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							- #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;
 
- }
 
- void BattleHex::operator+=(EDir dir)
 
- {
 
- 	moveInDir(dir);
 
- }
 
- BattleHex BattleHex::operator+(EDir dir) const
 
- {
 
- 	BattleHex ret(*this);
 
- 	ret += dir;
 
- 	return ret;
 
- }
 
- 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();
 
- 	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)
 
- {
 
- 	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);
 
- }
 
 
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