Ejemplo n.º 1
0
bool can_generate(const gamemap& map, const std::vector<team>& teams, const unit_map& units, const unit& u, const map_location& loc)
{
	if (!map.on_board(loc)) {
		return false;
	}
	if (u.movement_cost(map[loc]) == unit_movement_type::UNREACHABLE) {
		return false;
	}
	unit_map::const_iterator it = units.find(loc, false);
	if (it.valid() && !it->can_stand(u)) {
		return false;
	}

	map_location locs[6];
	get_adjacent_tiles(loc, locs);
	for (int i = 0; i != 6; ++i) {
		if (!map.on_board(locs[i])) {
			continue;
		}
		if (u.movement_cost(map[locs[i]]) != unit_movement_type::UNREACHABLE) {
			return true;
		}
	}
	return false;
}
Ejemplo n.º 2
0
bool display_context::unit_can_move(const unit &u) const
{
	if(!u.attacks_left() && u.movement_left()==0)
		return false;

	// Units with goto commands that have already done their gotos this turn
	// (i.e. don't have full movement left) should have red globes.
	if(u.has_moved() && u.has_goto()) {
		return false;
	}

	const team &current_team = get_team(u.side());

	map_location locs[6];
	get_adjacent_tiles(u.get_location(), locs);
	for(int n = 0; n != 6; ++n) {
		if (map().on_board(locs[n])) {
			const unit_map::const_iterator i = units().find(locs[n]);
			if (i.valid() && !i->incapacitated() &&
			    current_team.is_enemy(i->side())) {
				return true;
			}

			if (u.movement_cost(map()[locs[n]]) <= u.movement_left()) {
				return true;
			}
		}
	}

	return false;
}
Ejemplo n.º 3
0
bool texpedite::can_move(const unit& u)
{
	for (size_t i = 0; i < city_.adjacent_size_; i ++) {
		if (u.movement_cost(map_[city_.adjacent_[i]]) <= u.movement_left()) {
			return true;
		}
	}
	return false;
}
Ejemplo n.º 4
0
int path_cost(std::vector<map_location> const& path, unit const& u)
{
	if(path.size() < 2)
		return 0;

	map_location const& dest = path.back();
	if((resources::game_map->is_village(dest) && !resources::teams->at(u.side()-1).owns_village(dest))
			|| pathfind::enemy_zoc(*resources::teams,dest,resources::teams->at(u.side()-1),u.side()))
		return u.total_movement();

	int result = 0;
	gamemap const& map = *resources::game_map;
	BOOST_FOREACH(map_location const& loc, std::make_pair(path.begin()+1,path.end()))
		result += u.movement_cost(map[loc]);
	return result;
}
Ejemplo n.º 5
0
int path_cost(std::vector<map_location> const& path, unit const& u)
{
	if(path.size() < 2)
		return 0;

	team const& u_team = resources::teams->at(u.side()-1);
	map_location const& dest = path.back();
	if ( (resources::gameboard->map().is_village(dest) && !u_team.owns_village(dest))
	     || pathfind::enemy_zoc(u_team, dest, u_team) )
		return u.total_movement();

	int result = 0;
	gamemap const& map = resources::gameboard->map();
	for(map_location const& loc : std::make_pair(path.begin()+1,path.end())) {
		result += u.movement_cost(map[loc]);
	}
	return result;
}
Ejemplo n.º 6
0
marked_route mark_route(const plain_route &rt,
	const std::vector<map_location>& waypoints, const unit &u,
	const team &viewing_team, const unit_map &units,
	const std::vector<team> &teams, const gamemap &map)
{
	marked_route res;

	if (rt.steps.empty()) return res;
	res.steps = rt.steps;

	int turns = 0;
	int movement = u.movement_left();
	const team& unit_team = teams[u.side()-1];
	bool zoc = false;

	std::vector<map_location>::const_iterator i = rt.steps.begin(),
			w = waypoints.begin();

	// TODO fix the name confusion with waypoints and route.waypoints
	for (; i !=rt.steps.end(); i++) {
		bool last_step = (i+1 == rt.steps.end());

