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							- #include "CGameState.h"
 
- #include "CGameInterface.h"
 
- #include "CPlayerInterface.h"
 
- #include <algorithm>
 
- #include "SDL_Thread.h"
 
- #include "SDL_Extensions.h"
 
- #include <queue>
 
- class CMP_stack
 
- {
 
- public:
 
- 	bool operator ()(const CStack* a, const CStack* b)
 
- 	{
 
- 		return (a->creature->speed)>(b->creature->speed);
 
- 	}
 
- } cmpst ;
 
- void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
 
- {
 
- 	curB = new BattleInfo();
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->army1=army1;
 
- 	curB->army2=army2;
 
- 	curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
 
- 	curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
 
- 	curB->side1=(hero1)?(hero1->tempOwner):(-1);
 
- 	curB->side2=(hero2)?(hero2->tempOwner):(-1);
 
- 	curB->round = -2;
 
- 	curB->stackActionPerformed = false;
 
- 	for(std::map<int,std::pair<CCreature*,int> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
 
- 	{
 
- 		stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
 
- 		stacks[stacks.size()-1]->ID = stacks.size()-1;
 
- 	}
 
- 	//initialization of positions
 
- 	switch(army1->slots.size()) //for attacker
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0]->position = 86; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 137; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 86; //6
 
- 		stacks[2]->position = 137; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 69; //5
 
- 		stacks[2]->position = 103; //7
 
- 		stacks[3]->position = 171; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 86; //6
 
- 		stacks[3]->position = 137; //9
 
- 		stacks[4]->position = 171; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 103; //7
 
- 		stacks[4]->position = 137; //9
 
- 		stacks[5]->position = 171; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 86; //6
 
- 		stacks[4]->position = 103; //7
 
- 		stacks[5]->position = 137; //9
 
- 		stacks[6]->position = 171; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(std::map<int,std::pair<CCreature*,int> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
 
- 		stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
 
- 	switch(army2->slots.size()) //for defender
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0+army1->slots.size()]->position = 100; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0+army1->slots.size()]->position = 49; //3
 
- 		stacks[1+army1->slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0+army1->slots.size()]->position = 49; //3
 
- 		stacks[1+army1->slots.size()]->position = 100; //6
 
- 		stacks[2+army1->slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 83; //5
 
- 		stacks[2+army1->slots.size()]->position = 117; //7
 
- 		stacks[3+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 100; //6
 
- 		stacks[3+army1->slots.size()]->position = 151; //9
 
- 		stacks[4+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 83; //5
 
- 		stacks[3+army1->slots.size()]->position = 117; //7
 
- 		stacks[4+army1->slots.size()]->position = 151; //9
 
- 		stacks[5+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 83; //5
 
- 		stacks[3+army1->slots.size()]->position = 100; //6
 
- 		stacks[4+army1->slots.size()]->position = 117; //7
 
- 		stacks[5+army1->slots.size()]->position = 151; //9
 
- 		stacks[6+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//for start inform players about battle
 
- 	for(std::map<int, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)//CGI->state->players.size(); ++j) //for testing
 
- 	{
 
- 		if (j->first > PLAYER_LIMIT)
 
- 			break;
 
- 		if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
 
- 		{ //player should be notified
 
- 			tribool side = tribool::indeterminate_value;
 
- 			if(j->first == curB->side1) //player is attacker
 
- 				side = false;
 
- 			else if(j->first == curB->side2) //player is defender
 
- 				side = true;
 
- 			else 
 
- 				return; //no witnesses
 
- 			if(CGI->playerint[j->second.serial]->human)
 
- 			{
 
- 				((CPlayerInterface*)( CGI->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
 
- 			}
 
- 			else
 
- 			{
 
- 				//CGI->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
 
- 			}
 
- 		}
 
- 	}
 
- 	curB->round++;
 
- 	if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0)  )//someone has tactics
 
- 	{
 
- 		//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
 
- 	}
 
- 	curB->round++;
 
- 	//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
 
- 	while(true) //till the end of the battle ;]
 
- 	{
 
- 		bool battleEnd = false;
 
- 		//tell players about next round
 
- 		for(int v=0; v<CGI->playerint.size(); ++v)
 
