Exemple #1
0
bool World::canBePlacedAtCartesianPos(sf::Vector2i _pos){

	//If out of bounds, return false immediately
	if (_pos.x > getDimensions().x - 1 || _pos.y > getDimensions().y - 1 ||
		_pos.x < 0 || _pos.y < 0){

		return false;
	}

	TerrainTile* here = terrainLayer[indexAtCartesianPos(_pos)].get();

	if (here->getUnit() == nullptr){
		return true;
	}
	else{
		return false;
	}
}
Exemple #2
0
//Returns true if can be placed at this position
bool World::canBePlacedAtPixelPos(sf::Vector2i _pos){

	//If out of bounds, return false immediately
	if (_pos.x >= getDimensionsInPixels().x || _pos.y >= getDimensionsInPixels().y ||
		_pos.x <= 0 || _pos.y <= 0){

		return false;
	}

    TerrainTile* here = terrainLayer[indexAtPixelPos(_pos)].get();

	if (here->getUnit() == nullptr){
		return true;
	}
	else{
		return false;
	}
}
Exemple #3
0
bool World::calculateViewDistance(UnitTile* unit, TerrainTile* target, bool randomisePerceivedPositions){
    //IMPORTANT:
    //Due to the fact that Tile::getCartesianPos() bases its result on the physical location of the sprite,
    //which for units can be in disagreement with its real position, we use getTruePosition() instead.

    bool enemyFound{false};

    sf::Vector2i currentPos = target->getCartesianPos();

    int unitViewDistance = unit->getDefaultUnitViewDistance() - getWeatherUnitViewDistance();
    int flagViewDistance = unit->getDefaultFlagViewDistance() - getWeatherFlagViewDistance();


    if(getIsNighttime()){
        unitViewDistance /= 2;
        flagViewDistance /= 2;
    }

    if(unitViewDistance < 1){
        unitViewDistance = 1;
    }
    if(flagViewDistance < 1){
        flagViewDistance = 1;
    }

    unit->setCurrentUnitViewDistance(unitViewDistance);
    unit->setCurrentFlagViewDistance(flagViewDistance);

    Player* owner = unit->getPlayer();

    for (int y{-1 * unitViewDistance}; y <= unitViewDistance; ++y){
        for(int x{-1 * unitViewDistance}; x <= unitViewDistance; ++x){

            sf::Vector2i adjacentPos{currentPos.x + x, currentPos.y + y};

            TerrainTile* terrainHere = terrainAtCartesianPos(adjacentPos);

            if(terrainHere == nullptr){
                continue;
            }

            UnitTile* targetUnit = terrainHere->getUnit();
            visibleTiles.insert(terrainHere);

            if (targetUnit != nullptr){
                if(targetUnit->getPlayer() != owner){

                    if(!targetUnit->drawUnit){
                        enemyFound = true;
                        targetUnit->drawUnit = true;
                    }

                    targetUnit->updateStats(randomisePerceivedPositions);
                }
            }
        }
    }

    for (int y{-1 * flagViewDistance}; y <= flagViewDistance; ++y){
        for(int x{-1 * flagViewDistance}; x <= flagViewDistance; ++x){

            sf::Vector2i adjacentPos{currentPos.x + x, currentPos.y + y};

            TerrainTile* terrainHere = terrainAtCartesianPos(adjacentPos);

            if(terrainHere == nullptr){
                continue;
            }

            UnitTile* targetUnit = terrainHere->getUnit();

            if (targetUnit != nullptr){
                if(targetUnit->getPlayer() != owner){
                    targetUnit->drawFlag = true;
                    targetUnit->updateStats(randomisePerceivedPositions);
                }
            }
        }
    }

    return enemyFound;

}