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BattleAI: fix dragonbreath retaliation
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@@ -1235,19 +1235,40 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
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return ret;
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}
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AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
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AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
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const battle::Unit * attacker,
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BattleHex destinationTile,
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BattleHex attackerPos) const
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{
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const auto * defender = battleGetUnitByPos(destinationTile, true);
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if(!defender)
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return AttackableTiles(); // can't attack thin air
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return getPotentiallyAttackableHexes(
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attacker,
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defender,
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destinationTile,
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attackerPos,
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defender->getPosition());
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}
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AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
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const battle::Unit* attacker,
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const battle::Unit * defender,
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BattleHex destinationTile,
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BattleHex attackerPos,
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BattleHex defenderPos) const
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{
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//does not return hex attacked directly
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AttackableTiles at;
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RETURN_IF_NOT_BATTLE(at);
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BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
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const auto * defender = battleGetUnitByPos(destinationTile, true);
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if (!defender)
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return at; // can't attack thin air
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bool reverse = isToReverse(attacker, defender, attackOriginHex, destinationTile);
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defenderPos = (defenderPos != BattleHex::INVALID) ? defenderPos : defender->getPosition(); //real or hypothetical (cursor) position
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bool reverse = isToReverse(attacker, defender, attackerPos, defenderPos);
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if(reverse && attacker->doubleWide())
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{
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attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
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@@ -1291,20 +1312,27 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle:
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else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
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{
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auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
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if(direction == BattleHex::NONE
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&& defender->doubleWide()
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&& attacker->doubleWide()
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&& defenderPos == destinationTile)
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{
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direction = BattleHex::mutualPosition(attackOriginHex, defender->occupiedHex(defenderPos));
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}
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if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
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{
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BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
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if ( defender->doubleWide() )
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{
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auto secondHex = destinationTile == defender->getPosition() ?
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defender->occupiedHex():
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defender->getPosition();
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auto secondHex = destinationTile == defenderPos ? defender->occupiedHex(defenderPos) : defenderPos;
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// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
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// then dragon breath should target tile on the opposite side of targeted creature
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/*if(BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
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nextHex = secondHex.cloneInDirection(direction, false);*/
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if(BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
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nextHex = secondHex.cloneInDirection(direction, false);
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}
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if (nextHex.isValid())
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@@ -1335,17 +1363,29 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::
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return at;
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}
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std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
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std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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BattleHex destinationTile,
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bool rangedAttack,
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BattleHex attackerPos,
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BattleHex defenderPos) const
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{
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std::vector<const battle::Unit*> units;
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RETURN_IF_NOT_BATTLE(units);
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if(attackerPos == BattleHex::INVALID)
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attackerPos = attacker->getPosition();
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if(defenderPos == BattleHex::INVALID)
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defenderPos = defender->getPosition();
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AttackableTiles at;
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if (rangedAttack)
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at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
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else
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at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
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at = getPotentiallyAttackableHexes(attacker, defender, destinationTile, attackerPos, defenderPos);
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units = battleGetUnitsIf([=](const battle::Unit * unit)
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{
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@@ -1371,7 +1411,7 @@ std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack*
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RETURN_IF_NOT_BATTLE(attackedCres);
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AttackableTiles at;
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if(rangedAttack)
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at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
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else
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@@ -1424,15 +1464,22 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
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if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
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return false;
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auto defenderOtherHex = defenderHex;
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auto attackerOtherHex = defenderHex;
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if (defender->doubleWide())
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{
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if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
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defenderOtherHex = battle::Unit::occupiedHex(defenderHex, true, defender->unitSide());
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if(isHexInFront(attackerHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
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return false;
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}
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if (attacker->doubleWide())
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{
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if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
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attackerOtherHex = battle::Unit::occupiedHex(attackerHex, true, attacker->unitSide());
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if(isHexInFront(attackerOtherHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
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return false;
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}
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@@ -1440,7 +1487,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
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// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
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if (attacker->doubleWide() && defender->doubleWide())
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{
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if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
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if(isHexInFront(attackerOtherHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
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return false;
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}
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return true;
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