
 
- 		bottomRightCorner     = 0b011100,
 
- 		bottomLeftCorner      = 0b111000,
 
- 		topLeftCorner         = 0b100011
 
- 	};
 
- }
 
- std::map<int, int> hexEdgeMaskToFrameIndex;
 
- // Maps HexEdgesMask to "Frame" indexes for range highligt images
 
- void initializeHexEdgeMaskToFrameIndex()
 
- {
 
- 	hexEdgeMaskToFrameIndex[HexMasks::empty] = 0;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topLeft] = 1;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topRight] = 2;
 
-     hexEdgeMaskToFrameIndex[HexMasks::right] = 3;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomRight] = 4;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomLeft] = 5;
 
-     hexEdgeMaskToFrameIndex[HexMasks::left] = 6;
 
-     hexEdgeMaskToFrameIndex[HexMasks::top] = 7;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottom] = 8;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner] = 9;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner] = 10;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner] = 11;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topLeftHalfCorner] = 12;
 
-     hexEdgeMaskToFrameIndex[HexMasks::rightTopAndBottom] = 13;
 
-     hexEdgeMaskToFrameIndex[HexMasks::leftTopAndBottom] = 14;
 
- 	
 
-     hexEdgeMaskToFrameIndex[HexMasks::rightHalf] = 13;
 
-     hexEdgeMaskToFrameIndex[HexMasks::leftHalf] = 14;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topRightCorner] = 15;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner] = 16;
 
-     hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner] = 17;
 
-     hexEdgeMaskToFrameIndex[HexMasks::topLeftCorner] = 18;
 
- }
 
- BattleFieldController::BattleFieldController(BattleInterface & owner):
 
- 	owner(owner)
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	//preparing cells and hexes
 
- 	cellBorder = GH.renderHandler().loadImage(ImagePath::builtin("CCELLGRD.BMP"), EImageBlitMode::COLORKEY);
 
- 	cellShade = GH.renderHandler().loadImage(ImagePath::builtin("CCELLSHD.BMP"));
 
- 	cellUnitMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
 
- 	cellUnitMaxMovementHighlight = GH.renderHandler().loadImage(ImagePath::builtin("UnitMaxMovementHighlight.PNG"), EImageBlitMode::COLORKEY);
 
- 	attackCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRCOMBAT"));
 
- 	attackCursors->preload();
 
- 	spellCursors = GH.renderHandler().loadAnimation(AnimationPath::builtin("CRSPELL"));
 
- 	spellCursors->preload();
 
- 	initializeHexEdgeMaskToFrameIndex();
 
- 	rangedFullDamageLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsGreen.json"));
 
- 	rangedFullDamageLimitImages->preload();
 
- 	shootingRangeLimitImages = GH.renderHandler().loadAnimation(AnimationPath::builtin("battle/rangeHighlights/rangeHighlightsRed.json"));
 
- 	shootingRangeLimitImages->preload();
 
- 	flipRangeLimitImagesIntoPositions(rangedFullDamageLimitImages);
 
- 	flipRangeLimitImagesIntoPositions(shootingRangeLimitImages);
 
- 	if(!owner.siegeController)
 
- 	{
 
- 		auto bfieldType = owner.getBattle()->battleGetBattlefieldType();
 
- 		if(bfieldType == BattleField::NONE)
 
- 			logGlobal->error("Invalid battlefield returned for current battle");
 
- 		else
 
- 			background = GH.renderHandler().loadImage(bfieldType.getInfo()->graphics, EImageBlitMode::OPAQUE);
 
- 	}
 
- 	else
 
- 	{
 
- 		auto backgroundName = owner.siegeController->getBattleBackgroundName();
 
- 		background = GH.renderHandler().loadImage(backgroundName, EImageBlitMode::OPAQUE);
 
- 	}
 
- 	pos.w = background->width();
 
- 	pos.h = background->height();
 
- 	backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
 
- 	updateAccessibleHexes();
 
- 	addUsedEvents(LCLICK | SHOW_POPUP | MOVE | TIME | GESTURE);
 
- }
 
- void BattleFieldController::activate()
 
- {
 
- 	LOCPLINT->cingconsole->pos = this->pos;
 
- 	CIntObject::activate();
 
- }
 
- void BattleFieldController::createHeroes()
 
- {
 
- 	OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
 
- 	// create heroes as part of our constructor for correct positioning inside battlefield
 
- 	if(owner.attackingHeroInstance)
 
- 		owner.attackingHero = std::make_shared<BattleHero>(owner, owner.attackingHeroInstance, false);
 
- 	if(owner.defendingHeroInstance)
 
