When multiple units illuminate a hex,

...use the strongest illumination, not merely the last one found.
This commit is contained in:
J. Tyne 2012-09-14 22:13:59 +00:00
parent d0f2d88b57
commit e89da38edf
2 changed files with 51 additions and 20 deletions

View File

@ -126,43 +126,62 @@ const time_of_day tod_manager::get_illuminated_time_of_day(const map_location& l
// get ToD ignoring illumination
time_of_day tod = get_time_of_day(loc, for_turn);
int illum_light = tod.lawful_bonus;
if ( map.on_board_with_border(loc) )
{
// now add illumination
illum_light += map.get_terrain_info(map.get_terrain(loc)).light_modification();
int light = illum_light;
const int terrain_light = map.get_terrain_info(loc).light_modification()
+ 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(int i = 0; i != 7; ++i) {
for ( size_t i = 0; i != 7; ++i ) {
const unit_map::const_iterator itor = units.find(locs[i]);
if(itor != units.end() &&
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);
unit_abilities::effect illum_effect(illum, terrain_light, false);
const int unit_mod = illum_effect.get_composite_value();
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;
}
// 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;
tod.bonus_modified = illum_light - tod.lawful_bonus;
tod.lawful_bonus = illum_light;
// 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;
}

View File

@ -33,6 +33,18 @@ inline bool is_even(T num) { return num % 2 == 0; }
template<typename T>
inline bool is_odd(T num) { return !is_even(num); }
/**
* Returns base + increment, but will not increase base above max_sum, nor
* decrease it below min_sum.
* (If base is already beyond the applicable limit, base will be returned.)
*/
inline int bounded_add(int base, int increment, int max_sum, int min_sum=0) {
if ( increment >= 0 )
return std::min(base+increment, std::max(base, max_sum));
else
return std::max(base+increment, std::min(base, min_sum));
}
/** Guarantees portable results for division by 100; round towards 0 */
inline int div100rounded(int num) {
return (num < 0) ? -(((-num) + 50) / 100) : (num + 50) / 100;