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Implemented simple target selection logic for arrow towers
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@ -50,6 +50,12 @@ static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
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return stackLeft == destLeft;
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}
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static bool isInsideWalls(BattleHex pos)
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{
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const int wallInStackLine = lineToWallHex(pos.getY());
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return wallInStackLine < pos;
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}
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// parts of wall
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static const std::pair<int, EWallPart> wallParts[] =
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{
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@ -158,6 +164,11 @@ std::pair< std::vector<BattleHex>, int > CBattleInfoCallback::getPath(BattleHex
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return std::make_pair(path, reachability.distances[dest]);
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}
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bool CBattleInfoCallback::battleIsInsideWalls(BattleHex from) const
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{
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return isInsideWalls(from);
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}
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bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const
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{
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auto isTileBlocked = [&](BattleHex tile)
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@ -104,6 +104,7 @@ public:
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DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPosition, DamageEstimation * retaliationDmg = nullptr) const;
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DamageEstimation battleEstimateDamage(const battle::Unit * attacker, const battle::Unit * defender, int getMovementRange, DamageEstimation * retaliationDmg = nullptr) const;
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bool battleIsInsideWalls(BattleHex from) const;
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bool battleHasPenaltyOnLine(BattleHex from, BattleHex dest, bool checkWall, bool checkMoat) const;
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bool battleHasDistancePenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
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@ -389,20 +389,47 @@ bool BattleFlowProcessor::tryMakeAutomaticAction(const CBattleInfoCallback & bat
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attack.side = next->unitSide();
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attack.stackNumber = next->unitId();
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//TODO: select target by priority
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// TODO: unify logic with AI?
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// Find best target using logic similar to H3 AI
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const auto & isBetterTarget = [&battle](const battle::Unit * candidate, const battle::Unit * current)
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{
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bool candidateInsideWalls = battle.battleIsInsideWalls(candidate->getPosition());
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bool currentInsideWalls = battle.battleIsInsideWalls(current->getPosition());
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if (candidateInsideWalls != currentInsideWalls)
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return candidateInsideWalls > currentInsideWalls;
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// also check for war machines - shooters are more dangerous than war machines, ballista or catapult
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bool candidateCanShoot = candidate->canShoot() && candidate->unitType()->warMachine == ArtifactID::NONE;
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bool currentCanShoot = current->canShoot() && current->unitType()->warMachine == ArtifactID::NONE;
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if (candidateCanShoot != currentCanShoot)
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return candidateCanShoot > currentCanShoot;
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int64_t candidateTargetValue = static_cast<int64_t>(candidate->unitType()->getAIValue() * candidate->getCount());
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int64_t currentTargetValue = static_cast<int64_t>(current->unitType()->getAIValue() * current->getCount());
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return candidateTargetValue > currentTargetValue;
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};
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const battle::Unit * target = nullptr;
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for(auto & elem : battle.battleGetAllStacks(true))
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{
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if(elem->unitType()->getId() != CreatureID::CATAPULT
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&& elem->unitOwner() != next->unitOwner()
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&& elem->isValidTarget()
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&& battle.battleCanShoot(next, elem->getPosition()))
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{
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target = elem;
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break;
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}
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if (elem->unitOwner() == next->unitOwner())
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continue;
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if (!elem->isValidTarget())
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continue;
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if (!battle.battleCanShoot(next, elem->getPosition()))
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continue;
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if (target && !isBetterTarget(elem, target))
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continue;
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target = elem;
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}
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if(target == nullptr)
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