Exemple #1
0
/**
 * Constructor from a unit.
 */
clearer_info::clearer_info(const unit & viewer) :
	underlying_id(viewer.underlying_id()),
	sight_range(viewer.vision()),
	slowed(viewer.get_state(unit::STATE_SLOWED)),
	costs(viewer.movement_type().get_vision())
{
}
Exemple #2
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/**
 * Constructs a list of jamming paths for a unit.
 *
 * This is used to construct a list of hexes that the indicated unit can jam.
 * It differs from pathfinding in that it will only ever go out one turn.
 * @param jammer     The unit doing the jamming.
 * @param loc        The location from which the jamming occurs
 *                   (does not have to be the unit's location).
 */
jamming_path::jamming_path(const unit& jammer, map_location const &loc)
	: paths()
{
	const int jamming_range = jammer.jamming();

	// The five NULL parameters indicate (in order): no edges, no teleports,
	// ignore units, ignore ZoC (no effect), and see all (no effect).
	find_routes(loc, jammer.movement_type().get_jamming(),
	            jammer.get_state(unit::STATE_SLOWED), jamming_range, jamming_range,
	            0, destinations, NULL, NULL, NULL, NULL, NULL);
}
Exemple #3
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/**
 * Constructs a list of vision paths for a unit.
 *
 * This is used to construct a list of hexes that the indicated unit can see.
 * It differs from pathfinding in that it will only ever go out one turn,
 * and that it will also collect a set of border hexes (the "one hex beyond"
 * movement to which vision extends).
 * @param viewer     The unit doing the viewing.
 * @param loc        The location from which the viewing occurs
 *                   (does not have to be the unit's location).
 */
vision_path::vision_path(const unit& viewer, map_location const &loc,
                         const std::map<map_location, int>& jamming_map)
	: paths(), edges()
{
	const int sight_range = viewer.vision();

	// The four NULL parameters indicate (in order): no teleports,
	// ignore units, ignore ZoC (no effect), and see all (no effect).
	find_routes(loc, viewer.movement_type().get_vision(),
	            viewer.get_state(unit::STATE_SLOWED), sight_range, sight_range,
	            0, destinations, &edges, NULL, NULL, NULL, NULL, &jamming_map);
}
Exemple #4
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/**
 * Clears shroud (and fog) around the provided location for @a view_team
 * as if @a viewer was standing there.
 * This will also record sighted events, which should be either fired or
 * explicitly dropped.
 *
 * This should only be called if delayed shroud updates is off.
 * It is wasteful to call this if view_team uses neither fog nor shroud.
 *
 * @param known_units      These locations are not checked for uncovered units.
 * @param enemy_count      Incremented for each enemy uncovered (excluding known_units).
 * @param friend_count     Incremented for each friend uncovered (excluding known_units).
 * @param spectator        Will be told of uncovered units (excluding known_units).
 * @param instant          If false, then drawing delays (used to make movement look better) are allowed.
 *
 * @return whether or not information was uncovered (i.e. returns true if any
 *         locations in visual range were fogged/shrouded under shared vision/maps).
 */
bool shroud_clearer::clear_unit(const map_location &view_loc,
                                const unit &viewer, team &view_team,
                                const std::set<map_location>* known_units,
                                std::size_t * enemy_count, std::size_t * friend_count,
                                move_unit_spectator * spectator, bool instant)
{
	// This is just a translation to the more general interface. It is
	// not inlined so that vision.hpp does not have to include unit.hpp.
	return clear_unit(view_loc, view_team, viewer.underlying_id(),
	                  viewer.vision(), viewer.get_state(unit::STATE_SLOWED),
	                  viewer.movement_type().get_vision(), viewer.get_location(),
	                  known_units, enemy_count, friend_count, spectator, instant);
}
Exemple #5
0
/**
 * Construct a list of paths for the specified unit.
 *
 * This function is used for several purposes, including showing a unit's
 * potential moves and generating currently possible paths.
 * @param u                The unit whose moves and movement type will be used.
 * @param force_ignore_zoc Set to true to completely ignore zones of control.
 * @param allow_teleport   Set to true to consider teleportation abilities.
 * @param viewing_team     Usually the current team, except for "show enemy moves", etc.
 * @param additional_turns The number of turns to account for, in addition to the current.
 * @param see_all          Set to true to remove unit visibility from consideration.
 * @param ignore_units     Set to true if units should never obstruct paths (implies ignoring ZoC as well).
 */
paths::paths(const unit& u, bool force_ignore_zoc,
		bool allow_teleport, const team &viewing_team,
		int additional_turns, bool see_all, bool ignore_units)
	: destinations()
{
	std::vector<team> const &teams = *resources::teams;
	if (u.side() < 1 || u.side() > int(teams.size())) {
		return;
	}

	find_routes(u.get_location(), u.movement_type().get_movement(),
	            u.get_state(unit::STATE_SLOWED), u.movement_left(),
	            u.total_movement(), additional_turns, destinations, NULL,
	            allow_teleport ? &u : NULL,
	            ignore_units ? NULL : &teams[u.side()-1],
	            force_ignore_zoc ? NULL : &u,
	            see_all ? NULL : &viewing_team);
}