- 			CGI->playerint[v]->battleNewRound(curB->round);
 
- 		//stack loop
 
- 		for(int i=0;i<stacks.size();i++)
 
- 		{
 
- 			curB->activeStack = i;
 
- 			curB->stackActionPerformed = false;
 
- 			if(stacks[i]->alive) //indicate posiibility of making action for this unit
 
- 			{
 
- 				unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
 
- 				unsigned char serialOwner = -1;
 
- 				for(int g=0; g<CGI->playerint.size(); ++g)
 
- 				{
 
- 					if(CGI->playerint[g]->playerID == owner)
 
- 					{
 
- 						serialOwner = g;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(serialOwner==255) //neutral unit
 
- 				{
 
- 				}
 
- 				else if(CGI->playerint[serialOwner]->human)
 
- 				{
 
- 					BattleAction ba = ((CPlayerInterface*)CGI->playerint[serialOwner])->activeStack(stacks[i]->ID);
 
- 					switch(ba.actionType)
 
- 					{
 
- 					case 2: //walk
 
- 						{
 
- 							battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 						}
 
- 					case 3: //defend
 
- 						{
 
- 							break;
 
- 						}
 
- 					case 4: //retreat/flee
 
- 						{
 
- 							for(int v=0; v<CGI->playerint.size(); ++v) //tell about the end of this battle to interfaces
 
- 								CGI->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
 
- 							battleEnd = true;
 
- 							break;
 
- 						}
 
- 					case 6: //walk or attack
 
- 						{
 
- 							battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 							battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					//CGI->playerint[serialOwner]->activeStack(stacks[i]->ID);
 
- 				}
 
- 			}
 
- 			if(battleEnd)
 
- 				break;
 
- 			//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
 
- 		}
 
- 		if(battleEnd)
 
- 			break;
 
- 		curB->round++;
 
- 		SDL_Delay(50);
 
- 	}
 
- 	for(int i=0;i<stacks.size();i++)
 
- 		delete stacks[i];
 
- 	delete curB;
 
- 	curB = NULL;
 
- }
 
- bool CGameState::battleMoveCreatureStack(int ID, int dest)
 
- {
 
- 	//first checks
 
- 	if(curB->stackActionPerformed) //because unit cannot be moved more than once
 
- 		return false;
 
- 	bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
 
- 	unsigned char owner = -1; //owner moved of unit
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->position == dest)
 
- 		{
 
- 			stackAtEnd = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID == ID)
 
- 		{
 
- 			owner = curB->stacks[g]->owner;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//selecting moved stack
 
- 	CStack * curStack = NULL;
 
- 	for(int y=0; y<curB->stacks.size(); ++y)
 
- 	{
 
- 		if(curB->stacks[y]->ID == ID)
 
- 		{
 
- 			curStack = curB->stacks[y];
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!curStack)
 
- 		return false;
 
- 	//initing necessary tables
 
- 	bool accessibility[187]; //accesibility of hexes
 
- 	for(int k=0; k<187; k++)
 
- 		accessibility[k] = true;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID != ID) //we don't want to lock enemy's positions and this units' position
 
- 		{
 
- 			accessibility[curB->stacks[g]->position] = false;
 
- 			if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 			{
 
- 				if(curB->stacks[g]->attackerOwned)
 
- 					accessibility[curB->stacks[g]->position-1] = false;
 
- 				else
 
- 					accessibility[curB->stacks[g]->position+1] = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	accessibility[dest] = true;
 
- 	if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
 
- 	{
 
- 		bool mac[187];
 
- 		for(int b=0; b<187; ++b)
 
- 		{
 
- 			//
 
- 			//	&& (  ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
 
- 			mac[b] = accessibility[b];
 
- 			if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
 
- 			{
 
- 				mac[b] = false;
 
- 			}
 
- 		}
 
- 		mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
 
- 		for(int v=0; v<187; ++v)
 
- 			accessibility[v] = mac[v];
 
- 		//removing accessibility for side hexes
 
- 		for(int v=0; v<187; ++v)
 
- 			if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
 
- 				accessibility[v] = false;
 
- 	}
 
- 	if(!accessibility[dest])
 
- 		return false;
 