- 		owner.defendingHero = std::make_shared<BattleHero>(owner, owner.defendingHeroInstance, true);
 
- }
 
- void BattleFieldController::gesture(bool on, const Point & initialPosition, const Point & finalPosition)
 
- {
 
- 	if (!on && pos.isInside(finalPosition))
 
- 		clickPressed(finalPosition);
 
- }
 
- void BattleFieldController::gesturePanning(const Point & initialPosition, const Point & currentPosition, const Point & lastUpdateDistance)
 
- {
 
- 	Point distance = currentPosition - initialPosition;
 
- 	if (distance.length() < settings["battle"]["swipeAttackDistance"].Float())
 
- 		hoveredHex = getHexAtPosition(initialPosition);
 
- 	else
 
- 		hoveredHex = BattleHex::INVALID;
 
- 	currentAttackOriginPoint = currentPosition;
 
- 	if (pos.isInside(initialPosition))
 
- 		owner.actionsController->onHexHovered(getHoveredHex());
 
- }
 
- void BattleFieldController::mouseMoved(const Point & cursorPosition, const Point & lastUpdateDistance)
 
- {
 
- 	hoveredHex = getHexAtPosition(cursorPosition);
 
- 	currentAttackOriginPoint = cursorPosition;
 
- 	if (pos.isInside(cursorPosition))
 
- 		owner.actionsController->onHexHovered(getHoveredHex());
 
- 	else
 
- 		owner.actionsController->onHoverEnded();
 
- }
 
- void BattleFieldController::clickPressed(const Point & cursorPosition)
 
- {
 
- 	BattleHex selectedHex = getHoveredHex();
 
- 	if (selectedHex != BattleHex::INVALID)
 
- 		owner.actionsController->onHexLeftClicked(selectedHex);
 
- }
 
- void BattleFieldController::showPopupWindow(const Point & cursorPosition)
 
- {
 
- 	BattleHex selectedHex = getHoveredHex();
 
- 	if (selectedHex != BattleHex::INVALID)
 
- 		owner.actionsController->onHexRightClicked(selectedHex);
 
- }
 
- void BattleFieldController::renderBattlefield(Canvas & canvas)
 
- {
 
- 	Canvas clippedCanvas(canvas, pos);
 
- 	showBackground(clippedCanvas);
 
- 	BattleRenderer renderer(owner);
 
- 	renderer.execute(clippedCanvas);
 
- 	owner.projectilesController->render(clippedCanvas);
 
- }
 
- void BattleFieldController::showBackground(Canvas & canvas)
 
- {
 
- 	if (owner.stacksController->getActiveStack() != nullptr )
 
- 		showBackgroundImageWithHexes(canvas);
 
- 	else
 
- 		showBackgroundImage(canvas);
 
- 	showHighlightedHexes(canvas);
 
- }
 
- void BattleFieldController::showBackgroundImage(Canvas & canvas)
 
- {
 
- 	canvas.draw(background, Point(0, 0));
 
- 	owner.obstacleController->showAbsoluteObstacles(canvas);
 
- 	if ( owner.siegeController )
 
- 		owner.siegeController->showAbsoluteObstacles(canvas);
 
- 	if (settings["battle"]["cellBorders"].Bool())
 
- 	{
 
- 		for (int i=0; i<GameConstants::BFIELD_SIZE; ++i)
 
- 		{
 
- 			if ( i % GameConstants::BFIELD_WIDTH == 0)
 
- 				continue;
 
- 			if ( i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
 
- 				continue;
 
- 			canvas.draw(cellBorder, hexPositionLocal(i).topLeft());
 
- 		}
 
- 	}
 
- }
 
- void BattleFieldController::showBackgroundImageWithHexes(Canvas & canvas)
 
- {
 
- 	canvas.draw(*backgroundWithHexes, Point(0, 0));
 
- }
 
- void BattleFieldController::redrawBackgroundWithHexes()
 
- {
 
- 	const CStack *activeStack = owner.stacksController->getActiveStack();
 
- 	std::vector<BattleHex> attackableHexes;
 
- 	if(activeStack)
 
- 		occupiableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false, true, &attackableHexes);
 
- 	// prepare background graphic with hexes and shaded hexes
 
- 	backgroundWithHexes->draw(background, Point(0,0));
 
- 	owner.obstacleController->showAbsoluteObstacles(*backgroundWithHexes);
 
- 	if(owner.siegeController)
 
- 		owner.siegeController->showAbsoluteObstacles(*backgroundWithHexes);
 
- 	// show shaded hexes for active's stack valid movement and the hexes that it can attack
 
