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- /*
- * hex.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 "vcmi/spells/Service.h"
- #include "vcmi/spells/Spell.h"
- #include "BAI/v13/hex.h"
- #include "common.h"
- #include "schema/v13/constants.h"
- namespace MMAI::BAI::V13
- {
- namespace S13 = Schema::V13;
- using HA = Schema::V13::HexAttribute;
- using HS = Schema::V13::HexState;
- using SA = Schema::V13::StackAttribute;
- constexpr HexStateMask S_PASSABLE = 1 << EI(HexState::PASSABLE);
- constexpr HexStateMask S_STOPPING = 1 << EI(HexState::STOPPING);
- constexpr HexStateMask S_DAMAGING_L = 1 << EI(HexState::DAMAGING_L);
- constexpr HexStateMask S_DAMAGING_R = 1 << EI(HexState::DAMAGING_R);
- constexpr HexStateMask S_DAMAGING_ALL = 1 << EI(HexState::DAMAGING_L) | 1 << EI(HexState::DAMAGING_R);
- // static
- int Hex::CalcId(const BattleHex & bh)
- {
- ASSERT(bh.isAvailable(), "Hex unavailable: " + std::to_string(bh.toInt()));
- return bh.getX() - 1 + (bh.getY() * 15);
- }
- // static
- std::pair<int, int> Hex::CalcXY(const BattleHex & bh)
- {
- return {bh.getX() - 1, bh.getY()};
- }
- //
- // Return bh's neighbouring hexes for setting action mask
- //
- // return nearby hexes for "X":
- //
- // . . . . . . . . . .
- // . . .11 5 0 6 . . .
- // . .10 4 X 1 7 . . .
- // . . . 9 3 2 8 . . .
- // . . . . . . . . . .
- //
- // NOTE:
- // The index of each hex in the returned array corresponds to a
- // the respective AMOVE_* HexAction w.r.t. "X" (see hexaction.h)
- //
- // static
- HexActionHex Hex::NearbyBattleHexes(const BattleHex & bh)
- {
- static_assert(EI(HexAction::AMOVE_TR) == 0);
- static_assert(EI(HexAction::AMOVE_R) == 1);
- static_assert(EI(HexAction::AMOVE_BR) == 2);
- static_assert(EI(HexAction::AMOVE_BL) == 3);
- static_assert(EI(HexAction::AMOVE_L) == 4);
- static_assert(EI(HexAction::AMOVE_TL) == 5);
- static_assert(EI(HexAction::AMOVE_2TR) == 6);
- static_assert(EI(HexAction::AMOVE_2R) == 7);
- static_assert(EI(HexAction::AMOVE_2BR) == 8);
- static_assert(EI(HexAction::AMOVE_2BL) == 9);
- static_assert(EI(HexAction::AMOVE_2L) == 10);
- static_assert(EI(HexAction::AMOVE_2TL) == 11);
- auto nbhR = bh.cloneInDirection(BattleHex::EDir::RIGHT, false);
- auto nbhL = bh.cloneInDirection(BattleHex::EDir::LEFT, false);
- return HexActionHex{
- // The 6 basic directions
- bh.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false),
- nbhR,
- bh.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false),
- bh.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false),
- nbhL,
- bh.cloneInDirection(BattleHex::EDir::TOP_LEFT, false),
- // Extended directions for R-side wide creatures
- nbhR.cloneInDirection(BattleHex::EDir::TOP_RIGHT, false),
- nbhR.cloneInDirection(BattleHex::EDir::RIGHT, false),
- nbhR.cloneInDirection(BattleHex::EDir::BOTTOM_RIGHT, false),
- // Extended directions for L-side wide creatures
- nbhL.cloneInDirection(BattleHex::EDir::BOTTOM_LEFT, false),
- nbhL.cloneInDirection(BattleHex::EDir::LEFT, false),
- nbhL.cloneInDirection(BattleHex::EDir::TOP_LEFT, false)
- };
- }
- Hex::Hex(
- const BattleHex & bhex_,
- const EAccessibility accessibility,
- const EGateState gatestate,
- const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles,
- const std::map<BattleHex, std::shared_ptr<Stack>> & hexstacks,
- const std::shared_ptr<ActiveStackInfo> & astackinfo
- )
- : bhex(bhex_), id(CalcId(bhex_))
- {
- attrs.fill(S13::NULL_VALUE_UNENCODED);
- auto [x, y] = CalcXY(bhex);
- auto it = hexstacks.find(bhex);
- stack = it == hexstacks.end() ? nullptr : it->second;
- setattr(HA::Y_COORD, y);
- setattr(HA::X_COORD, x);
- // This is never N/A => set separately (not within the if below)
- setattr(HA::IS_REAR, stack && bhex == stack->cstack->occupiedHex());
- static_assert(EI(SA::_count) == 25, "whistleblower in case attributes change");
- auto attrmap = std::map<HA, SA>{