- 	int predecessor[187]; //for getting the Path
 
- 	for(int b=0; b<187; ++b)
 
- 		predecessor[b] = -1;
 
- 	//bfsing
 
- 	int dists[187]; //calculated distances
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(curStack->position);
 
- 	for(int g=0; g<187; ++g)
 
- 		dists[g] = 100000000;
 
- 	dists[hexq.front()] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		hexq.pop();
 
- 		curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex - 1;
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + 1;
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 	}
 
- 	//following the Path
 
- 	if(dists[dest] > curStack->creature->speed)
 
- 		return false;
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem!=curStack->position)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	for(int v=path.size()-1; v>=0; --v)
 
- 	{
 
- 		if(v!=0 || !stackAtEnd) //it's not the last step
 
- 		{
 
- 			LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0);
 
- 			curStack->position = path[v];
 
- 		}
 
- 		else //if it's last step and we should attack unit at the end
 
- 		{
 
- 			LOCPLINT->battleStackAttacking(ID, path[v]);
 
- 		}
 
- 	}
 
- 	curB->stackActionPerformed = true;
 
- 	LOCPLINT->actionFinished(BattleAction());
 
- 	return true;
 
- }
 
- bool CGameState::battleAttackCreatureStack(int ID, int dest)
 
- {
 
- 	int attackedCreaure = -1; //-1 - there is no attacked creature
 
- 	for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
 
- 	{
 
- 		if(curB->stacks[b]->position == dest)
 
- 		{
 
- 			attackedCreaure = curB->stacks[b]->ID;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(attackedCreaure == -1)
 
- 		return false;
 
- 	//LOCPLINT->cb->
 
- 	return true;
 
- }
 
- std::vector<int> CGameState::battleGetRange(int ID)
 
- {
 
- 	int initialPlace=-1; //position of unit
 
- 	int radius=-1; //range of unit
 
- 	unsigned char owner = -1; //owner of unit
 
- 	//selecting stack
 
- 	CStack * curStack = NULL;
 
- 	for(int y=0; y<curB->stacks.size(); ++y)
 
- 	{
 
- 		if(curB->stacks[y]->ID == ID)
 
- 		{
 
- 			curStack = curB->stacks[y];
 
- 			break;
 
- 		}
 
- 	}
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID == ID)
 
- 		{
 
- 			initialPlace = curB->stacks[g]->position;
 
- 			radius = curB->stacks[g]->creature->speed;
 
- 			owner = curB->stacks[g]->owner;
 
- 			break;
 
- 		}
 
- 	}
 
- 	bool accessibility[187]; //accesibility of hexes
 
- 	for(int k=0; k<187; k++)
 
- 		accessibility[k] = true;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->owner == owner && curB->stacks[g]->ID != ID) //we don't want to lock enemy's positions or current unit's position
 
- 		{
 
- 			accessibility[curB->stacks[g]->position] = false;
 
- 			if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 			{
 
- 				if(curB->stacks[g]->attackerOwned)
 
- 					accessibility[curB->stacks[g]->position-1] = false;
 
- 				else
 
- 					accessibility[curB->stacks[g]->position+1] = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
 
- 	{
 
- 		bool mac[187];
 
- 		for(int b=0; b<187; ++b)
 
- 		{
 
- 			//
 
- 			//	&& (  ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
 
- 			mac[b] = accessibility[b];
 
- 			if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
 
- 			{
 
- 				mac[b] = false;
 
- 			}
 
- 		}
 
- 		mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
 
- 		for(int v=0; v<187; ++v)
 
- 			accessibility[v] = mac[v];
 
- 		//removing accessibility for side hexes
 
- 		for(int v=0; v<187; ++v)
 
- 			if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
 
- 				accessibility[v] = false;
 
- 	}
 
- 	int dists[187]; //calculated distances
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(initialPlace);
 
- 	for(int g=0; g<187; ++g)
 
- 		dists[g] = 100000000;
 
- 	dists[initialPlace] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		hexq.pop();
 
- 		curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex - 1;
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + 1;
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 	}
 
- 	std::vector<int> ret;
 
- 	for(int i=0; i<187; ++i)
 
- 	{
 
- 		if(dists[i]<=radius)
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
 
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