- 	if(settings["battle"]["stackRange"].Bool())
 
- 	{
 
- 		std::vector<BattleHex> hexesToShade = occupiableHexes;
 
- 		hexesToShade.insert(hexesToShade.end(), attackableHexes.begin(), attackableHexes.end());
 
- 		for(BattleHex hex : hexesToShade)
 
- 		{
 
- 			showHighlightedHex(*backgroundWithHexes, cellShade, hex, false);
 
- 		}
 
- 	}
 
- 	// draw cell borders
 
- 	if(settings["battle"]["cellBorders"].Bool())
 
- 	{
 
- 		for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
 
- 		{
 
- 			if(i % GameConstants::BFIELD_WIDTH == 0)
 
- 				continue;
 
- 			if(i % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1)
 
- 				continue;
 
- 			backgroundWithHexes->draw(cellBorder, hexPositionLocal(i).topLeft());
 
- 		}
 
- 	}
 
- }
 
- void BattleFieldController::showHighlightedHex(Canvas & canvas, std::shared_ptr<IImage> highlight, BattleHex hex, bool darkBorder)
 
- {
 
- 	Point hexPos = hexPositionLocal(hex).topLeft();
 
- 	canvas.draw(highlight, hexPos);
 
- 	if(!darkBorder && settings["battle"]["cellBorders"].Bool())
 
- 		canvas.draw(cellBorder, hexPos);
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForActiveStack()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	if(!owner.stacksController->getActiveStack())
 
- 		return result;
 
- 	if(!settings["battle"]["stackRange"].Bool())
 
- 		return result;
 
- 	auto hoveredHex = getHoveredHex();
 
- 	std::set<BattleHex> set = owner.getBattle()->battleGetAttackedHexes(owner.stacksController->getActiveStack(), hoveredHex);
 
- 	for(BattleHex hex : set)
 
- 		result.insert(hex);
 
- 	return result;
 
- }
 
- std::set<BattleHex> BattleFieldController::getMovementRangeForHoveredStack()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	if (!owner.stacksController->getActiveStack())
 
- 		return result;
 
- 	if (!settings["battle"]["movementHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
 
- 		return result;
 
- 	auto hoveredStack = getHoveredStack();
 
- 	if(hoveredStack)
 
- 	{
 
- 		std::vector<BattleHex> v = owner.getBattle()->battleGetAvailableHexes(hoveredStack, true, true, nullptr);
 
- 		for(BattleHex hex : v)
 
- 			result.insert(hex);
 
- 	}
 
- 	return result;
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForSpellRange()
 
- {
 
- 	std::set<BattleHex> result;
 
- 	auto hoveredHex = getHoveredHex();
 
- 	if(!settings["battle"]["mouseShadow"].Bool())
 
- 		return result;
 
- 	const spells::Caster *caster = nullptr;
 
- 	const CSpell *spell = nullptr;
 
- 	spells::Mode mode = owner.actionsController->getCurrentCastMode();
 
- 	spell = owner.actionsController->getCurrentSpell(hoveredHex);
 
- 	caster = owner.actionsController->getCurrentSpellcaster();
 
- 	if(caster && spell) //when casting spell
 
- 	{
 
- 		// printing shaded hex(es)
 
- 		spells::BattleCast event(owner.getBattle().get(), caster, mode, spell);
 
- 		auto shadedHexes = spell->battleMechanics(&event)->rangeInHexes(hoveredHex);
 
- 		for(BattleHex shadedHex : shadedHexes)
 
- 		{
 
- 			if((shadedHex.getX() != 0) && (shadedHex.getX() != GameConstants::BFIELD_WIDTH - 1))
 
- 				result.insert(shadedHex);
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- std::set<BattleHex> BattleFieldController::getHighlightedHexesForMovementTarget()
 
- {
 
- 	const CStack * stack = owner.stacksController->getActiveStack();
 
- 	auto hoveredHex = getHoveredHex();
 
- 	if(!stack)
 
- 		return {};
 
- 	std::vector<BattleHex> availableHexes = owner.getBattle()->battleGetAvailableHexes(stack, false, false, nullptr);
 
- 	auto hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 
- 	if(owner.getBattle()->battleCanAttack(stack, hoveredStack, hoveredHex))
 
- 	{
 
- 		if(isTileAttackable(hoveredHex))
 
- 		{
 
- 			BattleHex attackFromHex = fromWhichHexAttack(hoveredHex);
 
- 			if(stack->doubleWide())
 
- 				return {attackFromHex, stack->occupiedHex(attackFromHex)};
 
- 			else
 
- 				return {attackFromHex};
 
