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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-31 22:05:10 +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

@ -9,89 +9,180 @@
*/
#include "StdInc.h"
#include "AttackPossibility.h"
#include "../../lib/CStack.h"//todo: remove
AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_)
: tile(tile_),
attack(attack_)
AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
: from(from), dest(dest), attack(attack)
{
}
int64_t AttackPossibility::damageDiff() const
{
//TODO: use target priority from HypotheticBattle
const auto dealtDmgValue = damageDealt;
const auto receivedDmgValue = damageReceived;
int64_t diff = 0;
//friendly fire or not
if(attack.attacker->unitSide() == attack.defender->unitSide())
diff = -dealtDmgValue - receivedDmgValue;
else
diff = dealtDmgValue - receivedDmgValue;
//mind control
auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker));
if(actualSide && actualSide.get() != attack.attacker->unitSide())
diff = -diff;
return diff;
return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
}
int64_t AttackPossibility::attackValue() const
{
return damageDiff() + tacticImpact;
return damageDiff();
}
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex)
int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
{
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
int64_t res = 0;
const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
if(attackInfo.shooting)
return 0;
AttackPossibility ap(hex, attackInfo);
ap.attackerState = attackInfo.attacker->acquireState();
const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
if(!attackInfo.shooting)
ap.attackerState->setPosition(hex);
auto defenderState = attackInfo.defender->acquireState();
ap.affectedUnits.push_back(defenderState);
for(int i = 0; i < totalAttacks; i++)
auto attacker = attackInfo.attacker;
auto hexes = attacker->getSurroundingHexes(hex);
for(BattleHex tile : hexes)
{
TDmgRange retaliation(0,0);
auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
auto st = state->battleGetUnitByPos(tile, true);
if(!st || !state->battleMatchOwner(st, attacker))
continue;
if(!state->battleCanShoot(st))
continue;
vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
BattleAttackInfo rangeAttackInfo(st, attacker, true);
rangeAttackInfo.defenderPos = hex;
vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
BattleAttackInfo meleeAttackInfo(st, attacker, false);
meleeAttackInfo.defenderPos = hex;
ap.damageDealt += (attackDmg.first + attackDmg.second) / 2;
auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
ap.attackerState->afterAttack(attackInfo.shooting, false);
//FIXME: use ranged retaliation
if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
{
ap.damageReceived += (retaliation.first + retaliation.second) / 2;
defenderState->afterAttack(attackInfo.shooting, true);
}
ap.attackerState->damage(ap.damageReceived);
defenderState->damage(ap.damageDealt);
if(!ap.attackerState->alive() || !defenderState->alive())
break;
int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
res += gain;
}
//TODO other damage related to attack (eg. fire shield and other abilities)
return ap;
return res;
}
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
{
auto attacker = attackInfo.attacker;
auto defender = attackInfo.defender;
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
const bool mindControlled = [&](const battle::Unit *attacker) -> bool
{
auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
if (actualSide && actualSide.get() != attacker->unitSide())
return true;
return false;
} (attacker);
AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
std::vector<BattleHex> defenderHex;
if(attackInfo.shooting) {
defenderHex = defender->getHexes();
} else {
defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
}
for(BattleHex defHex : defenderHex) {
if(defHex == hex) {
// should be impossible but check anyway
continue;
}
AttackPossibility ap(hex, defHex, attackInfo);
ap.attackerState = attacker->acquireState();
ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
if (!attackInfo.shooting)
ap.attackerState->setPosition(hex);
std::vector<const battle::Unit*> units;
if (attackInfo.shooting)
units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
else
units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
// ensure the defender is also affected
bool addDefender = true;
for(auto unit : units) {
if (unit->unitId() == defender->unitId()) {
addDefender = false;
break;
}
}
if(addDefender) {
units.push_back(defender);
}
for(auto u : units) {
if(!ap.attackerState->alive()) {
break;
}
assert(u->unitId() != attacker->unitId());
auto defenderState = u->acquireState();
ap.affectedUnits.push_back(defenderState);
for(int i = 0; i < totalAttacks; i++) {
si64 damageDealt, damageReceived;
TDmgRange retaliation(0, 0);
auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
damageDealt = (attackDmg.first + attackDmg.second) / 2;
ap.attackerState->afterAttack(attackInfo.shooting, false);
//FIXME: use ranged retaliation
damageReceived = 0;
if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
{
damageReceived = (retaliation.first + retaliation.second) / 2;
defenderState->afterAttack(attackInfo.shooting, true);
}
bool isEnemy = state->battleMatchOwner(attacker, u) && !mindControlled;
if(isEnemy)
ap.damageDealt += damageDealt;
else // friendly fire
ap.collateralDamage += damageDealt;
if(u->unitId() == defender->unitId() ||
(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ?
ap.damageReceived += damageReceived;
}
ap.attackerState->damage(damageReceived);
defenderState->damage(damageDealt);
if (!ap.attackerState->alive() || !defenderState->alive())
break;
}
}
if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) {
bestAp = ap;
}
}
// check how much damage we gain from blocking enemy shooters on this hex
bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
VLC->creh->creatures.at(attackInfo.attacker->acquireState()->creatureId())->identifier.c_str(),
VLC->creh->creatures.at(attackInfo.defender->acquireState()->creatureId())->identifier.c_str(),
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
//TODO other damage related to attack (eg. fire shield and other abilities)
return bestAp;
}

