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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Hopefully complete solution for taking last stack from heroes (without splitting stacks).

This commit is contained in:
DjWarmonger 2012-08-29 15:23:47 +00:00
parent c7789992c3
commit 78fe412375

View File

@ -1116,49 +1116,24 @@ void VCAI::moveCreaturesToHero(const CGTownInstance * t)
}
}
bool VCAI::canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source)
{
int totalStacks = h->Slots().size() + source->Slots().size();
if (totalStacks > GameConstants::ARMY_SIZE)
{ //exchange stacks or move full stack
BOOST_FOREACH (auto slot, source->Slots())
{
if (h->getSlotFor(slot.second->type->idNumber)) //we can take full stack
return true;
BOOST_FOREACH (auto ourSlot, h->Slots())
{
if (slot.second->getPower() > ourSlot.second->getPower())
return true;
}
}
}
else //only exchange
{
BOOST_FOREACH (auto slot, source->Slots())
{
BOOST_FOREACH (auto ourSlot, h->Slots())
{
if (slot.second->getPower() > ourSlot.second->getPower())
return true;
}
}
}
return false;
}
void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
{
//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
{ //TODO: merge with pickBestCreatures
const CArmedInstance *armies[] = {army, source};
int armySize = 0;
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
BOOST_FOREACH(auto armyPtr, armies)
BOOST_FOREACH(auto &i, armyPtr->Slots())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
if (source->needsLastStack())
armySize = std::min (armySize - 1, GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
@ -1174,12 +1149,56 @@ void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance *
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
if (source->needsLastStack() && source->Slots().size() <= 1)
break;
BOOST_FOREACH(auto armyPtr, armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
return true; //at least one exchange will be performed
}
}
return false;
}
void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
{
//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
const CArmedInstance *armies[] = {army, source};
int armySize = 0;
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
BOOST_FOREACH(auto armyPtr, armies)
BOOST_FOREACH(auto &i, armyPtr->Slots())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
if (source->needsLastStack())
armySize = std::min (armySize - 1, GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
BOOST_FOREACH(auto armyPtr, armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
cb->mergeOrSwapStacks(armyPtr, army, j, i);
}
}