- 		}
 
- 	}
 
- 	if(vstd::contains(availableHexes, hoveredHex))
 
- 	{
 
- 		if(stack->doubleWide())
 
- 			return {hoveredHex, stack->occupiedHex(hoveredHex)};
 
- 		else
 
- 			return {hoveredHex};
 
- 	}
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		for(auto const & hex : availableHexes)
 
- 		{
 
- 			if(stack->occupiedHex(hex) == hoveredHex)
 
- 				return {hoveredHex, hex};
 
- 		}
 
- 	}
 
- 	return {};
 
- }
 
- // Range limit highlight helpers
 
- std::vector<BattleHex> BattleFieldController::getRangeHexes(BattleHex sourceHex, uint8_t distance)
 
- {
 
- 	std::vector<BattleHex> rangeHexes;
 
- 	if (!settings["battle"]["rangeLimitHighlightOnHover"].Bool() && !GH.isKeyboardShiftDown())
 
- 		return rangeHexes;
 
- 	// get only battlefield hexes that are within the given distance
 
- 	for(auto i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 	{
 
- 		BattleHex hex(i);
 
- 		if(hex.isAvailable() && BattleHex::getDistance(sourceHex, hex) <= distance)
 
- 			rangeHexes.push_back(hex);
 
- 	}
 
- 	return rangeHexes;
 
- }
 
- std::vector<BattleHex> BattleFieldController::getRangeLimitHexes(BattleHex hoveredHex, std::vector<BattleHex> rangeHexes, uint8_t distanceToLimit)
 
- {
 
- 	std::vector<BattleHex> rangeLimitHexes;
 
- 	// from range hexes get only the ones at the limit
 
- 	for(auto & hex : rangeHexes)
 
- 	{
 
- 		if(BattleHex::getDistance(hoveredHex, hex) == distanceToLimit)
 
- 			rangeLimitHexes.push_back(hex);
 
- 	}
 
- 	return rangeLimitHexes;
 
- }
 
- bool BattleFieldController::IsHexInRangeLimit(BattleHex hex, std::vector<BattleHex> & rangeLimitHexes, int * hexIndexInRangeLimit)
 
- {
 
- 	bool  hexInRangeLimit = false;
 
- 	if(!rangeLimitHexes.empty())
 
- 	{
 
- 		auto pos = std::find(rangeLimitHexes.begin(), rangeLimitHexes.end(), hex);
 
- 		*hexIndexInRangeLimit = std::distance(rangeLimitHexes.begin(), pos);
 
- 		hexInRangeLimit = pos != rangeLimitHexes.end();
 
- 	}
 
- 	return hexInRangeLimit;
 
- }
 
- std::vector<std::vector<BattleHex::EDir>> BattleFieldController::getOutsideNeighbourDirectionsForLimitHexes(std::vector<BattleHex> wholeRangeHexes, std::vector<BattleHex> rangeLimitHexes)
 
- {
 
- 	std::vector<std::vector<BattleHex::EDir>> output;
 
- 	if(wholeRangeHexes.empty())
 
- 		return output;
 
- 	for(auto & hex : rangeLimitHexes)
 
- 	{
 
- 		// get all neighbours and their directions
 
- 		
 
- 		auto neighbouringTiles = hex.allNeighbouringTiles();
 
- 		std::vector<BattleHex::EDir> outsideNeighbourDirections;
 
- 		// for each neighbour add to output only the valid ones and only that are not found in range Hexes
 
- 		for(auto direction = 0; direction < 6; direction++)
 
- 		{
 
- 			if(!neighbouringTiles[direction].isAvailable())
 
- 				continue;
 
- 			auto it = std::find(wholeRangeHexes.begin(), wholeRangeHexes.end(), neighbouringTiles[direction]);
 
- 			if(it == wholeRangeHexes.end())
 
- 				outsideNeighbourDirections.push_back(BattleHex::EDir(direction)); // push direction
 
- 		}
 
- 		output.push_back(outsideNeighbourDirections);
 
- 	}
 
- 	return output;
 
- }
 
- std::vector<std::shared_ptr<IImage>> BattleFieldController::calculateRangeLimitHighlightImages(std::vector<std::vector<BattleHex::EDir>> hexesNeighbourDirections, std::shared_ptr<CAnimation> limitImages)
 
- {
 
- 	std::vector<std::shared_ptr<IImage>> output; // if no image is to be shown an empty image is still added to help with traverssing the range
 
- 	if(hexesNeighbourDirections.empty())
 
- 		return output;
 
- 	for(auto & directions : hexesNeighbourDirections)
 
