add filter_context class, use in unit_filter
The filter context is, game_board + tod manager. game_display can (and now does) implement this interface, also game_state. This permits both animations and engine components to use it.
This commit is contained in:
parent
d803cde06a
commit
d86b59f08a
27 changed files with 145 additions and 75 deletions
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@ -25,6 +25,7 @@
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#include "../config.hpp"
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#include "../config_assign.hpp"
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#include "../filter_context.hpp"
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#include "../game_board.hpp"
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#include "../game_display.hpp"
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#include "../game_events/pump.hpp"
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@ -434,7 +435,7 @@ namespace { // Helpers for get_recalls()
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if ( unit_filter::matches_filter( rfilter,
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recall_unit,
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map_location::null_location(),
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resources::gameboard) )
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resources::filter_con) )
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{
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result.push_back(recall_unit_ptr);
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if ( already_added != NULL )
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@ -537,7 +538,7 @@ namespace { // Helpers for check_recall_location()
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if ( !unit_filter::matches_filter(rfilter,
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recall_unit,
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map_location::null_location(),
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resources::gameboard) )
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resources::filter_con) )
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return RECRUIT_NO_ABLE_LEADER;
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// Make sure the unit is on a keep.
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@ -135,7 +135,7 @@ void target_unit_goal::add_targets(std::back_insert_iterator< std::vector< targe
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//find the enemy leaders and explicit targets
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BOOST_FOREACH(const unit &u, *resources::units) {
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if (unit_filter::matches_filter(vconfig(criteria), u, u.get_location(), resources::gameboard)) {
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if (unit_filter::matches_filter(vconfig(criteria), u, u.get_location(), resources::filter_con)) {
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LOG_AI_GOAL << "found explicit target unit at ... " << u.get_location() << " with value: " << value() << "\n";
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*target_list = target(u.get_location(), value(), target::EXPLICIT);
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}
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@ -264,7 +264,7 @@ void protect_goal::add_targets(std::back_insert_iterator< std::vector< target >
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continue;
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}
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//TODO: we will protect hidden units, by not testing for invisibility to current side
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if (unit_filter::matches_filter(vconfig(criteria), u, u.get_location(), resources::gameboard)) {
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if (unit_filter::matches_filter(vconfig(criteria), u, u.get_location(), resources::filter_con)) {
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DBG_AI_GOAL << "side " << get_side() << ": in " << goal_type << ": " << u.get_location() << " should be protected\n";
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items.insert(u.get_location());
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}
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@ -25,6 +25,7 @@
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#include "../manager.hpp"
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#include "../../actions/attack.hpp"
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#include "../../attack_prediction.hpp"
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#include "../../filter_context.hpp"
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#include "../../game_board.hpp"
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#include "../../game_display.hpp"
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#include "../../log.hpp"
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@ -252,7 +253,7 @@ void recruitment::execute() {
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BOOST_FOREACH(const unit_const_ptr & recall, current_team().recall_list()) {
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// Check if this leader is allowed to recall this unit.
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vconfig filter = vconfig(leader->recall_filter());
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if (!unit_filter::matches_filter(filter, *recall, map_location::null_location(), resources::gameboard)) {
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if (!unit_filter::matches_filter(filter, *recall, map_location::null_location(), resources::filter_con)) {
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continue;
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}
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data.recruits.insert(recall->type_id());
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@ -477,7 +478,7 @@ const std::string* recruitment::get_appropriate_recall(const std::string& type,
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}
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// Check if this leader is allowed to recall this unit.
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vconfig filter = vconfig(leader_data.leader->recall_filter());
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if (!unit_filter::matches_filter(filter, *recall_unit, map_location::null_location(), resources::gameboard)) {
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if (!unit_filter::matches_filter(filter, *recall_unit, map_location::null_location(), resources::filter_con)) {
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LOG_AI_RECRUITMENT << "Refused recall because of filter: " << recall_unit->id() << "\n";
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continue;
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}
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@ -76,7 +76,7 @@ boost::shared_ptr<attacks_vector> aspect_attacks::analyze_targets() const
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std::vector<map_location> unit_locs;
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for(unit_map::const_iterator i = units_.begin(); i != units_.end(); ++i) {
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if (i->side() == get_side() && i->attacks_left() && !(i->can_recruit() && get_passive_leader())) {
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if (!unit_filter::matches_filter(vconfig(filter_own_), *i, i->get_location(), resources::gameboard)) {
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if (!unit_filter::matches_filter(vconfig(filter_own_), *i, i->get_location(), resources::filter_con)) {
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continue;
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}
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unit_locs.push_back(i->get_location());
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@ -99,7 +99,7 @@ boost::shared_ptr<attacks_vector> aspect_attacks::analyze_targets() const
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if (current_team().is_enemy(j->side()) && !j->incapacitated() &&
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!j->invisible(j->get_location()))
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{
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if (!unit_filter::matches_filter(vconfig(filter_enemy_), *j, j->get_location(), resources::gameboard)) {
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if (!unit_filter::matches_filter(vconfig(filter_enemy_), *j, j->get_location(), resources::filter_con)) {
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continue;
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}
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map_location adjacent[6];
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@ -416,6 +416,16 @@ const time_of_day & display::get_time_of_day(const map_location& /*loc*/) const
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return tod;
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}
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/**
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* Display objects don't hold a tod maanger, instead game_display objects do. If the base version of this method is called,
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* try to get it from resources and use an assert to check for failure.