- {HA::STACK_SIDE, SA::SIDE },
- {HA::STACK_SLOT, SA::SLOT },
- {HA::STACK_QUANTITY, SA::QUANTITY },
- {HA::STACK_ATTACK, SA::ATTACK },
- {HA::STACK_DEFENSE, SA::DEFENSE },
- {HA::STACK_SHOTS, SA::SHOTS },
- {HA::STACK_DMG_MIN, SA::DMG_MIN },
- {HA::STACK_DMG_MAX, SA::DMG_MAX },
- {HA::STACK_HP, SA::HP },
- {HA::STACK_HP_LEFT, SA::HP_LEFT },
- {HA::STACK_SPEED, SA::SPEED },
- {HA::STACK_QUEUE, SA::QUEUE },
- {HA::STACK_VALUE_ONE, SA::VALUE_ONE },
- {HA::STACK_FLAGS1, SA::FLAGS1 },
- {HA::STACK_FLAGS2, SA::FLAGS2 },
- {HA::STACK_VALUE_REL, SA::VALUE_REL },
- {HA::STACK_VALUE_REL0, SA::VALUE_REL0 },
- {HA::STACK_VALUE_KILLED_REL, SA::VALUE_KILLED_REL },
- {HA::STACK_VALUE_KILLED_ACC_REL0, SA::VALUE_KILLED_ACC_REL0},
- {HA::STACK_VALUE_LOST_REL, SA::VALUE_LOST_REL },
- {HA::STACK_VALUE_LOST_ACC_REL0, SA::VALUE_LOST_ACC_REL0 },
- {HA::STACK_DMG_DEALT_REL, SA::DMG_DEALT_REL },
- {HA::STACK_DMG_DEALT_ACC_REL0, SA::DMG_DEALT_ACC_REL0 },
- {HA::STACK_DMG_RECEIVED_REL, SA::DMG_RECEIVED_REL },
- {HA::STACK_DMG_RECEIVED_ACC_REL0, SA::DMG_RECEIVED_ACC_REL0},
- };
- if(stack)
- {
- int i = 0;
- for(const auto & [a, sa] : attrmap)
- {
- setattr(a, stack->attr(sa));
- ++i;
- }
- ASSERT(i == EI(SA::_count), "not all stack attributes encoded: i=" + std::to_string(i));
- }
- if(astackinfo)
- {
- setStateMask(accessibility, obstacles, astackinfo->stack->cstack->unitSide());
- setActionMask(astackinfo, hexstacks);
- }
- else
- {
- setStateMask(accessibility, obstacles, BattleSide::ATTACKER);
- }
- finalize();
- }
- const HexAttrs & Hex::getAttrs() const
- {
- return attrs;
- }
- int Hex::getID() const
- {
- return id;
- }
- int Hex::getAttr(HexAttribute a) const
- {
- return attr(a);
- }
- int Hex::attr(HexAttribute a) const
- {
- return attrs.at(EI(a));
- };
- void Hex::setattr(HexAttribute a, int value)
- {
- attrs.at(EI(a)) = value;
- };
- std::string Hex::name() const
- {
- return "(" + std::to_string(attr(HA::Y_COORD)) + "," + std::to_string(attr(HA::X_COORD)) + ")";
- }
- void Hex::finalize()
- {
- attrs.at(EI(HA::ACTION_MASK)) = actmask.to_ulong();
- attrs.at(EI(HA::STATE_MASK)) = statemask.to_ulong();
- }
- const Stack * Hex::getStack() const
- {
- return stack.get();
- }
- // private
- void Hex::setStateMask(const EAccessibility accessibility, const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles, BattleSide side)
- {
- // First process obstacles
- // XXX: set only non-PASSABLE flags
- // (e.g. there may be a stack standing on the obstacle (firewall, moat))
- // so the PASSABLE mask bit will set later
- // XXX: moats are a weird obstacle:
- // * if dispellable (Tower mines?) => type=SPELL_CREATED
- // * otherwise => type=MOAT
- // * their trigger ability is a spell, as it seems
- // (which is not found in spells.json, neither is available as a SpellID constant)
- //
- // Ref: Moat::placeObstacles()
- // BattleEvaluator::goTowardsNearest() // var triggerAbility
- //
- for(const auto & obstacle : obstacles)
- {
- switch(obstacle->obstacleType)
- {
- case CObstacleInstance::USUAL:
- case CObstacleInstance::ABSOLUTE_OBSTACLE:
- statemask &= ~S_PASSABLE;
- break;
- case CObstacleInstance::MOAT:
- statemask |= (S_STOPPING | S_DAMAGING_ALL);
- break;
- case CObstacleInstance::SPELL_CREATED:
- // XXX: the public Obstacle / Spell API does not seem to expose
- // any useful methods for checking if friendly creatures
- // would get damaged by an obstacle.
- switch(SpellID(obstacle->ID))
- {
- case SpellID::QUICKSAND:
- statemask |= S_STOPPING;
- break;
- case SpellID::LAND_MINE:
- auto casterside = dynamic_cast<const SpellCreatedObstacle *>(obstacle.get())->casterSide;
- // XXX: in practice, there is no situation where enemy
- // mines are visible (e.g. when our army has a stack
- // which is native to the battlefield terrain),
- // as the UI simply does not allow to cast the spell
- // in this case .