- 	{
 
- 		std::bitset<6> mask;
 
- 		
 
- 		// convert directions to mask
 
- 		for(auto direction : directions)
 
- 			mask.set(direction);
 
- 		uint8_t imageKey = static_cast<uint8_t>(mask.to_ulong());
 
- 		output.push_back(limitImages->getImage(hexEdgeMaskToFrameIndex[imageKey]));
 
- 	}
 
- 	return output;
 
- }
 
- void BattleFieldController::calculateRangeLimitAndHighlightImages(uint8_t distance, std::shared_ptr<CAnimation> rangeLimitImages, std::vector<BattleHex> & rangeLimitHexes, std::vector<std::shared_ptr<IImage>> & rangeLimitHexesHighligts)
 
- {
 
- 		std::vector<BattleHex> rangeHexes = getRangeHexes(hoveredHex, distance);
 
- 		rangeLimitHexes = getRangeLimitHexes(hoveredHex, rangeHexes, distance);
 
- 		std::vector<std::vector<BattleHex::EDir>> rangeLimitNeighbourDirections = getOutsideNeighbourDirectionsForLimitHexes(rangeHexes, rangeLimitHexes);
 
- 		rangeLimitHexesHighligts = calculateRangeLimitHighlightImages(rangeLimitNeighbourDirections, rangeLimitImages);
 
- }
 
- void BattleFieldController::flipRangeLimitImagesIntoPositions(std::shared_ptr<CAnimation> images)
 
- {
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRight])->verticalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::right])->verticalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRight])->doubleFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeft])->horizontalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottom])->horizontalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightHalfCorner])->verticalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightHalfCorner])->doubleFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftHalfCorner])->horizontalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::rightHalf])->verticalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::topRightCorner])->verticalFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomRightCorner])->doubleFlip();
 
- 	images->getImage(hexEdgeMaskToFrameIndex[HexMasks::bottomLeftCorner])->horizontalFlip();
 
- }
 
- void BattleFieldController::showHighlightedHexes(Canvas & canvas)
 
- {
 
- 	std::vector<BattleHex> rangedFullDamageLimitHexes;
 
- 	std::vector<BattleHex> shootingRangeLimitHexes;
 
- 	std::vector<std::shared_ptr<IImage>> rangedFullDamageLimitHexesHighligts;
 
- 	std::vector<std::shared_ptr<IImage>> shootingRangeLimitHexesHighligts;
 
- 	std::set<BattleHex> hoveredStackMovementRangeHexes = getMovementRangeForHoveredStack();
 
- 	std::set<BattleHex> hoveredSpellHexes = getHighlightedHexesForSpellRange();
 
- 	std::set<BattleHex> hoveredMoveHexes  = getHighlightedHexesForMovementTarget();
 
- 	BattleHex hoveredHex = getHoveredHex();
 
- 	const CStack * hoveredStack = getHoveredStack();
 
- 	if(!hoveredStack && hoveredHex == BattleHex::INVALID)
 
- 		return;
 
- 	// skip range limit calculations if unit hovered is not a shooter
 
- 	if(hoveredStack && hoveredStack->isShooter())
 
- 	{
 
- 		// calculate array with highlight images for ranged full damage limit
 
- 		auto rangedFullDamageDistance = hoveredStack->getRangedFullDamageDistance();
 
- 		calculateRangeLimitAndHighlightImages(rangedFullDamageDistance, rangedFullDamageLimitImages, rangedFullDamageLimitHexes, rangedFullDamageLimitHexesHighligts);
 
- 		// calculate array with highlight images for shooting range limit
 
- 		auto shootingRangeDistance = hoveredStack->getShootingRangeDistance();
 
- 		calculateRangeLimitAndHighlightImages(shootingRangeDistance, shootingRangeLimitImages, shootingRangeLimitHexes, shootingRangeLimitHexesHighligts);
 
- 	}
 
- 	auto const & hoveredMouseHexes = hoveredHex != BattleHex::INVALID && owner.actionsController->currentActionSpellcasting(getHoveredHex()) ? hoveredSpellHexes : hoveredMoveHexes;
 
- 	for(int hex = 0; hex < GameConstants::BFIELD_SIZE; ++hex)
 
- 	{
 
- 		bool stackMovement = hoveredStackMovementRangeHexes.count(hex);
 
- 		bool mouse = hoveredMouseHexes.count(hex);
 
- 		// calculate if hex is Ranged Full Damage Limit and its position in highlight array
 
- 		int hexIndexInRangedFullDamageLimit = 0;
 