		// move_cost of the next step is irrelevant for the last step
		assert(last_step || map.on_board(*(i+1)));
		const int move_cost = last_step ? 0 : u.movement_cost(map[*(i+1)]);
		bool capture = false;
		bool pass_here = false;
		if (w != waypoints.end() && *i == *w) {
			w++;
			pass_here = true;
		}

		if (last_step || zoc || move_cost > movement) {
			// check if we stop an a village and so maybe capture it
			// if it's an enemy unit and a fogged village, we assume a capture
			// (if he already owns it, we can't know that)
			// if it's not an enemy, we can always know if he owns the village
			bool capture = map.is_village(*i) && ( !unit_team.owns_village(*i)
				 || (viewing_team.is_enemy(u.side()) && viewing_team.fogged(*i)) );

			++turns;

			bool invisible = u.invisible(*i,units,teams,false);

			res.waypoints[*i] = marked_route::waypoint(turns, pass_here, zoc, capture, invisible);

			if (last_step) break; // finished and we used dummy move_cost

			movement = u.total_movement();
			if(move_cost > movement) {
				return res; //we can't reach destination
			}
		} else if (pass_here) {
			bool invisible = u.invisible(*i,units,teams,false);
			res.waypoints[*i] = marked_route::waypoint(0, pass_here, zoc, false, invisible);
		}

		zoc = enemy_zoc(units, teams, *(i + 1), viewing_team,u.side())
					&& !u.get_ability_bool("skirmisher", *(i+1));

		if (zoc || capture) {
			movement = 0;
		} else {
			movement -= move_cost;
		}
	}

	return res;
}
Ejemplo n.º 7
0
static void find_routes(const gamemap& map, const unit_map& units,
		const unit& u, const map_location& loc,
		int move_left, paths::dest_vect &destinations,
		std::vector<team> const &teams,
		bool force_ignore_zocs, bool allow_teleport, int turns_left,
		const team &viewing_team,
		bool see_all, bool ignore_units)
{
	const team& current_team = teams[u.side() - 1];
	std::set<map_location> teleports;
	if (allow_teleport) {
		teleports = get_teleport_locations(u, units, viewing_team, see_all, ignore_units);
	}

	const int total_movement = u.total_movement();

	std::vector<map_location> locs(6 + teleports.size());
	std::copy(teleports.begin(), teleports.end(), locs.begin() + 6);

	search_counter += 2;
	if (search_counter == 0) search_counter = 2;

	static std::vector<node> nodes;
	nodes.resize(map.w() * map.h());

	indexer index(map.w(), map.h());
	comp node_comp(nodes);

	int xmin = loc.x, xmax = loc.x, ymin = loc.y, ymax = loc.y, nb_dest = 1;

	nodes[index(loc)] = node(move_left, turns_left, map_location::null_location, loc);
	std::vector<int> pq;
	pq.push_back(index(loc));

	while (!pq.empty()) {
		node& n = nodes[pq.front()];
		std::pop_heap(pq.begin(), pq.end(), node_comp);
		pq.pop_back();
		n.in = search_counter;

		get_adjacent_tiles(n.curr, &locs[0]);
		for (int i = teleports.count(n.curr) ? locs.size() : 6; i-- > 0; ) {
			if (!locs[i].valid(map.w(), map.h())) continue;

			node& next = nodes[index(locs[i])];

			bool next_visited = next.in - search_counter <= 1u;

			// Classic Dijkstra allow to skip chosen nodes (with next.in==search_counter)
			// But the cost function and hex grid allow to also skip visited nodes:
			// if next was visited, then we already have a path 'src-..-n2-next'
			// - n2 was chosen before n, meaning that it is nearer to src.
			// - the cost of 'n-next' can't be smaller than 'n2-next' because
			//   cost is independent of direction and we don't have more MP at n
			//   (important because more MP may allow to avoid waiting next turn)
			// Thus, 'src-..-n-next' can't be shorter.
			if (next_visited) continue;

			const int move_cost = u.movement_cost(map[locs[i]]);

			node t = node(n.movement_left, n.turns_left, n.curr, locs[i]);
			if (t.movement_left < move_cost) {
				t.movement_left = total_movement;
				t.turns_left--;
			}

			if (t.movement_left < move_cost || t.turns_left < 0) continue;

			t.movement_left -= move_cost;

			if (!ignore_units) {
				const unit *v =
					get_visible_unit(units, locs[i], viewing_team, see_all);
				if (v && current_team.is_enemy(v->side()))
					continue;

				if (!force_ignore_zocs && t.movement_left > 0
						&& enemy_zoc(units, teams, locs[i], viewing_team, u.side(), see_all)
						&& !u.get_ability_bool("skirmisher", locs[i])) {
					t.movement_left = 0;
				}
			}