- if(side == casterside)
- statemask |= (side == BattleSide::DEFENDER ? S_DAMAGING_L : S_DAMAGING_R);
- else
- statemask |= (side == BattleSide::DEFENDER ? S_DAMAGING_R : S_DAMAGING_L);
- }
- break;
- default:
- THROW_FORMAT("Unexpected obstacle type: %d", EI(obstacle->obstacleType));
- }
- }
- switch(accessibility)
- {
- case EAccessibility::ACCESSIBLE:
- ASSERT(!stack, "accessibility is ACCESSIBLE, but a stack was found on hex");
- statemask |= S_PASSABLE;
- break;
- case EAccessibility::OBSTACLE:
- ASSERT(!stack, "accessibility is OBSTACLE, but a stack was found on hex");
- statemask &= ~S_PASSABLE;
- break;
- case EAccessibility::ALIVE_STACK:
- // XXX: stack can be NULL if it was left out of the observation
- // ASSERT(stack, "accessibility is ALIVE_STACK, but no stack was found on hex");
- statemask &= ~S_PASSABLE;
- break;
- case EAccessibility::DESTRUCTIBLE_WALL:
- // XXX: Destroyed walls become ACCESSIBLE.
- ASSERT(!stack, "accessibility is DESTRUCTIBLE_WALL, but a stack was found on hex");
- statemask &= ~S_PASSABLE;
- break;
- case EAccessibility::GATE:
- // See BattleProcessor::updateGateState() for gate states
- // See CBattleInfoCallback::getAccessibility() for accessibility on gate
- //
- // TL; DR:
- // -> GATE means closed, non-blocked gate
- // -> UNAVAILABLE means blocked
- // -> ACCESSIBLE otherwise (open, destroyed)
- //
- // Regardless of the gate state, we always set the GATE flag
- // purely based on the hex coordinates and not on the accessibility
- // => not setting GATE flag here
- //
- // However, in case of GATE accessibility, we still need
- // to set the PASSABLE flag accordingly.
- side == BattleSide::DEFENDER ? statemask.set(EI(HS::PASSABLE)) : statemask.reset(EI(HS::PASSABLE));
- break;
- case EAccessibility::UNAVAILABLE:
- statemask &= ~S_PASSABLE;
- break;
- default:
- THROW_FORMAT("Unexpected hex accessibility for bhex %d: %d", bhex.toInt() % EI(accessibility));
- }
- }
- void Hex::setActionMask(const std::shared_ptr<ActiveStackInfo> & astackinfo, const std::map<BattleHex, std::shared_ptr<Stack>> & hexstacks)
- {
- const auto * astack = astackinfo->stack;
- // XXX: for statehist, astack may be enemy stack
- // in this case building the actmask is redundant
- if(astackinfo->canshoot && stack && stack->cstack->unitSide() != astack->cstack->unitSide())
- actmask.set(EI(HexAction::SHOOT));
- // XXX: ReachabilityInfo::isReachable() must not be used as it
- // returns true even if speed is insufficient => use distances.
- // NOTE: distances is 0 for the stack's main hex and 1 for its rear hex
- // (100000 if it can't fit there)
- if(astackinfo->rinfo->distances.at(bhex.toInt()) <= astack->attr(SA::SPEED))
- actmask.set(EI(HexAction::MOVE));
- else
- // astack can't MOVE here => AMOVE_* will never be possible
- return;
- const auto & nbhexes = NearbyBattleHexes(bhex);
- const auto * const a_cstack = astack->cstack;
- for(int i = 0; i < nbhexes.size(); ++i)
- {
- const auto & n_bhex = nbhexes.at(i);
- if(!n_bhex.isAvailable())
- continue;
- auto it = hexstacks.find(n_bhex);
- if(it == hexstacks.end())
- continue;
- const auto & n_cstack = it->second->cstack;
- auto hexaction = static_cast<HexAction>(i);
- if(n_cstack->unitSide() == a_cstack->unitSide())
- return;
- if(hexaction <= HexAction::AMOVE_TL)
- {
- ASSERT(CStack::isMeleeAttackPossible(a_cstack, n_cstack, bhex), "vcmi says melee attack is IMPOSSIBLE [1]");
- actmask.set(i);
- }
- else if(hexaction > HexAction::AMOVE_2BR)
- {
- // only wide L stacks can perform 2TL/2L/2BL attacks
- if(a_cstack->unitSide() == BattleSide::ATTACKER && a_cstack->doubleWide())
- {
- ASSERT(CStack::isMeleeAttackPossible(a_cstack, n_cstack, bhex), "vcmi says melee attack is IMPOSSIBLE");
- actmask.set(i);
- }
- }
- // only wide R stacks can perform 2TR/2R/2BR attacks
- else if(a_cstack->unitSide() == BattleSide::DEFENDER && a_cstack->doubleWide())
- {
- ASSERT(CStack::isMeleeAttackPossible(a_cstack, n_cstack, bhex), "vcmi says melee attack is IMPOSSIBLE [2]");
- actmask.set(i);
- }
- }
- }
- }
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