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@ -77,13 +77,13 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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std::vector<BattleHex> defenderHex;
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if(attackInfo.shooting) {
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if(attackInfo.shooting)
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defenderHex = defender->getHexes();
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} else {
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else
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defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
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}
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for(BattleHex defHex : defenderHex) {
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for(BattleHex defHex : defenderHex)
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{
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if(defHex == hex) {
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// should be impossible but check anyway
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continue;
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@ -157,7 +157,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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ap.collateralDamage += damageDealt;
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if(u->unitId() == defender->unitId() ||
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ?
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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{
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//FIXME: handle RANGED_RETALIATION ?
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ap.damageReceived += damageReceived;
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}
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@ -164,11 +164,12 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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else if(bestAttack.attack.shooting)
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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else {
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else
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{
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d",
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VLC->creh->creatures.at(target.attackerState->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(target.attackerState->creatureId())->identifier,
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VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier,
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(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
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(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true),
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(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue()
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@ -69,7 +69,8 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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}
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else
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{
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for(BattleHex hex : avHexes) {
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for(BattleHex hex : avHexes)
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{
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if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
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continue;
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