- 		bool hexInRangedFullDamageLimit = IsHexInRangeLimit(hex, rangedFullDamageLimitHexes, &hexIndexInRangedFullDamageLimit);
 
- 		// calculate if hex is Shooting Range Limit and its position in highlight array
 
- 		int hexIndexInShootingRangeLimit = 0;
 
- 		bool hexInShootingRangeLimit = IsHexInRangeLimit(hex, shootingRangeLimitHexes, &hexIndexInShootingRangeLimit);
 
- 		if(stackMovement && mouse) // area where hovered stackMovement can move shown with highlight. Because also affected by mouse cursor, shade as well
 
- 		{
 
- 			showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
 
- 			showHighlightedHex(canvas, cellShade, hex, true);
 
- 		}
 
- 		if(!stackMovement && mouse) // hexes affected only at mouse cursor shown as shaded
 
- 		{
 
- 			showHighlightedHex(canvas, cellShade, hex, true);
 
- 		}
 
- 		if(stackMovement && !mouse) // hexes where hovered stackMovement can move shown with highlight
 
- 		{
 
- 			showHighlightedHex(canvas, cellUnitMovementHighlight, hex, false);
 
- 		}
 
- 		if(hexInRangedFullDamageLimit)
 
- 		{
 
- 			showHighlightedHex(canvas, rangedFullDamageLimitHexesHighligts[hexIndexInRangedFullDamageLimit], hex, false);
 
- 		}
 
- 		if(hexInShootingRangeLimit)
 
- 		{
 
- 			showHighlightedHex(canvas, shootingRangeLimitHexesHighligts[hexIndexInShootingRangeLimit], hex, false);
 
- 		}
 
- 	}
 
- }
 
- Rect BattleFieldController::hexPositionLocal(BattleHex hex) const
 
- {
 
- 	int x = 14 + ((hex.getY())%2==0 ? 22 : 0) + 44*hex.getX();
 
- 	int y = 86 + 42 *hex.getY();
 
- 	int w = cellShade->width();
 
- 	int h = cellShade->height();
 
- 	return Rect(x, y, w, h);
 
- }
 
- Rect BattleFieldController::hexPositionAbsolute(BattleHex hex) const
 
- {
 
- 	return hexPositionLocal(hex) + pos.topLeft();
 
- }
 
- bool BattleFieldController::isPixelInHex(Point const & position)
 
- {
 
- 	return !cellShade->isTransparent(position);
 
- }
 
- BattleHex BattleFieldController::getHoveredHex()
 
- {
 
- 	return hoveredHex;
 
- }
 
- const CStack* BattleFieldController::getHoveredStack()
 
- {
 
- 	auto hoveredHex = getHoveredHex();
 
- 	const CStack* hoveredStack = owner.getBattle()->battleGetStackByPos(hoveredHex, true);
 
- 	if(owner.windowObject->getQueueHoveredUnitId().has_value())
 
- 	{
 
- 		auto stacks = owner.getBattle()->battleGetAllStacks();
 
- 		for(const CStack * stack : stacks)
 
- 			if(stack->unitId() == *owner.windowObject->getQueueHoveredUnitId())
 
- 				hoveredStack = stack;
 
- 	}
 
- 	return hoveredStack;
 
- }
 
- BattleHex BattleFieldController::getHexAtPosition(Point hoverPos)
 
- {
 
- 	if (owner.attackingHero)
 
- 	{
 
- 		if (owner.attackingHero->pos.isInside(hoverPos))
 
- 			return BattleHex::HERO_ATTACKER;
 
- 	}
 
- 	if (owner.defendingHero)
 
- 	{
 
- 		if (owner.attackingHero->pos.isInside(hoverPos))
 
- 			return BattleHex::HERO_DEFENDER;
 
- 	}
 
- 	for (int h = 0; h < GameConstants::BFIELD_SIZE; ++h)
 
- 	{
 
- 		Rect hexPosition = hexPositionAbsolute(h);
 
- 		if (!hexPosition.isInside(hoverPos))
 
- 			continue;
 
- 		if (isPixelInHex(hoverPos - hexPosition.topLeft()))
 
- 			return h;
 
- 	}
 
- 	return BattleHex::INVALID;
 
- }
 
- BattleHex::EDir BattleFieldController::selectAttackDirection(BattleHex myNumber)
 
- {
 
- 	const bool doubleWide = owner.stacksController->getActiveStack()->doubleWide();
 
- 	auto neighbours = myNumber.allNeighbouringTiles();
 
- 	//   0 1
 
- 	//  5 x 2
 
- 	//   4 3
 
- 	// if true - our current stack can move into this hex (and attack)
 