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*/
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const tod_manager & display::get_tod_man() const
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{
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assert(resources::tod_manager);
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return *resources::tod_manager;
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}
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void display::update_tod() {
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const time_of_day& tod = get_time_of_day();
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tod_color col = color_adjust_ + tod.color;
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@ -49,6 +49,7 @@ namespace wb {
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#include "animated.hpp"
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#include "display_context.hpp"
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#include "filter_context.hpp"
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#include "font.hpp"
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#include "image.hpp" //only needed for enums (!)
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#include "key.hpp"
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@ -71,7 +72,7 @@ namespace wb {
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class gamemap;
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class display
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class display : public filter_context
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{
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public:
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display(const display_context * dc, CVideo& video, boost::weak_ptr<wb::manager> wb,
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@ -164,6 +165,7 @@ public:
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void change_display_context(const display_context * dc);
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const display_context & get_disp_context() const { return *dc_; }
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virtual const tod_manager & get_tod_man() const; //!< This is implemented properly in game_display. The display:: impl could be pure virtual here but we decide not to.
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void reset_halo_manager();
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void reset_halo_manager(halo::manager & hm);
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43
src/filter_context.hpp
Normal file
43
src/filter_context.hpp
Normal file
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@ -0,0 +1,43 @@
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/*
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Copyright (C) 2014 by Chris Beck <render787@gmail.com>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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/**
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*
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* This class is an abstract base class which represents a display context
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* (game map, units, and teams) together with a TOD manager. This, plus
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* a lua kernel (currently a singleton) is sufficient to evaluate filters.
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*
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**/
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#ifndef FILTER_CONTEXT_HPP_INCLUDED
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#define FILTER_CONTEXT_HPP_INCLUDED
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#include <vector>
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class display_context;
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class tod_manager;
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class filter_context {
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public:
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// accessors
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virtual const display_context & get_disp_context() const = 0;
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virtual const tod_manager & get_tod_man() const = 0;
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// Dtor
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virtual ~filter_context() {}
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};
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#endif
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@ -60,7 +60,7 @@ class game_board : public display_context {
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friend class play_controller;
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friend class events::mouse_handler;
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friend class events::menu_handler;
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friend struct game_state;
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friend class game_state;
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/**
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* Temporary unit move structs:
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@ -130,6 +130,8 @@ public:
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bool has_time_area() const;
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const tod_manager & get_tod_man() const { return tod_manager_; } //<! Allows this class to properly implement filter context, used for animations
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protected:
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/**
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* game_display pre_draw does specific things related e.g. to unit rendering
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@ -406,7 +406,7 @@ namespace { // Support functions
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speaker = units->find(event_info.loc2);
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} else if(speaker_str != "narrator") {
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for(speaker = units->begin(); speaker != units->end(); ++speaker){
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if ( unit_filter::matches_filter(cfg,*speaker, resources::gameboard) )
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if ( unit_filter::matches_filter(cfg,*speaker, resources::filter_con) )
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break;
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}
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}
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@ -779,7 +779,7 @@ WML_HANDLER_FUNCTION(heal_unit, event_info, cfg)
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std::vector<unit*> healers;
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if (!healers_filter.null()) {
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BOOST_FOREACH(unit& u, *units) {
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if ( unit_filter::matches_filter(healers_filter,u, resources::gameboard) && u.has_ability_type("heals") ) {
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if ( unit_filter::matches_filter(healers_filter,u, resources::filter_con) && u.has_ability_type("heals") ) {
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healers.push_back(&u);
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}
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}
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u = units->find(event_info.loc1);
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if(!u.valid()) return;
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}
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else if ( !unit_filter::matches_filter(healed_filter,*u, resources::gameboard) ) continue;
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else if ( !unit_filter::matches_filter(healed_filter,*u, resources::filter_con) ) continue;
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int heal_amount = u->max_hitpoints() - u->hitpoints();
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if(amount.blank() || amount == "full") u->set_hitpoints(u->max_hitpoints());
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secondary_unit = false;
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for(unit_map::const_unit_iterator unit = resources::units->begin();
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unit != resources::units->end(); ++unit) {
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if ( unit_filter::matches_filter(cfg.child("secondary_unit"), *unit, resources::gameboard) )
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if ( unit_filter::matches_filter(cfg.child("secondary_unit"), *unit, resources::filter_con) )
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{
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killer_loc = entity_location(*unit);
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secondary_unit = true;
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//Find all the dead units first, because firing events ruins unit_map iteration
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std::vector<unit *> dead_men_walking;
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BOOST_FOREACH(unit & u, *resources::units){
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if ( unit_filter::matches_filter(cfg,u, resources::gameboard) ) {
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if ( unit_filter::matches_filter(cfg,u, resources::filter_con) ) {
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dead_men_walking.push_back(&u);
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}
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}
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{
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for(std::vector<unit_ptr>::iterator j = pi->recall_list().begin(); j != pi->recall_list().end();) { //TODO: This block is really messy, cleanup somehow...
