mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
fix berserk
This commit is contained in:
@@ -22,21 +22,11 @@ PotentialTargets::PotentialTargets(
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auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo, false);
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//FIXME: this should part of battleGetAvailableHexes
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bool forceTarget = false;
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const battle::Unit * forcedTarget = nullptr;
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BattleHex forcedHex;
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bool isBerserk = attackerInfo->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE);
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ForcedAction forcedAction;
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if(attackerInfo->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE))
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{
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forceTarget = true;
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auto nearest = state->getNearestStack(attackerInfo);
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if(nearest.first != nullptr)
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{
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forcedTarget = nearest.first;
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forcedHex = nearest.second;
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}
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}
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if(isBerserk)
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forcedAction = state->getBerserkForcedAction(attackerInfo);
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auto aliveUnits = state->battleGetUnitsIf([=](const battle::Unit * unit)
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{
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@@ -45,7 +35,7 @@ PotentialTargets::PotentialTargets(
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for(auto defender : aliveUnits)
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{
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if(!forceTarget && !state->battleMatchOwner(attackerInfo, defender))
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if(!isBerserk && !state->battleMatchOwner(attackerInfo, defender))
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continue;
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auto GenerateAttackInfo = [&](bool shooting, const BattleHex & hex) -> AttackPossibility
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@@ -56,13 +46,20 @@ PotentialTargets::PotentialTargets(
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return AttackPossibility::evaluate(bai, hex, damageCache, state);
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};
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if(forceTarget)
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if(isBerserk)
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{
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if(forcedTarget && defender->unitId() == forcedTarget->unitId())
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possibleAttacks.push_back(GenerateAttackInfo(false, forcedHex));
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bool isActionAttack = forcedAction.type == EActionType::WALK_AND_ATTACK || forcedAction.type == EActionType::SHOOT;
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if (isActionAttack && defender->unitId() == forcedAction.target->unitId())
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{
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bool rangeAttack = forcedAction.type == EActionType::SHOOT;
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BattleHex hex = forcedAction.type == EActionType::WALK_AND_ATTACK ? forcedAction.position : BattleHex::INVALID;
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possibleAttacks.push_back(GenerateAttackInfo(rangeAttack, hex));
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}
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else
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{
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unreachableEnemies.push_back(defender);
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}
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}
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else if(state->battleCanShoot(attackerInfo, defender->getPosition()))
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{
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possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
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@@ -762,7 +762,8 @@ bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, const Ba
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return false;
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}
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if(emptyHexAreaAttack || (battleMatchOwner(attacker, defender) && defender->alive()))
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bool attackerIsBerserk = attacker->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE);
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if(emptyHexAreaAttack || (defender->alive() && (attackerIsBerserk || battleMatchOwner(attacker, defender))))
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{
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if(battleCanShoot(attacker))
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{
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@@ -1165,44 +1166,101 @@ BattleHexArray CBattleInfoCallback::getStoppers(BattleSide whichSidePerspective)
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return ret;
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}
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std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(const battle::Unit * closest) const
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ForcedAction CBattleInfoCallback::getBerserkForcedAction(const battle::Unit * berserker) const
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{
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auto reachability = getReachability(closest);
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auto avHexes = battleGetAvailableHexes(reachability, closest, false);
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// I hate std::pairs with their undescriptive member names first / second
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struct DistStack
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logGlobal->trace("Handle Berserk effect");
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auto targets = battleGetUnitsIf([&berserker](const battle::Unit * u)
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{
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uint32_t distanceToPred;
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BattleHex destination;
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const battle::Unit * stack;
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};
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std::vector<DistStack> stackPairs;
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battle::Units possible = battleGetUnitsIf([closest](const battle::Unit * unit)
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{
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return unit->isValidTarget(false) && unit != closest;
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return u->isValidTarget(false) && u->unitId() != berserker->unitId();
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});
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auto cache = getReachability(berserker);
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for(const battle::Unit * st : possible)
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if (battleCanShoot(berserker))
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{
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for(const BattleHex & hex : avHexes)
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if(CStack::isMeleeAttackPossible(closest, st, hex))
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const auto target = boost::min_element(targets, [&berserker](const battle::Unit * lhs, const battle::Unit * rhs)
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{
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DistStack hlp = {reachability.distances[hex.toInt()], hex, st};
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stackPairs.push_back(hlp);
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}
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}
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if(!stackPairs.empty())
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{
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auto comparator = [](DistStack lhs, DistStack rhs) { return lhs.distanceToPred < rhs.distanceToPred; };
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auto minimal = boost::min_element(stackPairs, comparator);
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return std::make_pair(minimal->stack, minimal->destination);
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return BattleHex::getDistance(berserker->getPosition(), lhs->getPosition()) < BattleHex::getDistance(berserker->getPosition(), rhs->getPosition());
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})[0];
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ForcedAction result = {
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EActionType::SHOOT,
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berserker->getPosition(),
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target
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};
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return result;
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}
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else
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return std::make_pair<const battle::Unit * , BattleHex>(nullptr, BattleHex::INVALID);
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{
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struct TargetData
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{
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const battle::Unit * target;
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BattleHex closestAttackableHex;
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uint32_t distance;
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};
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std::vector<TargetData> targetData;
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targetData.reserve(targets.size());
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for (const battle::Unit * uTarget : targets)
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{
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BattleHexArray attackableHexes = uTarget->getAttackableHexes(berserker);
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auto closestAttackableHex = boost::min_element(attackableHexes, [&cache](const BattleHex & lhs, const BattleHex & rhs)
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{
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return cache.distances[lhs.toInt()] < cache.distances[rhs.toInt()];
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})[0];
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uint32_t distance = cache.distances[closestAttackableHex.toInt()];
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TargetData temp = {uTarget, closestAttackableHex, distance};
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targetData.push_back(temp);
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}
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auto closestUnit = boost::min_element(targetData, [](const TargetData & lhs, const TargetData & rhs)
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{
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return lhs.distance < rhs.distance;
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})[0];
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if (closestUnit.distance <= berserker->getMovementRange())
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{
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ForcedAction result = {
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EActionType::WALK_AND_ATTACK,
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closestUnit.closestAttackableHex,
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closestUnit.target
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};
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return result;
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}
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else if (closestUnit.distance != ReachabilityInfo::INFINITE_DIST && berserker->getMovementRange() > 0)
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{
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BattleHex intermediaryHex;
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if (berserker->hasBonusOfType(BonusType::FLYING))
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{
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BattleHexArray reachableHexes = battleGetAvailableHexes(cache, berserker, false);
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BattleHex targetPosition = closestUnit.target->getPosition();
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intermediaryHex = boost::min_element(reachableHexes, [&targetPosition](const BattleHex & lhs, const BattleHex & rhs)
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{
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return BattleHex::getDistance(lhs, targetPosition) < BattleHex::getDistance(rhs, targetPosition);
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})[0];
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}
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else
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{
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BattleHexArray path = getPath(berserker->getPosition(), closestUnit.closestAttackableHex, berserker).first;
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intermediaryHex = path[path.size() - berserker->getMovementRange()];
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}
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ForcedAction result = {
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EActionType::WALK,
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intermediaryHex,
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closestUnit.target
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};
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return result;
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}
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else
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{
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logGlobal->trace("No target found or unit cannot move");
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ForcedAction result = {
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EActionType::NO_ACTION,
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berserker->getPosition(),
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nullptr
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};
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return result;
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}
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}
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}
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BattleHex CBattleInfoCallback::getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos) const
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@@ -1721,9 +1779,10 @@ bool CBattleInfoCallback::battleIsUnitBlocked(const battle::Unit * unit) const
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{
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RETURN_IF_NOT_BATTLE(false);
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bool isBerserk = unit->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE);
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for(const auto * adjacent : battleAdjacentUnits(unit))
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{
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if(adjacent->unitOwner() != unit->unitOwner()) //blocked by enemy stack
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if(adjacent->unitOwner() != unit->unitOwner() || isBerserk)
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return true;
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}
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return false;
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@@ -52,6 +52,12 @@ struct DLL_LINKAGE BattleClientInterfaceData
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ui8 tacticsMode;
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};
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struct ForcedAction {
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EActionType type;
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BattleHex position;
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const battle::Unit * target;
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};
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class DLL_LINKAGE CBattleInfoCallback : public virtual CBattleInfoEssentials
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{
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public:
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@@ -162,7 +168,7 @@ public:
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AccessibilityInfo getAccessibility() const;
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AccessibilityInfo getAccessibility(const battle::Unit * stack) const; //Hexes occupied by stack will be marked as accessible.
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AccessibilityInfo getAccessibility(const BattleHexArray & accessibleHexes) const; //given hexes will be marked as accessible
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std::pair<const battle::Unit *, BattleHex> getNearestStack(const battle::Unit * closest) const;
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ForcedAction getBerserkForcedAction(const battle::Unit * berserker) const;
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BattleHex getAvailableHex(const CreatureID & creID, BattleSide side, int initialPos = -1) const; //find place for adding new stack
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protected:
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@@ -388,24 +388,36 @@ bool BattleFlowProcessor::tryActivateBerserkPenalty(const CBattleInfoCallback &
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{
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if (next->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE)) //while in berserk
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{
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logGlobal->trace("Handle Berserk effect");
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std::pair<const battle::Unit *, BattleHex> attackInfo = battle.getNearestStack(next);
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if (attackInfo.first != nullptr)
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ForcedAction forcedAction = battle.getBerserkForcedAction(next);
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if (forcedAction.type == EActionType::SHOOT)
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{
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BattleAction attack;
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attack.actionType = EActionType::WALK_AND_ATTACK;
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attack.side = next->unitSide();
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attack.stackNumber = next->unitId();
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attack.aimToHex(attackInfo.second);
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attack.aimToUnit(attackInfo.first);
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makeAutomaticAction(battle, next, attack);
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logGlobal->trace("Attacked nearest target %s", attackInfo.first->getDescription());
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BattleAction rangeAttack;
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rangeAttack.actionType = EActionType::SHOOT;
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rangeAttack.side = next->unitSide();
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rangeAttack.stackNumber = next->unitId();
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rangeAttack.aimToUnit(forcedAction.target);
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makeAutomaticAction(battle, next, rangeAttack);
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}
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else if (forcedAction.type == EActionType::WALK_AND_ATTACK)
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{
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BattleAction meleeAttack;
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meleeAttack.actionType = EActionType::WALK_AND_ATTACK;
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meleeAttack.side = next->unitSide();
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meleeAttack.stackNumber = next->unitId();
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meleeAttack.aimToHex(forcedAction.position);
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meleeAttack.aimToUnit(forcedAction.target);
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makeAutomaticAction(battle, next, meleeAttack);
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} else if (forcedAction.type == EActionType::WALK)
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{
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BattleAction movement;
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movement.actionType = EActionType::WALK;
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movement.stackNumber = next->unitId();
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movement.aimToHex(forcedAction.position);
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makeAutomaticAction(battle, next, movement);
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}
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else
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{
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makeStackDoNothing(battle, next);
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logGlobal->trace("No target found");
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}
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return true;
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}
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