- 	std::array<bool, 8> attackAvailability;
 
- 	if (doubleWide)
 
- 	{
 
- 		// For double-hexes we need to ensure that both hexes needed for this direction are occupyable:
 
- 		// |    -0-   |   -1-    |    -2-   |   -3-    |    -4-   |   -5-    |    -6-   |   -7-
 
- 		// |  o o -   |   - o o  |    - -   |   - -    |    - -   |   - -    |    o o   |   - -
 
- 		// |   - x -  |  - x -   |   - x o o|  - x -   |   - x -  |o o x -   |   - x -  |  - x -
 
- 		// |    - -   |   - -    |    - -   |   - o o  |  o o -   |   - -    |    - -   |   o o
 
- 		for (size_t i : { 1, 2, 3})
 
- 			attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::RIGHT, false));
 
- 		for (size_t i : { 4, 5, 0})
 
- 			attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]) && vstd::contains(occupiableHexes, neighbours[i].cloneInDirection(BattleHex::LEFT, false));
 
- 		attackAvailability[6] = vstd::contains(occupiableHexes, neighbours[0]) && vstd::contains(occupiableHexes, neighbours[1]);
 
- 		attackAvailability[7] = vstd::contains(occupiableHexes, neighbours[3]) && vstd::contains(occupiableHexes, neighbours[4]);
 
- 	}
 
- 	else
 
- 	{
 
- 		for (size_t i = 0; i < 6; ++i)
 
- 			attackAvailability[i] = vstd::contains(occupiableHexes, neighbours[i]);
 
- 		attackAvailability[6] = false;
 
- 		attackAvailability[7] = false;
 
- 	}
 
- 	// Zero available tiles to attack from
 
- 	if ( vstd::find(attackAvailability, true) == attackAvailability.end())
 
- 	{
 
- 		logGlobal->error("Error: cannot find a hex to attack hex %d from!", myNumber);
 
- 		return BattleHex::NONE;
 
- 	}
 
- 	// For each valid direction, select position to test against
 
- 	std::array<Point, 8> testPoint;
 
- 	for (size_t i = 0; i < 6; ++i)
 
- 		if (attackAvailability[i])
 
- 			testPoint[i] = hexPositionAbsolute(neighbours[i]).center();
 
- 	// For bottom/top directions select central point, but move it a bit away from true center to reduce zones allocated to them
 
- 	if (attackAvailability[6])
 
- 		testPoint[6] = (hexPositionAbsolute(neighbours[0]).center() + hexPositionAbsolute(neighbours[1]).center()) / 2 + Point(0, -5);
 
- 	if (attackAvailability[7])
 
- 		testPoint[7] = (hexPositionAbsolute(neighbours[3]).center() + hexPositionAbsolute(neighbours[4]).center()) / 2 + Point(0,  5);
 
- 	// Compute distance between tested position & cursor position and pick nearest
 
- 	std::array<int, 8> distance2;
 
- 	for (size_t i = 0; i < 8; ++i)
 
- 		if (attackAvailability[i])
 
- 			distance2[i] = (testPoint[i].y - currentAttackOriginPoint.y)*(testPoint[i].y - currentAttackOriginPoint.y) + (testPoint[i].x - currentAttackOriginPoint.x)*(testPoint[i].x - currentAttackOriginPoint.x);
 
- 	size_t nearest = -1;
 
- 	for (size_t i = 0; i < 8; ++i)
 
- 		if (attackAvailability[i] && (nearest == -1 || distance2[i] < distance2[nearest]) )
 
- 			nearest = i;
 
- 	assert(nearest != -1);
 
- 	return BattleHex::EDir(nearest);
 
- }
 
- BattleHex BattleFieldController::fromWhichHexAttack(BattleHex attackTarget)
 
- {
 
- 	BattleHex::EDir direction = selectAttackDirection(getHoveredHex());
 
- 	const CStack * attacker = owner.stacksController->getActiveStack();
 
- 	assert(direction != BattleHex::NONE);
 
- 	assert(attacker);
 
- 	if (!attacker->doubleWide())
 
- 	{
 
- 		assert(direction != BattleHex::BOTTOM);
 
- 		assert(direction != BattleHex::TOP);
 
- 		return attackTarget.cloneInDirection(direction);
 
- 	}
 
- 	else
 
- 	{
 
- 		// We need to find position of right hex of double-hex creature (or left for defending side)
 
- 		// | TOP_LEFT |TOP_RIGHT |   RIGHT  |BOTTOM_RIGHT|BOTTOM_LEFT|  LEFT    |    TOP   |BOTTOM
 
- 		// |  o o -   |   - o o  |    - -   |   - -      |    - -    |   - -    |    o o   |   - -
 
