| 267 | } |
| 268 | |
| 269 | void Battle::initMap() |
| 270 | { |
| 271 | // If we were generating the map, then map parts are already initiated and we need to init the |
| 272 | // rest |
| 273 | if (!this->map) |
| 274 | { |
| 275 | this->map.reset(new TileMap(this->size, VELOCITY_SCALE_BATTLE, |
| 276 | {VOXEL_X_BATTLE, VOXEL_Y_BATTLE, VOXEL_Z_BATTLE}, layerMap)); |
| 277 | for (auto &s : this->map_parts) |
| 278 | { |
| 279 | if (s->destroyed) |
| 280 | { |
| 281 | continue; |
| 282 | } |
| 283 | this->map->addObjectToMap(s); |
| 284 | if (s->type->exit) |
| 285 | { |
| 286 | exits.insert(s->position); |
| 287 | } |
| 288 | } |
| 289 | for (auto &h : this->hazards) |
| 290 | { |
| 291 | this->map->addObjectToMap(h); |
| 292 | } |
| 293 | for (auto &o : this->items) |
| 294 | { |
| 295 | this->map->addObjectToMap(o); |
| 296 | } |
| 297 | } |
| 298 | for (auto &u : this->units) |
| 299 | { |
| 300 | if (u.second->destroyed || u.second->retreated) |
| 301 | { |
| 302 | continue; |
| 303 | } |
| 304 | this->map->addObjectToMap(u.second); |
| 305 | } |
| 306 | for (auto &p : this->projectiles) |
| 307 | { |
| 308 | this->map->addObjectToMap(p); |
| 309 | } |
| 310 | for (auto &d : this->doodads) |
| 311 | { |
| 312 | this->map->addObjectToMap(d); |
| 313 | } |
| 314 | } |
| 315 | |
| 316 | bool Battle::initialMapCheck(GameState &state, std::list<StateRef<Agent>> agents) |
| 317 | { |
nothing calls this directly
no test coverage detected