			++nb_dest;
			int x = locs[i].x;
			if (x < xmin) xmin = x;
			if (xmax < x) xmax = x;
			int y = locs[i].y;
			if (y < ymin) ymin = y;
			if (ymax < y) ymax = y;

			bool in_list = next.in == search_counter + 1;
			t.in = search_counter + 1;
			next = t;

			// if already in the priority queue then we just update it, else push it.
			if (in_list) { // never happen see next_visited above
				std::push_heap(pq.begin(), std::find(pq.begin(), pq.end(), index(locs[i])) + 1, node_comp);
			} else {
				pq.push_back(index(locs[i]));
				std::push_heap(pq.begin(), pq.end(), node_comp);
			}
		}
	}

	// Build the routes for every map_location that we reached.
	// The ordering must be compatible with map_location::operator<.
	destinations.reserve(nb_dest);
	for (int x = xmin; x <= xmax; ++x) {
		for (int y = ymin; y <= ymax; ++y)
		{
			const node &n = nodes[index(map_location(x, y))];
			if (n.in - search_counter > 1u) continue;
			paths::step s =
				{ n.curr, n.prev, n.movement_left + n.turns_left * total_movement };
			destinations.push_back(s);
		}
	}
}
Ejemplo n.º 8
0
bool basic_unit_filter_impl::internal_matches_filter(const unit & u, const map_location& loc, const unit* u2) const
{
	if (!vcfg["name"].blank() && vcfg["name"].t_str() != u.name()) {
		return false;
	}

	if (!vcfg["id"].empty()) {
		std::vector<std::string> id_list = utils::split(vcfg["id"]);
		if (std::find(id_list.begin(), id_list.end(), u.id()) == id_list.end()) {
			return false;
		}
	}

	// Allow 'speaker' as an alternative to id, since people use it so often
	if (!vcfg["speaker"].blank() && vcfg["speaker"].str() != u.id()) {
		return false;
	}

	if (vcfg.has_child("filter_location")) {
		if (vcfg.count_children("filter_location") > 1) {
			FAIL("Encountered multiple [filter_location] children of a standard unit filter. "
				 "This is not currently supported and in all versions of wesnoth would have "
				 "resulted in the later children being ignored. You must use [and] or similar "
				 "to achieve the desired result.");
		}
		terrain_filter filt(vcfg.child("filter_location"), &fc_, use_flat_tod_);
		if (!filt.match(loc)) {
			return false;
		}
	}

	if(vcfg.has_child("filter_side")) {
		if (vcfg.count_children("filter_side") > 1) {
			FAIL("Encountered multiple [filter_side] children of a standard unit filter. "
				 "This is not currently supported and in all versions of wesnoth would have "
				 "resulted in the later children being ignored. You must use [and] or similar "
				 "to achieve the desired result.");
		}
		side_filter filt(vcfg.child("filter_side"), &fc_);
		if(!filt.match(u.side()))
			return false;
	}

	// Also allow filtering on location ranges outside of the location filter
	if (!vcfg["x"].blank() || !vcfg["y"].blank()){
		if(vcfg["x"] == "recall" && vcfg["y"] == "recall") {
			//locations on the map are considered to not be on a recall list
			if (fc_.get_disp_context().map().on_board(loc))
			{
				return false;
			}
		} else if(vcfg["x"].empty() && vcfg["y"].empty()) {
			return false;
		} else if(!loc.matches_range(vcfg["x"], vcfg["y"])) {
			return false;
		}
	}

	// The type could be a comma separated list of types
	if (!vcfg["type"].empty()) {
		std::vector<std::string> types = utils::split(vcfg["type"]);
		if (std::find(types.begin(), types.end(), u.type_id()) == types.end()) {
			return false;
		}
	}

	// Shorthand for all advancements of a given type
	if (!vcfg["type_tree"].empty()) {
		std::set<std::string> types;
		for(const std::string type : utils::split(vcfg["type_tree"])) {
			if(types.count(type)) {
				continue;
			}
			if(const unit_type* ut = unit_types.find(type)) {
				const auto& tree = ut->advancement_tree();
				types.insert(tree.begin(), tree.end());
				types.insert(type);
			}
		}
		if(types.find(u.type_id()) == types.end()) {
			return false;
		}
	}

	// The variation_type could be a comma separated list of types
	if (!vcfg["variation"].empty())
	{
		std::vector<std::string> types = utils::split(vcfg["variation"]);
		if (std::find(types.begin(), types.end(), u.variation()) == types.end()) {
			return false;
		}
	}

	// The has_variation_type could be a comma separated list of types
	if (!vcfg["has_variation"].empty())
	{
		bool match = false;
		// If this unit is a variation itself then search in the base unit's variations.
		const unit_type* const type = u.variation().empty() ? &u.type() : unit_types.find(u.type().base_id());
		assert(type);

		for (const std::string& variation_id : utils::split(vcfg["has_variation"])) {
			if (type->has_variation(variation_id)) {
				match = true;
				break;
			}
		}
		if (!match) return false;
	}

	if (!vcfg["ability"].empty())
	{
		bool match = false;

		for (const std::string& ability_id : utils::split(vcfg["ability"])) {
			if (u.has_ability_by_id(ability_id)) {
				match = true;
				break;
			}
		}
		if (!match) return false;
	}

	if (!vcfg["race"].empty()) {
		std::vector<std::string> races = utils::split(vcfg["race"]);
		if (std::find(races.begin(), races.end(), u.race()->id()) == races.end()) {
			return false;
		}
	}

	if (!vcfg["gender"].blank() && string_gender(vcfg["gender"]) != u.gender()) {
		return false;
	}

	if (!vcfg["side"].empty() && vcfg["side"].to_int(-999) != u.side()) {
		std::vector<std::string> sides = utils::split(vcfg["side"]);
		const std::string u_side = std::to_string(u.side());
		if (std::find(sides.begin(), sides.end(), u_side) == sides.end()) {
			return false;
		}
	}

	// handle statuses list
	if (!vcfg["status"].empty()) {
		bool status_found = false;

		for (const std::string status : utils::split(vcfg["status"])) {
			if(u.get_state(status)) {
				status_found = true;
				break;
			}
		}

		if(!status_found) {
			return false;
		}
	}

	if (vcfg.has_child("has_attack")) {
		const vconfig& weap_filter = vcfg.child("has_attack");
		bool has_weapon = false;
		for(const attack_type& a : u.attacks()) {
			if(a.matches_filter(weap_filter.get_parsed_config())) {
				has_weapon = true;
				break;
			}
		}
		if(!has_weapon) {
			return false;
		}
	} else if (!vcfg["has_weapon"].blank()) {
		std::string weapon = vcfg["has_weapon"];
		bool has_weapon = false;
		for(const attack_type& a : u.attacks()) {
			if(a.id() == weapon) {
				has_weapon = true;
				break;
			}
		}
		if(!has_weapon) {
			return false;
		}
	}

	if (!vcfg["role"].blank() && vcfg["role"].str() != u.get_role()) {
		return false;
	}

	if (!vcfg["ai_special"].blank() && ((vcfg["ai_special"].str() == "guardian") != u.get_state(unit::STATE_GUARDIAN))) {
		return false;
	}

	if (!vcfg["canrecruit"].blank() && vcfg["canrecruit"].to_bool() != u.can_recruit()) {
		return false;
	}

	if (!vcfg["recall_cost"].blank() && vcfg["recall_cost"].to_int(-1) != u.recall_cost()) {
		return false;
	}

	if (!vcfg["level"].blank() && vcfg["level"].to_int(-1) != u.level()) {
		return false;
	}

	if (!vcfg["defense"].blank() && vcfg["defense"].to_int(-1) != u.defense_modifier(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	if (!vcfg["movement_cost"].blank() && vcfg["movement_cost"].to_int(-1) != u.movement_cost(fc_.get_disp_context().map().get_terrain(loc))) {
		return false;
	}

	// Now start with the new WML based comparison.
	// If a key is in the unit and in the filter, they should match
	// filter only => not for us
	// unit only => not filtered
	config unit_cfg; // No point in serializing the unit once for each [filter_wml]!
	for (const vconfig& wmlcfg : vcfg.get_children("filter_wml")) {
			config fwml = wmlcfg.get_parsed_config();
			/* Check if the filter only cares about variables.
			   If so, no need to serialize the whole unit. */
			config::all_children_itors ci = fwml.all_children_range();
			if (fwml.all_children_count() == 1 && 
				fwml.attribute_count() == 1 &&
			    ci.front().key == "variables") {
				if (!u.variables().matches(ci.front().cfg))
					return false;
			} else {
				if (unit_cfg.empty())
					u.write(unit_cfg);
				if (!unit_cfg.matches(fwml))
					return false;
			}
	}

	for (const vconfig& vision : vcfg.get_children("filter_vision")) {
		std::set<int> viewers;

		// Use standard side filter
		side_filter ssf(vision, &fc_);
		std::vector<int> sides = ssf.get_teams();
		viewers.insert(sides.begin(), sides.end());

		bool found = false;
		for (const int viewer : viewers) {
			bool fogged = fc_.get_disp_context().teams()[viewer - 1].fogged(loc);
			bool hiding = u.invisible(loc, fc_.get_disp_context());
			bool unit_hidden = fogged || hiding;
			if (vision["visible"].to_bool(true) != unit_hidden) {
				found = true;
				break;
			}
		}
		if (!found) {return false;}
	}

	if (vcfg.has_child("filter_adjacent")) {
		const unit_map& units = fc_.get_disp_context().units();
		map_location adjacent[6];
		get_adjacent_tiles(loc, adjacent);

		for (const vconfig& adj_cfg : vcfg.get_children("filter_adjacent")) {
			int match_count=0;
			unit_filter filt(adj_cfg, &fc_, use_flat_tod_);

			config::attribute_value i_adjacent = adj_cfg["adjacent"];
			std::vector<map_location::DIRECTION> dirs;
			if (i_adjacent.blank()) {
				dirs = map_location::default_dirs();
			} else {
				dirs = map_location::parse_directions(i_adjacent);
			}

			std::vector<map_location::DIRECTION>::const_iterator j, j_end = dirs.end();
			for (j = dirs.begin(); j != j_end; ++j) {
				unit_map::const_iterator unit_itor = units.find(adjacent[*j]);
				if (unit_itor == units.end() || !filt(*unit_itor, u)) {
					continue;
				}
				boost::optional<bool> is_enemy;
				if (!adj_cfg["is_enemy"].blank()) {
					is_enemy = adj_cfg["is_enemy"].to_bool();
				}
				if (!is_enemy || *is_enemy ==
				    fc_.get_disp_context().teams()[u.side() - 1].is_enemy(unit_itor->side())) {
					++match_count;
				}
			}

			static std::vector<std::pair<int,int> > default_counts = utils::parse_ranges("1-6");
			config::attribute_value i_count = adj_cfg["count"];
			if(!in_ranges(match_count, !i_count.blank() ? utils::parse_ranges(i_count) : default_counts)) {
				return false;
			}
		}
	}

	if (!vcfg["find_in"].blank()) {
		// Allow filtering by searching a stored variable of units
		if (const game_data * gd = fc_.get_game_data()) {
			try
			{
				variable_access_const vi = gd->get_variable_access_read(vcfg["find_in"]);
				bool found_id = false;
				for (const config& c : vi.as_array())
				{
					if(c["id"] == u.id())
						found_id = true;
				}
				if(!found_id)
				{
					return false;
				}
			}
			catch(const invalid_variablename_exception&)
			{
				return false;
			}
		}
	}
	if (!vcfg["formula"].blank()) {
		try {
			const unit_callable main(loc,u);
			game_logic::map_formula_callable callable(&main);
			if (u2) {
				std::shared_ptr<unit_callable> secondary(new unit_callable(*u2));
				callable.add("other", variant(secondary.get()));
				// It's not destroyed upon scope exit because the variant holds a reference
			}
			const game_logic::formula form(vcfg["formula"]);
			if(!form.evaluate(callable).as_bool()) {
				return false;
			}
			return true;
		} catch(game_logic::formula_error& e) {
			lg::wml_error() << "Formula error in unit filter: " << e.type << " at " << e.filename << ':' << e.line << ")\n";
			// Formulae with syntax errors match nothing
			return false;
		}
	}

	if (!vcfg["lua_function"].blank()) {
		if (game_lua_kernel * lk = fc_.get_lua_kernel()) {
			bool b = lk->run_filter(vcfg["lua_function"].str().c_str(), u);
			if (!b) return false;
		}
	}

	return true;
}