1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

Some changes to make the battle AI smarter

- the AI will now consider attacking multiple units
- the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone
- attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
This commit is contained in:
Victor Luchits
2019-06-28 21:05:25 +03:00
parent 604246bc7a
commit be10694b73
11 changed files with 392 additions and 172 deletions

View File

@ -252,22 +252,53 @@ void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, std::s
bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
}
bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
{
if(!attackerPos.isValid())
int mask = 0;
std::vector<BattleHex> res;
if (!attackerPos.isValid())
attackerPos = attacker->getPosition();
if(!defenderPos.isValid())
if (!defenderPos.isValid())
defenderPos = defender->getPosition();
return
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front
|| (attacker->doubleWide()//back <=> front
&& BattleHex::mutualPosition(attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|| (defender->doubleWide()//front <=> back
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1)) >= 0);
BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) { //front <=> front
if((mask & 1) == 0) {
mask |= 1;
res.push_back(defenderPos);
}
}
if (attacker->doubleWide() //back <=> front
&& BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0) {
if((mask & 1) == 0) {
mask |= 1;
res.push_back(defenderPos);
}
}
if (defender->doubleWide()//front <=> back
&& BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0) {
if((mask & 2) == 0) {
mask |= 2;
res.push_back(otherDefenderPos);
}
}
if (defender->doubleWide() && attacker->doubleWide()//back <=> back
&& BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0) {
if((mask & 2) == 0) {
mask |= 2;
res.push_back(otherDefenderPos);
}
}
return res;
}
bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
{
return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
}
std::string CStack::getName() const