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scoped_recall_unit auto_store("this_unit", pi->save_id(), j - pi->recall_list().begin());
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if (unit_filter::matches_filter(cfg, *(*j), map_location(), resources::gameboard)) {
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if (unit_filter::matches_filter(cfg, *(*j), map_location(), resources::filter_con)) {
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j = pi->recall_list().erase(j);
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} else {
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++j;
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@ -1416,7 +1416,7 @@ WML_HANDLER_FUNCTION(object, event_info, cfg)
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map_location loc;
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if(!filter.null()) {
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BOOST_FOREACH(const unit &u, *resources::units) {
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if ( unit_filter::matches_filter(filter,u, resources::gameboard) ) {
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if ( unit_filter::matches_filter(filter,u, resources::filter_con) ) {
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loc = u.get_location();
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break;
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}
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std::string command_type = "then";
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if ( u != resources::units->end() && (filter.null() || unit_filter::matches_filter(filter,*u, resources::gameboard)) )
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if ( u != resources::units->end() && (filter.null() || unit_filter::matches_filter(filter,*u, resources::filter_con)) )
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{
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///@deprecated This can be removed (and a proper duration=level implemented) after 1.11.2
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/// Don't forget to remove it from wmllint too!
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@ -1546,7 +1546,7 @@ WML_HANDLER_FUNCTION(recall, /*event_info*/, cfg)
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for(std::vector<unit_ptr>::iterator u = avail.begin(); u != avail.end(); ++u) {
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DBG_NG << "checking unit against filter...\n";
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scoped_recall_unit auto_store("this_unit", player_id, u - avail.begin());
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if (unit_filter::matches_filter(unit_filter, *(*u), map_location(), resources::gameboard)) {
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if (unit_filter::matches_filter(unit_filter, *(*u), map_location(), resources::filter_con)) {
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DBG_NG << (*u)->id() << " matched the filter...\n";
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const unit_ptr to_recruit = *u;
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const unit* pass_check = to_recruit.get();
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@ -1557,8 +1557,8 @@ WML_HANDLER_FUNCTION(recall, /*event_info*/, cfg)
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BOOST_FOREACH(unit_map::const_unit_iterator leader, leaders) {
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DBG_NG << "...considering " + leader->id() + " as the recalling leader...\n";
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map_location loc = cfg_loc;
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if ( (leader_filter.null() || unit_filter::matches_filter(leader_filter, *leader, resources::gameboard)) &&
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unit_filter::matches_filter(vconfig(leader->recall_filter()), *(*u),map_location(), resources::gameboard) ) {
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if ( (leader_filter.null() || unit_filter::matches_filter(leader_filter, *leader, resources::filter_con)) &&
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unit_filter::matches_filter(vconfig(leader->recall_filter()), *(*u),map_location(), resources::filter_con) ) {
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DBG_NG << "...matched the leader filter and is able to recall the unit.\n";
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if(!resources::gameboard->map().on_board(loc))
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loc = leader->get_location();
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}
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unit_map::iterator itor;
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BOOST_FOREACH(unit &u, *resources::units) {
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if ( unit_filter::matches_filter(filter,u, resources::gameboard) ) {
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if ( unit_filter::matches_filter(filter,u, resources::filter_con) ) {
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u.set_role(cfg["role"]);
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found = true;
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break;
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for(size_t i=0; i < pi->recall_list().size(); ++i) {
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unit_ptr u = pi->recall_list()[i];
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scoped_recall_unit auto_store("this_unit", player_id, i); //TODO: Should this not be inside the if? Explain me.
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if (unit_filter::matches_filter(filter, *u, map_location(), resources::gameboard)) {
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if (unit_filter::matches_filter(filter, *u, map_location(), resources::filter_con)) {
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u->set_role(cfg["role"]);
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found=true;
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break;
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@ -2287,7 +2287,7 @@ WML_HANDLER_FUNCTION(teleport, event_info, cfg)
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const vconfig & filter = cfg.child("filter");
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if(!filter.null()) {
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for (u = resources::units->begin(); u != resources::units->end(); ++u){
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if ( unit_filter::matches_filter(filter,*u, resources::gameboard) )
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if ( unit_filter::matches_filter(filter,*u, resources::filter_con) )
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break;
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}
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}
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@ -76,7 +76,7 @@ namespace { // Support functions
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int match_count = 0;
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BOOST_FOREACH(const unit &i, *resources::units)
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{
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if ( i.hitpoints() > 0 && unit_filter::matches_filter(*u,i, resources::gameboard) ) {
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if ( i.hitpoints() > 0 && unit_filter::matches_filter(*u,i, resources::filter_con) ) {
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++match_count;
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if(counts == default_counts) {
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// by default a single match is enough, so avoid extra work
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break;
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}
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scoped_recall_unit auto_store("this_unit", team->save_id(), t);
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if ( unit_filter::matches_filter(*u,*team->recall_list()[t], resources::gameboard) ) {
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if ( unit_filter::matches_filter(*u,*team->recall_list()[t], resources::filter_con) ) {
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++match_count;
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}
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}
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@ -101,7 +101,7 @@ bool entity_location::matches_unit_filter(const unit_map::const_iterator & un_it
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// Filter the unit at the filter location (should be the unit's
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// location if no special filter location was specified).
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return unit_filter::matches_filter(filter, *un_it, filter_loc_, resources::gameboard) &&
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return unit_filter::matches_filter(filter, *un_it, filter_loc_, resources::filter_con) &&
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matches_unit(un_it);
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}
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@ -17,6 +17,7 @@
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class config;
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#include "filter_context.hpp"
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#include "game_board.hpp"
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#include "game_data.hpp"
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#include "tod_manager.hpp"
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@ -25,7 +26,9 @@ class config;
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namespace pathfind { class manager; }
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struct game_state {
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class game_state : public filter_context
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{
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public:
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const config& level_;
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game_data gamedata_;
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game_board board_;
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@ -43,6 +46,9 @@ struct game_state {
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void init(int ticks, const config & replay_start);
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config to_config() const;
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virtual const display_context & get_disp_context() const { return board_; }
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virtual const tod_manager & get_tod_man() const { return tod_manager_; }
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};
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#endif
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@ -76,7 +76,7 @@ void teleport_group::get_teleport_pair(
|
|||
vconfig filter(cfg_.child_or_empty("filter"), true);
|
||||
vconfig source(cfg_.child_or_empty("source"), true);
|
||||
vconfig target(cfg_.child_or_empty("target"), true);
|
||||
if (unit_filter::matches_filter(filter, u, loc, resources::gameboard)) {
|
||||
if (unit_filter::matches_filter(filter, u, loc, resources::filter_con)) {
|
||||
|
||||
scoped_xy_unit teleport_unit("teleport_unit", loc.x, loc.y, *resources::units);
|
||||
|
||||
|
|
|
@ -79,6 +79,7 @@ static lg::log_domain log_engine_enemies("engine/enemies");
|
|||
static void clear_resources()
|
||||
{
|
||||
resources::controller = NULL;
|
||||
resources::filter_con = NULL;
|
||||
resources::gameboard = NULL;
|
||||
resources::gamedata = NULL;
|
||||
resources::persist = NULL;
|
||||
|
@ -145,7 +146,7 @@ play_controller::play_controller(const config& level, saved_game& state_of_game,
|
|||
resources::tod_manager = &gamestate_.tod_manager_;
|
||||
resources::undo_stack = undo_stack_.get();
|
||||
resources::units = &gamestate_.board_.units_;
|
||||
|
||||
resources::filter_con = &gamestate_;
|
||||
|
||||
resources::classification = &saved_game_.classification();
|
||||
resources::mp_settings = &saved_game_.mp_settings();
|
||||
|
|
|
@ -67,7 +67,7 @@ namespace wb {
|
|||
} // namespace wb
|
||||
|
||||
// Holds gamestate related objects
|
||||
struct game_state;
|
||||
class game_state;
|
||||
|
||||
class play_controller : public controller_base, public events::observer, public savegame::savegame_config
|
||||
{
|
||||
|
|
|
@ -21,6 +21,7 @@ namespace resources
|
|||
game_config_manager *config_manager = NULL;
|
||||
play_controller *controller = NULL;
|
||||
game_data *gamedata = NULL;
|
||||
filter_context *filter_con = NULL;
|
||||
LuaKernel *lua_kernel = NULL;
|
||||
persist_manager *persist = NULL;
|
||||
game_display *screen = NULL;
|
||||
|
|
|
@ -23,6 +23,7 @@ class game_config_manager;
|
|||
class game_display;
|
||||
class gamemap;
|
||||
class game_data;
|
||||
class filter_context;
|
||||
class LuaKernel;
|
||||
class play_controller;
|
||||
class team;
|
||||
|
@ -52,6 +53,7 @@ namespace resources
|
|||
extern persist_manager *persist;
|
||||
extern game_classification *classification;
|
||||
extern game_display *screen;
|
||||
extern filter_context *filter_con;
|
||||
extern const mp_game_settings *mp_settings;
|
||||
extern soundsource::manager *soundsources;
|
||||
extern std::vector<team> *teams;
|
||||
|
|
|
@ -858,7 +858,7 @@ static int intf_get_units(lua_State *L)
|
|||
for (unit_map::const_unit_iterator ui = units.begin(), ui_end = units.end();
|
||||
ui != ui_end; ++ui)
|
||||
{
|
||||
if (!filter.null() && !unit_filter::matches_filter(filter, *ui, ui->get_location(), resources::gameboard))
|
||||
if (!filter.null() && !unit_filter::matches_filter(filter, *ui, ui->get_location(), resources::filter_con))
|
||||
continue;
|
||||
new(lua_newuserdata(L, sizeof(lua_unit))) lua_unit(ui->underlying_id());
|
||||
lua_pushvalue(L, 1);
|
||||
|
@ -895,11 +895,11 @@ static int intf_match_unit(lua_State *L)
|
|||
team &t = (*resources::teams)[side - 1];
|
||||
scoped_recall_unit auto_store("this_unit",
|
||||
t.save_id(), t.recall_list().find_index(u->id()));
|
||||
lua_pushboolean(L, unit_filter::matches_filter(filter, *u, map_location(), resources::gameboard));
|
||||
lua_pushboolean(L, unit_filter::matches_filter(filter, *u, map_location(), resources::filter_con));
|
||||
return 1;
|
||||
}
|
||||
|
||||
lua_pushboolean(L, unit_filter::matches_filter(filter, *u, u->get_location(), resources::gameboard));
|
||||
lua_pushboolean(L, unit_filter::matches_filter(filter, *u, u->get_location(), resources::filter_con));
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -928,7 +928,7 @@ static int intf_get_recall_units(lua_State *L)
|
|||
if (!filter.null()) {
|
||||
scoped_recall_unit auto_store("this_unit",
|
||||
t.save_id(), t.recall_list().find_index(u->id()));
|
||||
if (!unit_filter::matches_filter(filter, *u, map_location(), resources::gameboard))
|
||||
if (!unit_filter::matches_filter(filter, *u, map_location(), resources::filter_con))
|
||||
continue;
|
||||
}
|
||||
new(lua_newuserdata(L, sizeof(lua_unit))) lua_unit(s, u->underlying_id());
|
||||
|
@ -2003,7 +2003,7 @@ static int intf_find_cost_map(lua_State *L)
|
|||
ui != ui_end; ++ui)
|
||||
{
|
||||
bool on_map = ui->get_location().valid();
|
||||
if (on_map && unit_filter::matches_filter(filter, *ui,ui->get_location(), resources::gameboard))
|
||||
if (on_map && unit_filter::matches_filter(filter, *ui,ui->get_location(), resources::filter_con))
|
||||
{
|
||||
real_units. push_back(&(*ui));
|
||||
}
|
||||
|
|
|
@ -136,7 +136,7 @@ bool side_filter::match_internal(const team &t) const
|
|||
if (u.side() != t.side()) {
|
||||
continue;
|
||||
}
|
||||
if (unit_filter::matches_filter(unit_filter, u, u.get_location(), resources::gameboard, flat_)) {
|
||||
if (unit_filter::matches_filter(unit_filter, u, u.get_location(), resources::filter_con, flat_)) {
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
@ -144,7 +144,7 @@ bool side_filter::match_internal(const team &t) const
|
|||
if(!found && unit_filter["search_recall_list"].to_bool(false)) {
|
||||
BOOST_FOREACH(const unit_const_ptr & u, t.recall_list()) {
|
||||
scoped_recall_unit this_unit("this_unit", t.save_id(),t.recall_list().find_index(u->id()));
|
||||
if(unit_filter::matches_filter(unit_filter, *u, u->get_location(), resources::gameboard, flat_)) {
|
||||
if(unit_filter::matches_filter(unit_filter, *u, u->get_location(), resources::filter_con, flat_)) {
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -154,7 +154,7 @@ bool terrain_filter::match_internal(const map_location& loc, const bool ignore_x
|
|||
if(cfg_.has_child("filter")) {
|
||||
const vconfig& unit_filter = cfg_.child("filter");
|
||||
const unit_map::const_iterator u = units_.find(loc);
|
||||
if (u == units_.end() || !unit_filter::matches_filter(unit_filter, *u, loc, resources::gameboard, flat_))
|
||||
if (u == units_.end() || !unit_filter::matches_filter(unit_filter, *u, loc, resources::filter_con, flat_))
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -1580,7 +1580,7 @@ void unit::add_modification(const std::string& mod_type, const config& mod, bool
|
|||
{
|
||||
// Apply SUF.
|
||||
if (const config &afilter = effect.child("filter"))
|
||||
if (!unit_filter::matches_filter(vconfig(afilter), *this, loc_, resources::gameboard)) continue;
|
||||
if (!unit_filter::matches_filter(vconfig(afilter), *this, loc_, resources::filter_con)) continue;
|
||||
|
||||
const std::string &apply_to = effect["apply_to"];
|
||||
const std::string &apply_times = effect["times"];
|
||||
|
|
|
@ -297,7 +297,7 @@ bool unit::ability_active(const std::string& ability,const config& cfg,const map
|
|||
assert(resources::units && resources::gameboard && resources::teams && resources::tod_manager);
|
||||
|
||||
if (const config &afilter = cfg.child("filter"))
|
||||
if ( !unit_filter::matches_filter(vconfig(afilter), *this, loc, resources::gameboard, illuminates) )
|
||||
if ( !unit_filter::matches_filter(vconfig(afilter), *this, loc, resources::filter_con, illuminates) )
|
||||
return false;
|
||||
|
||||
map_location adjacent[6];
|
||||
|
@ -315,7 +315,7 @@ bool unit::ability_active(const std::string& ability,const config& cfg,const map
|
|||
unit_map::const_iterator unit = units.find(adjacent[index]);
|
||||
if (unit == units.end())
|
||||
return false;
|
||||
if (!unit_filter::matches_filter(vconfig(i), *unit, unit->get_location(), resources::gameboard, illuminates))
|
||||
if (!unit_filter::matches_filter(vconfig(i), *unit, unit->get_location(), resources::filter_con, illuminates))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
@ -353,7 +353,7 @@ bool unit::ability_affects_adjacent(const std::string& ability, const config& cf
|
|||
std::vector<std::string> dirs = utils::split(i["adjacent"]);
|
||||
if(std::find(dirs.begin(),dirs.end(),adjacent_names[dir]) != dirs.end()) {
|
||||
if (const config &filter = i.child("filter")) {
|
||||
if ( unit_filter::matches_filter(vconfig(filter), *this, loc, resources::gameboard, illuminates) )
|
||||
if ( unit_filter::matches_filter(vconfig(filter), *this, loc, resources::filter_con, illuminates) )
|
||||
return true;
|
||||
} else
|
||||
return true;
|
||||
|
@ -371,7 +371,7 @@ bool unit::ability_affects_self(const std::string& ability,const config& cfg,con
|
|||
const config &filter = cfg.child("filter_self");
|
||||
bool affect_self = cfg["affect_self"].to_bool(true);
|
||||
if (!filter || !affect_self) return affect_self;
|
||||
return unit_filter::matches_filter(vconfig(filter), *this, loc, resources::gameboard, ability == "illuminates");
|
||||
return unit_filter::matches_filter(vconfig(filter), *this, loc, resources::filter_con, ability == "illuminates");
|
||||
}
|
||||
|
||||
bool unit::has_ability_type(const std::string& ability) const
|
||||
|
@ -794,7 +794,7 @@ namespace { // Helpers for attack_type::special_active()
|
|||
return true;
|
||||
|
||||
// Check for a unit match.
|
||||
if ( !un_it.valid() || !unit_filter::matches_filter(vconfig(filter_child), *un_it, loc, resources::gameboard) )
|
||||
if ( !un_it.valid() || !unit_filter::matches_filter(vconfig(filter_child), *un_it, loc, resources::filter_con) )
|
||||
return false;
|
||||
|
||||
// Check for a weapon match.
|
||||
|
@ -884,7 +884,7 @@ bool attack_type::special_active(const config& special, AFFECTS whom,
|
|||
continue;
|
||||
unit_map::const_iterator unit = units.find(adjacent[index]);
|
||||
if ( unit == units.end() ||
|
||||
!unit_filter::matches_filter(vconfig(i), *unit, adjacent[index], resources::gameboard) )
|
||||
!unit_filter::matches_filter(vconfig(i), *unit, adjacent[index], resources::filter_con) )
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -404,7 +404,7 @@ int unit_animation::matches(const display &disp, const map_location& loc,const m
|
|||
}
|
||||
std::vector<config>::const_iterator myitor;
|
||||
for(myitor = unit_filter_.begin(); myitor != unit_filter_.end(); ++myitor) {
|
||||
if (!unit_filter::matches_filter(vconfig(*myitor), *my_unit, loc, &disp.get_disp_context())) return MATCH_FAIL;
|
||||
if (!unit_filter::matches_filter(vconfig(*myitor), *my_unit, loc, &disp)) return MATCH_FAIL;
|
||||
++result;
|
||||
}
|
||||
if(!secondary_unit_filter_.empty()) {
|
||||
|
@ -413,7 +413,7 @@ int unit_animation::matches(const display &disp, const map_location& loc,const m
|
|||
if (unit->get_location() == second_loc) {
|
||||
std::vector<config>::const_iterator second_itor;
|
||||
for(second_itor = secondary_unit_filter_.begin(); second_itor != secondary_unit_filter_.end(); ++second_itor) {
|
||||
if (!unit_filter::matches_filter(vconfig(*second_itor), *unit, second_loc, &disp.get_disp_context())) return MATCH_FAIL;
|
||||
if (!unit_filter::matches_filter(vconfig(*second_itor), *unit, second_loc, &disp)) return MATCH_FAIL;
|
||||
result++;
|
||||
}
|
||||
|
||||
|
|
|
@ -774,7 +774,7 @@ void wml_animation_internal(unit_animator &animator, const vconfig &cfg, const m
|
|||
vconfig filter = cfg.child("filter");
|
||||
if(!filter.null()) {
|
||||
for (u = resources::units->begin(); u != resources::units->end(); ++u) {
|
||||
if ( unit_filter::matches_filter(filter, *u, resources::gameboard) )
|
||||
if ( unit_filter::matches_filter(filter, *u, resources::filter_con) )
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
|
||||
#include "config.hpp"
|
||||
#include "display_context.hpp"
|
||||
#include "filter_context.hpp"
|
||||
#include "map_location.hpp"
|
||||
#include "resources.hpp" //Needed for lua kernel pointer
|
||||
#include "scripting/lua.hpp" //Needed for lua kernel
|
||||
|
@ -31,24 +32,24 @@
|
|||
|
||||
#include <boost/foreach.hpp>
|
||||
|
||||
namespace { bool internal_matches_filter(const vconfig& filter, const unit & u, const map_location& loc, const display_context * board, bool use_flat_tod); }
|
||||
namespace { bool internal_matches_filter(const vconfig& filter, const unit & u, const map_location& loc, const filter_context * fc, bool use_flat_tod); }
|
||||
|
||||
namespace unit_filter {
|
||||
|
||||
bool matches_filter(const vconfig& filter, const unit & u, const display_context * board, bool use_flat_tod)
|
||||
{ return matches_filter(filter, u, u.get_location(), board, use_flat_tod); }
|
||||
bool matches_filter(const vconfig& filter, const unit & u, const filter_context * fc, bool use_flat_tod)
|
||||
{ return matches_filter(filter, u, u.get_location(), fc, use_flat_tod); }
|
||||
|
||||
bool matches_filter(const vconfig& cfg, const unit & u, const map_location& loc, const display_context * board, bool use_flat_tod)
|
||||
bool matches_filter(const vconfig& cfg, const unit & u, const map_location& loc, const filter_context * fc, bool use_flat_tod)
|
||||
{
|
||||
bool matches = true;
|
||||
|
||||
if(loc.valid()) {
|
||||
assert(board != NULL);
|
||||
scoped_xy_unit auto_store("this_unit", loc.x, loc.y, board->units());
|
||||
matches = internal_matches_filter(cfg, u, loc, board, use_flat_tod);
|
||||
assert(fc != NULL);
|
||||
scoped_xy_unit auto_store("this_unit", loc.x, loc.y, fc->get_disp_context().units());
|
||||
matches = internal_matches_filter(cfg, u, loc, fc, use_flat_tod);
|
||||
} else {
|
||||
// If loc is invalid, then this is a recall list unit (already been scoped)
|
||||
matches = internal_matches_filter(cfg, u, loc, board, use_flat_tod);
|
||||
matches = internal_matches_filter(cfg, u, loc, fc, use_flat_tod);
|
||||
}
|
||||
|
||||
// Handle [and], [or], and [not] with in-order precedence
|
||||
|
@ -62,15 +63,15 @@ bool matches_filter(const vconfig& cfg, const unit & u, const map_location& loc,
|
|||
|
||||
// Handle [and]
|
||||
if(cond_name == "and") {
|
||||
matches = matches && matches_filter(cond_filter,u, loc, board, use_flat_tod);
|
||||
matches = matches && matches_filter(cond_filter,u, loc, fc, use_flat_tod);
|
||||
}
|
||||
// Handle [or]
|
||||
else if(cond_name == "or") {
|
||||
matches = matches || matches_filter(cond_filter,u, loc, board,use_flat_tod);
|
||||
matches = matches || matches_filter(cond_filter,u, loc, fc,use_flat_tod);
|
||||
}
|
||||
// Handle [not]
|
||||
else if(cond_name == "not") {
|
||||
matches = matches && !matches_filter(cond_filter,u, loc, board,use_flat_tod);
|
||||
matches = matches && !matches_filter(cond_filter,u, loc, fc,use_flat_tod);
|
||||
}
|
||||
|
||||
++cond;
|
||||
|
@ -82,7 +83,7 @@ bool matches_filter(const vconfig& cfg, const unit & u, const map_location& loc,
|
|||
|
||||
namespace { //begin anonymous namespace
|
||||
|
||||
bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_location& loc, const display_context * board, bool use_flat_tod)
|
||||
bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_location& loc, const filter_context * fc, bool use_flat_tod)
|
||||
{
|
||||
config::attribute_value cfg_name = cfg["name"];
|
||||
if (!cfg_name.blank() && cfg_name.str() != u.name()) {
|
||||
|
@ -114,9 +115,9 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
}
|
||||
|
||||
if(cfg.has_child("filter_location")) {
|
||||
assert(board != NULL);
|
||||
assert(fc != NULL);
|
||||
const vconfig& t_cfg = cfg.child("filter_location");
|
||||
terrain_filter t_filter(t_cfg, board->units(), use_flat_tod);
|
||||
terrain_filter t_filter(t_cfg, fc->get_disp_context().units(), use_flat_tod);
|
||||
if(!t_filter.match(loc)) {
|
||||
return false;
|
||||
}
|
||||
|
@ -135,8 +136,8 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
if (!cfg_x.blank() || !cfg_y.blank()){
|
||||
if(cfg_x == "recall" && cfg_y == "recall") {
|
||||
//locations on the map are considered to not be on a recall list
|
||||
if ((!board && loc.valid()) ||
|
||||
(board && board->map().on_board(loc)))
|
||||
if ((!fc && loc.valid()) ||
|
||||
(fc && fc->get_disp_context().map().on_board(loc)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -317,12 +318,12 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
}
|
||||
|
||||
config::attribute_value cfg_defense = cfg["defense"];
|
||||
if (!cfg_defense.blank() && cfg_defense.to_int(-1) != u.defense_modifier(board->map().get_terrain(loc))) {
|
||||
if (!cfg_defense.blank() && cfg_defense.to_int(-1) != u.defense_modifier(fc->get_disp_context().map().get_terrain(loc))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
config::attribute_value cfg_movement = cfg["movement_cost"];
|
||||
if (!cfg_movement.blank() && cfg_movement.to_int(-1) != u.movement_cost(board->map().get_terrain(loc))) {
|
||||
if (!cfg_movement.blank() && cfg_movement.to_int(-1) != u.movement_cost(fc->get_disp_context().map().get_terrain(loc))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -369,7 +370,7 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
}
|
||||
std::set<int>::const_iterator viewer, viewer_end = viewers.end();
|
||||
for (viewer = viewers.begin(); viewer != viewer_end; ++viewer) {
|
||||
bool fogged = board->teams()[*viewer - 1].fogged(loc);
|
||||
bool fogged = fc->get_disp_context().teams()[*viewer - 1].fogged(loc);
|
||||
bool hiding = u.invisible(loc/*, false(?) */);
|
||||
bool unit_hidden = fogged || hiding;
|
||||
if (visible == unit_hidden) return false;
|
||||
|
@ -378,8 +379,8 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
}
|
||||
|
||||
if (cfg.has_child("filter_adjacent")) {
|
||||
assert(board);
|
||||
const unit_map& units = board->units();
|
||||
assert(fc);
|
||||
const unit_map& units = fc->get_disp_context().units();
|
||||
map_location adjacent[6];
|
||||
get_adjacent_tiles(loc, adjacent);
|
||||
vconfig::child_list::const_iterator i, i_end;
|
||||
|
@ -393,12 +394,12 @@ bool internal_matches_filter(const vconfig& cfg, const unit & u, const map_locat
|
|||
for (j = dirs.begin(); j != j_end; ++j) {
|
||||
unit_map::const_iterator unit_itor = units.find(adjacent[*j]);
|
||||
if (unit_itor == units.end()
|
||||
|| !unit_filter::matches_filter(*i, *unit_itor, unit_itor->get_location(), board, use_flat_tod)) {
|
||||
|| !unit_filter::matches_filter(*i, *unit_itor, unit_itor->get_location(), fc, use_flat_tod)) {
|
||||
continue;
|
||||
}
|
||||
config::attribute_value i_is_enemy = (*i)["is_enemy"];
|
||||
if (i_is_enemy.blank() || i_is_enemy.to_bool() ==
|
||||
board->teams()[u.side() - 1].is_enemy(unit_itor->side())) {
|
||||
fc->get_disp_context().teams()[u.side() - 1].is_enemy(unit_itor->side())) {
|
||||
++match_count;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -23,17 +23,17 @@
|
|||
* these to speed up repeated application of the filter.
|
||||
*/
|
||||
|
||||
class display_context;
|
||||
class filter_context;
|
||||
class unit;
|
||||
class vconfig;
|
||||
struct map_location;
|
||||
|
||||
namespace unit_filter {
|
||||
|
||||
bool matches_filter(const vconfig& cfg,const unit & u, const map_location& loc, const display_context * board, bool use_flat_tod=false);
|
||||
bool matches_filter(const vconfig& cfg,const unit & u, const map_location& loc, const filter_context * board, bool use_flat_tod=false);
|
||||
/// Determine if *this matches @a filter at its current location.
|
||||
/// (Only use for units currently on the map; otherwise use the overload
|
||||
/// that takes a location, possibly with a null location.)
|
||||
bool matches_filter(const vconfig& filter, const unit & u, const display_context* board, bool use_flat_tod=false);
|
||||
bool matches_filter(const vconfig& filter, const unit & u, const filter_context* board, bool use_flat_tod=false);
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue