Exemplo n.º 1
0
time_of_day tod_manager::time_of_day_at(const unit_map& units,const map_location& loc, const gamemap& map) const
{
	int lighten = std::max<int>(map.get_terrain_info(map.get_terrain(loc)).light_modification() , 0);
	int darken = std::min<int>(map.get_terrain_info(map.get_terrain(loc)).light_modification() , 0);

	time_of_day tod = get_time_of_day(lighten + darken,loc);

	if(loc.valid()) {
		map_location locs[7];
		locs[0] = loc;
		get_adjacent_tiles(loc,locs+1);

		for(int i = 0; i != 7; ++i) {
			const unit_map::const_iterator itor = units.find(locs[i]);
			if(itor != units.end() &&
			    itor->second.get_ability_bool("illuminates") &&
			    !itor->second.incapacitated())
			{
				unit_ability_list illum = itor->second.get_abilities("illuminates");
				unit_abilities::effect illum_effect(illum,lighten,false);
				int mod = illum_effect.get_composite_value();
				if(mod + tod.lawful_bonus > illum.highest("max_value").first) {
					mod = illum.highest("max_value").first - tod.lawful_bonus;
				}
				lighten = std::max<int>(mod, lighten);
				darken = std::min<int>(mod, darken);
			}
		}
	}
	tod = get_time_of_day(lighten + darken,loc);

	return tod;
}
Exemplo n.º 2
0
const time_of_day tod_manager::get_illuminated_time_of_day(const map_location& loc, int for_turn) const
{
	// get ToD ignoring illumination
	time_of_day tod = get_time_of_day(loc, for_turn);

	// now add illumination
	const gamemap& map = *resources::game_map;
	const unit_map& units = *resources::units;
	int light_modif =  map.get_terrain_info(map.get_terrain(loc)).light_modification();

	int light = tod.lawful_bonus + light_modif;
	int illum_light = light;

	if(loc.valid()) {
		map_location locs[7];
		locs[0] = loc;
		get_adjacent_tiles(loc,locs+1);

		for(int i = 0; i != 7; ++i) {
			const unit_map::const_iterator itor = units.find(locs[i]);
			if(itor != units.end() &&
			    itor->get_ability_bool("illuminates") &&
			    !itor->incapacitated())
			{
				unit_ability_list illum = itor->get_abilities("illuminates");
				unit_abilities::effect illum_effect(illum, light, false);

				illum_light = light + illum_effect.get_composite_value();
				//max_value and min_value control the final result
				//unless ToD + terrain effect is stronger
				int max = std::max(light, illum.highest("max_value").first);
				int min = std::min(light, illum.lowest("min_value").first);
				if(illum_light > max) {
					illum_light = max;
				} else if (illum_light < min) {
					illum_light = min;
				}

			}
		}
	}

	tod.bonus_modified = illum_light - tod.lawful_bonus;
	tod.lawful_bonus = illum_light;

	return tod;
}
Exemplo n.º 3
0
const time_of_day tod_manager::get_illuminated_time_of_day(const unit_map & units, const gamemap & map, const map_location& loc, int for_turn) const
{
	// get ToD ignoring illumination
	time_of_day tod = get_time_of_day(loc, for_turn);

	if ( map.on_board_with_border(loc) )
	{
		// Now add terrain illumination.
		const int terrain_light = map.get_terrain_info(loc).light_bonus(tod.lawful_bonus);

		std::vector<int> mod_list;
		std::vector<int> max_list;
		std::vector<int> min_list;
		int most_add = 0;
		int most_sub = 0;

		// Find the "illuminates" effects from units that can affect loc.
		map_location locs[7];
		locs[0] = loc;
		get_adjacent_tiles(loc,locs+1);
		for ( size_t i = 0; i != 7; ++i ) {
			const unit_map::const_iterator itor = units.find(locs[i]);
			if (itor != units.end() &&
			    itor->get_ability_bool("illuminates") &&
			    !itor->incapacitated())
			{
				unit_ability_list illum = itor->get_abilities("illuminates");
				unit_abilities::effect illum_effect(illum, terrain_light, false);
				const int unit_mod = illum_effect.get_composite_value();

				// Record this value.
				mod_list.push_back(unit_mod);
				max_list.push_back(illum.highest("max_value").first);
				min_list.push_back(illum.lowest("min_value").first);
				if ( unit_mod > most_add )
					most_add = unit_mod;
				else if ( unit_mod < most_sub )
					most_sub = unit_mod;
			}
		}
		const bool net_darker = most_add < -most_sub;

		// Apply each unit's effect, tracking the best result.
		int best_result = terrain_light;
		const int base_light = terrain_light + (net_darker ? most_add : most_sub);
		for ( size_t i = 0; i != mod_list.size(); ++i ) {
			int result =
				bounded_add(base_light, mod_list[i], max_list[i], min_list[i]);

			if ( net_darker  &&  result < best_result )
				best_result = result;
			else if ( !net_darker  &&  result > best_result )
				best_result = result;
		}

		// Update the object we will return.
		tod.bonus_modified = best_result - tod.lawful_bonus;
		tod.lawful_bonus = best_result;
	}

	return tod;
}