- 		// |   - x -  |  - x -   |   - x o o|  - x -     |   - x -   |o o x -   |   - x -  |  - x -
 
- 		// |    - -   |   - -    |    - -   |   - o o    |  o o -    |   - -    |    - -   |   o o
 
- 		switch (direction)
 
- 		{
 
- 		case BattleHex::TOP_LEFT:
 
- 		case BattleHex::LEFT:
 
- 		case BattleHex::BOTTOM_LEFT:
 
- 		{
 
- 			if ( attacker->unitSide() == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(direction);
 
- 			else
 
- 				return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::LEFT);
 
- 		}
 
- 		case BattleHex::TOP_RIGHT:
 
- 		case BattleHex::RIGHT:
 
- 		case BattleHex::BOTTOM_RIGHT:
 
- 		{
 
- 			if ( attacker->unitSide() == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(direction).cloneInDirection(BattleHex::RIGHT);
 
- 			else
 
- 				return attackTarget.cloneInDirection(direction);
 
- 		}
 
- 		case BattleHex::TOP:
 
- 		{
 
- 			if ( attacker->unitSide() == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(BattleHex::TOP_RIGHT);
 
- 			else
 
- 				return attackTarget.cloneInDirection(BattleHex::TOP_LEFT);
 
- 		}
 
- 		case BattleHex::BOTTOM:
 
- 		{
 
- 			if ( attacker->unitSide() == BattleSide::ATTACKER )
 
- 				return attackTarget.cloneInDirection(BattleHex::BOTTOM_RIGHT);
 
- 			else
 
- 				return attackTarget.cloneInDirection(BattleHex::BOTTOM_LEFT);
 
- 		}
 
- 		default:
 
- 			assert(0);
 
- 			return BattleHex::INVALID;
 
- 		}
 
- 	}
 
- }
 
- bool BattleFieldController::isTileAttackable(const BattleHex & number) const
 
- {
 
- 	for (auto & elem : occupiableHexes)
 
- 	{
 
- 		if (BattleHex::mutualPosition(elem, number) != -1 || elem == number)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void BattleFieldController::updateAccessibleHexes()
 
- {
 
- 	auto accessibility = owner.getBattle()->getAccesibility();
 
- 	for(int i = 0; i < accessibility.size(); i++)
 
- 		stackCountOutsideHexes[i] = (accessibility[i] == EAccessibility::ACCESSIBLE || (accessibility[i] == EAccessibility::SIDE_COLUMN));
 
- }
 
- bool BattleFieldController::stackCountOutsideHex(const BattleHex & number) const
 
- {
 
- 	return stackCountOutsideHexes[number];
 
- }
 
- void BattleFieldController::showAll(Canvas & to)
 
- {
 
- 	show(to);
 
- }
 
- void BattleFieldController::tick(uint32_t msPassed)
 
- {
 
- 	updateAccessibleHexes();
 
- 	owner.stacksController->tick(msPassed);
 
- 	owner.obstacleController->tick(msPassed);
 
- 	owner.projectilesController->tick(msPassed);
 
- }
 
- void BattleFieldController::show(Canvas & to)
 
- {
 
- 	CSDL_Ext::CClipRectGuard guard(to.getInternalSurface(), pos);
 
- 	renderBattlefield(to);
 
- 	if (isActive() && isGesturing() && getHoveredHex() != BattleHex::INVALID)
 
- 	{
 
- 		auto combatCursorIndex = CCS->curh->get<Cursor::Combat>();
 
- 		if (combatCursorIndex)
 
- 		{
 
- 			auto combatImageIndex = static_cast<size_t>(*combatCursorIndex);
 
- 			to.draw(attackCursors->getImage(combatImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetCombat(combatImageIndex));
 
- 			return;
 
- 		}
 
- 		auto spellCursorIndex = CCS->curh->get<Cursor::Spellcast>();
 
- 		if (spellCursorIndex)
 
- 		{
 
- 			auto spellImageIndex = static_cast<size_t>(*spellCursorIndex);
 
- 			to.draw(spellCursors->getImage(spellImageIndex), hexPositionAbsolute(getHoveredHex()).center() - CCS->curh->getPivotOffsetSpellcast());
 
- 			return;
 
- 		}
 
- 	}
 
- }
 
- bool BattleFieldController::receiveEvent(const Point & position, int eventType) const
 
- {
 
- 	if (eventType == HOVER)
 
- 		return true;
 
- 	return CIntObject::receiveEvent(position, eventType);
 
- }
 
 
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