@ -16,7 +16,8 @@
class AttackPossibility
{
public:
BattleHex tile; //tile from which we attack
BattleHex from; //tile from which we attack
BattleHex dest; //tile which we attack
BattleAttackInfo attack;
std::shared_ptr<battle::CUnitState> attackerState;
@ -25,12 +26,16 @@ public:
int64_t damageDealt = 0;
int64_t damageReceived = 0; //usually by counter-attack
int64_t tacticImpact = 0;
int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks)
int64_t shootersBlockedDmg = 0;
AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_);
AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
int64_t damageDiff() const;
int64_t attackValue() const;
static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex);
static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
private:
static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
};

@ -154,7 +154,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
HypotheticBattle hb(getCbc());
PotentialTargets targets(stack, &hb);
if(targets.possibleAttacks.size())
if(!targets.possibleAttacks.empty())
{
AttackPossibility bestAttack = targets.bestAction();
@ -163,8 +164,18 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
else if(bestAttack.attack.shooting)
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
else
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.tile);
else {
auto &target = bestAttack;
logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d",
VLC->creh->creatures.at(target.attackerState->creatureId())->identifier.c_str(),
VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier.c_str(),
(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true),
(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue()
);
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
}
}
else if(bestSpellcast.is_initialized())
{

@ -53,7 +53,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
if(hex.isValid() && !shooting)
bai.chargedFields = reachability.distances[hex];
return AttackPossibility::evaluate(bai, hex);
return AttackPossibility::evaluate(bai, hex, state);
};
if(forceTarget)
@ -69,21 +69,45 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
}
else
{
for(BattleHex hex : avHexes)
if(CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
possibleAttacks.push_back(GenerateAttackInfo(false, hex));
for(BattleHex hex : avHexes) {
if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
continue;
auto bai = GenerateAttackInfo(false, hex);
if(!bai.affectedUnits.empty())
possibleAttacks.push_back(bai);
}
if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); }))
unreachableEnemies.push_back(defender);
}
}
boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool
{
if(lhs.collateralDamage < rhs.collateralDamage)
return false;
if(lhs.collateralDamage > rhs.collateralDamage)
return true;
return (lhs.damageDealt + lhs.shootersBlockedDmg + lhs.damageReceived > rhs.damageDealt + rhs.shootersBlockedDmg + rhs.damageReceived);
});
if (!possibleAttacks.empty())
{
auto &bestAp = possibleAttacks[0];
logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
VLC->creh->creatures.at(bestAp.attackerState->creatureId())->identifier.c_str(),
VLC->creh->creatures.at(state->battleGetUnitByPos(bestAp.dest)->creatureId())->identifier.c_str(),
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
}
}
int PotentialTargets::bestActionValue() const
int64_t PotentialTargets::bestActionValue() const
{
if(possibleAttacks.empty())
return 0;
return bestAction().attackValue();
}
@ -91,6 +115,6 @@ AttackPossibility PotentialTargets::bestAction() const
{
if(possibleAttacks.empty())
throw std::runtime_error("No best action, since we don't have any actions");
return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
return possibleAttacks[0];
//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
}

@ -20,5 +20,5 @@ public:
PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state);
AttackPossibility bestAction() const;
int bestActionValue() const;
int64_t bestActionValue() const;
};

@ -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

@ -55,6 +55,7 @@ public:
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
BattleHex::EDir destShiftDir() const;

@ -19,6 +19,8 @@ BattleAttackInfo::BattleAttackInfo(const battle::Unit * Attacker, const battle::
chargedFields = 0;
additiveBonus = 0.0;
multBonus = 1.0;
attackerPos = BattleHex::INVALID;
defenderPos = BattleHex::INVALID;
}
BattleAttackInfo BattleAttackInfo::reverse() const
@ -26,6 +28,7 @@ BattleAttackInfo BattleAttackInfo::reverse() const
BattleAttackInfo ret = *this;
std::swap(ret.attacker, ret.defender);
std::swap(ret.defenderPos, ret.attackerPos);
ret.shooting = false;
ret.chargedFields = 0;

