Resolved #1374 - air units should no longer move and attack in the same turn

This commit is contained in:
Yair Morgenstern
2019-12-01 21:20:53 +02:00
parent c992995b6f
commit dae477a870
2 changed files with 15 additions and 11 deletions

View File

@ -210,23 +210,26 @@ class UnitAutomation{
// Silly floats, basically
val unitMustBeSetUp = unit.hasUnique("Must set up to ranged attack")
val tilesToAttackFrom = unitDistanceToTiles.asSequence()
.filter {
val movementPointsToExpendAfterMovement = if(unitMustBeSetUp) 1 else 0
val movementPointsToExpendHere = if(unitMustBeSetUp && unit.action != Constants.unitActionSetUp) 1 else 0
val movementPointsToExpendBeforeAttack = if(it.key==unit.currentTile) movementPointsToExpendHere else movementPointsToExpendAfterMovement
unit.currentMovement - it.value.totalDistance - movementPointsToExpendBeforeAttack > 0.1 } // still got leftover movement points after all that, to attack (0.1 is because of Float nensense, see MapUnit.moveToTile(...)
.map { it.key }
.filter { unit.movement.canMoveTo(it) || it==unit.getTile() }
val tilesToAttackFrom = if (unit.type.isAirUnit()) sequenceOf(unit.currentTile)
else
unitDistanceToTiles.asSequence()
.filter {
val movementPointsToExpendAfterMovement = if (unitMustBeSetUp) 1 else 0
val movementPointsToExpendHere = if (unitMustBeSetUp && unit.action != Constants.unitActionSetUp) 1 else 0
val movementPointsToExpendBeforeAttack = if (it.key == unit.currentTile) movementPointsToExpendHere else movementPointsToExpendAfterMovement
unit.currentMovement - it.value.totalDistance - movementPointsToExpendBeforeAttack > 0.1
} // still got leftover movement points after all that, to attack (0.1 is because of Float nonsense, see MapUnit.moveToTile(...)
.map { it.key }
.filter { unit.movement.canMoveTo(it) || it == unit.getTile() }
for(reachableTile in tilesToAttackFrom){ // tiles we'll still have energy after we reach there
for (reachableTile in tilesToAttackFrom) { // tiles we'll still have energy after we reach there
val tilesInAttackRange =
if (unit.hasUnique("Ranged attacks may be performed over obstacles") || unit.type.isAirUnit())
reachableTile.getTilesInDistance(rangeOfAttack)
else reachableTile.getViewableTiles(rangeOfAttack, unit.type.isWaterUnit())
attackableTiles += tilesInAttackRange.asSequence().filter { it in tilesWithEnemies }
.map { AttackableTile(reachableTile,it) }
.map { AttackableTile(reachableTile, it) }
}
return attackableTiles
}

View File

@ -44,12 +44,13 @@ class UnitMovementAlgorithms(val unit:MapUnit) {
fun getDistanceToTilesWithinTurn(origin: Vector2, unitMovement: Float): PathsToTilesWithinTurn {
if(unitMovement==0f) return PathsToTilesWithinTurn()
val distanceToTiles = PathsToTilesWithinTurn()
val unitTile = unit.getTile().tileMap[origin]
distanceToTiles[unitTile] = ParentTileAndTotalDistance(unitTile,0f)
var tilesToCheck = listOf(unitTile)
while (!tilesToCheck.isEmpty()) {
while (tilesToCheck.isNotEmpty()) {
val updatedTiles = ArrayList<TileInfo>()
for (tileToCheck in tilesToCheck)
for (neighbor in tileToCheck.neighbors) {