Exemple #1
0
std::vector<int> CBattleInfoCallback::battleGetDistances(const CStack * stack, BattleHex hex /*= BattleHex::INVALID*/, BattleHex * predecessors /*= NULL*/)
{
	// FIXME - This method is broken, hex argument is not used. However AI depends on that wrong behaviour.

	if(!hex.isValid())
		hex = stack->position;

	std::vector<int> ret(GameConstants::BFIELD_SIZE, -1); //fill initial ret with -1's

	if(!hex.isValid()) //stack has bad position? probably castle turret, return initial values (they can't move)
		return ret;

	bool ac[GameConstants::BFIELD_SIZE] = {0};
	std::set<BattleHex> occupyable;
	gs->curB->getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
	BattleHex pr[GameConstants::BFIELD_SIZE];
	int dist[GameConstants::BFIELD_SIZE];
	gs->curB->makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);

	for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
	{
		if(pr[i] != -1)
			ret[i] = dist[i];
	}

	if(predecessors)
	{
		memcpy(predecessors, pr, GameConstants::BFIELD_SIZE * sizeof(BattleHex));
	}

	return ret;
}
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
	std::vector<BattleHex> ret;
	if(isAbsoluteObstacle)
	{
		assert(!hex.isValid());
		range::copy(blockedTiles, std::back_inserter(ret));
		return ret;
	}

	for(int offset : blockedTiles)
	{
		BattleHex toBlock = hex + offset;
		if((hex.getY() & 1) && !(toBlock.getY() & 1))
			toBlock += BattleHex::LEFT;

		if(!toBlock.isValid())
            logGlobal->errorStream() << "Misplaced obstacle!";
		else
			ret.push_back(toBlock);
	}

	return ret;
}
Exemple #3
0
std::vector<BattleHex> CObstacleInfo::getBlocked(BattleHex hex) const
{
	std::vector<BattleHex> ret;
	if(isAbsoluteObstacle)
	{
		assert(!hex.isValid());
		range::copy(blockedTiles, std::back_inserter(ret));
		return ret;
	}

	BOOST_FOREACH(int offset, blockedTiles)
	{
		BattleHex toBlock = hex + offset;
		if((hex.getY() & 1) && !(toBlock.getY() & 1))
			toBlock += BattleHex::LEFT;

		if(!toBlock.isValid())
			tlog1 << "Misplaced obstacle!\n";
		else
			ret.push_back(toBlock);
	}
Exemple #4
0
bool Teleport::prepareEffects(std::string & errorMessage, BattleStackMoved & pack, const Mechanics * m, const EffectTarget & target) const
{
	if(target.size() != 2)
	{
		errorMessage = "Teleport requires 2 destinations.";
		return false;
	}

	auto targetUnit = target[0].unitValue;
	if(nullptr == targetUnit)
	{
		errorMessage = "No unit to teleport";
		return false;
	}

	const BattleHex destination = target[1].hexValue;
	if(!destination.isValid())
	{
		errorMessage = "Invalid teleport destination";
		return false;
	}

	//TODO: move here all teleport checks
	if(!m->cb->battleCanTeleportTo(targetUnit, destination, m->getEffectLevel()))
	{
		errorMessage = "Forbidden teleport.";
		return false;
	}

	pack.distance = 0;
	pack.stack = targetUnit->unitId();
	std::vector<BattleHex> tiles;
	tiles.push_back(destination);
	pack.tilesToMove = tiles;
	pack.teleporting = true;

	return true;
}