@ -15,11 +15,16 @@ namespace battle
class CUnitState;
}
#include "BattleHex.h"
struct DLL_LINKAGE BattleAttackInfo
{
const battle::Unit * attacker;
const battle::Unit * defender;
BattleHex attackerPos;
BattleHex defenderPos;
bool shooting;
int chargedFields;

@ -667,37 +667,45 @@ bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * t
return target->alive();
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
{
RETURN_IF_NOT_BATTLE(false);
if(battleTacticDist()) //no shooting during tactics
if (battleTacticDist()) //no shooting during tactics
return false;
const battle::Unit * defender = battleGetUnitByPos(dest);
if(!attacker || !defender)
if (!attacker)
return false;
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
return false;
//forgetfulness
TBonusListPtr forgetfulList = attacker->getBonuses(Selector::type(Bonus::FORGETFULL));
if(!forgetfulList->empty())
if (!forgetfulList->empty())
{
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
//advanced+ level
if(forgetful > 1)
if (forgetful > 1)
return false;
}
if(attacker->creatureIndex() == CreatureID::CATAPULT && defender) //catapult cannot attack creatures
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
}
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
{
RETURN_IF_NOT_BATTLE(false);
const battle::Unit * defender = battleGetUnitByPos(dest);
if(!attacker || !defender)
return false;
return attacker->canShoot()
&& battleMatchOwner(attacker, defender)
&& defender->alive()
&& (!battleIsUnitBlocked(attacker)
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
if(battleMatchOwner(attacker, defender) && defender->alive())
return battleCanShoot(attacker);
return false;
}
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
@ -897,8 +905,11 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info)
if(info.shooting)
{
//wall / distance penalty + advanced air shield
const bool distPenalty = battleHasDistancePenalty(attackerBonuses, info.attacker->getPosition(), info.defender->getPosition());
const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, info.attacker->getPosition(), info.defender->getPosition());
BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
multBonus *= 0.5;
@ -1340,11 +1351,11 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
//TODO: apply rotation to two-hex attackers
bool isAttacker = attacker->side == BattleSide::ATTACKER;
bool isAttacker = attacker->unitSide() == BattleSide::ATTACKER;
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
@ -1369,8 +1380,8 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
{
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
{
const CStack * st = battleGetStackByPos(tile, true);
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
auto st = battleGetUnitByPos(tile, true);
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
{
at.hostileCreaturePositions.insert(tile);
}
@ -1391,45 +1402,50 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if(battleGetStackByPos(tile, true))
auto st = battleGetUnitByPos(tile, true);
if(st && st != attacker)
{
if(battleGetStackByPos(tile, true) != attacker)
at.friendlyCreaturePositions.insert(tile);
at.friendlyCreaturePositions.insert(tile);
}
}
}
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition(destinationTile, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
{
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch(pseudoVector)
int pos = BattleHex::mutualPosition(destinationTile, hex);
if (pos > -1) //only adjacent hexes are subject of dragon breath calculation
{
case 1:
case -1:
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
break;
case WN - 1: //16 //left-down
case -WN - 1: //-18 //left-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
break;
}
for(BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
if(battleGetStackByPos(tile, true))
at.friendlyCreaturePositions.insert(tile);
std::vector<BattleHex> hexes; //only one, in fact
int pseudoVector = destinationTile.hex - hex;
switch (pseudoVector)
{
case 1:
case -1:
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
break;
case WN: //17 //left-down or right-down
case -WN: //-17 //left-up or right-up
case WN + 1: //18 //right-down
case -WN + 1: //-16 //right-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
break;
case WN - 1: //16 //left-down
case -WN - 1: //-18 //left-up
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
break;
}
for (BattleHex tile : hexes)
{
//friendly stacks can also be damaged by Dragon Breath
auto st = battleGetUnitByPos(tile, true);
if (st != nullptr)
at.friendlyCreaturePositions.insert(tile);
}
}
}
return at;
}
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack * attacker, BattleHex destinationTile, BattleHex attackerPos) const
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
{
//does not return hex attacked directly
AttackableTiles at;
@ -1445,6 +1461,37 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack *
return at;
}
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::vector<const battle::Unit*> units;
RETURN_IF_NOT_BATTLE(units);
AttackableTiles at;
if (rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
units = battleGetUnitsIf([=](const battle::Unit * unit)
{
if (unit->isGhost() || !unit->alive()) {
return false;
}
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide())) {
if (vstd::contains(at.hostileCreaturePositions, hex)) {
return true;
}
if (vstd::contains(at.friendlyCreaturePositions, hex)) {
return true;
}
}
return false;
});
return units;
}
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
{
std::set<const CStack*> attackedCres;

@ -89,6 +89,7 @@ public:
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
@ -123,8 +124,9 @@ public:
bool isInTacticRange(BattleHex dest) const;
si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
AttackableTiles getPotentiallyAttackableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
AttackableTiles getPotentiallyShootableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
AttackableTiles getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse