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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-14 10:12:59 +02:00

Take magic-capability into account for overall strength-estimation of hero-lead-armies

The magic-strength of a hero now checks if the hero has a spellbook and at least one combat-spell.
The impact of knowledge and spellpower to the hero's magic-strength is now also depending on it's current and max mana-pool-size as an empty mana-pool does not exactly contribute well to fights.

Replaced every call of getFightingStrength() with getHeroStrength() which uses both the fightingStrength and the (reworked) magicStrength to guess how much stronger a hero-lead army is.
This commit is contained in:
Xilmi 2024-07-15 17:42:02 +02:00
parent 83ffbdff2b
commit f8f10adb2e
4 changed files with 20 additions and 7 deletions

View File

@ -149,7 +149,7 @@ bool HeroPtr::operator==(const HeroPtr & rhs) const
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
{
const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
const ui64 heroStrength = h->getHeroStrength() * heroArmy->getArmyStrength();
if(dangerStrength)
{

View File

@ -109,7 +109,7 @@ void HeroManager::update()
for(auto & hero : myHeroes)
{
scores[hero] = evaluateFightingStrength(hero);
knownFightingStrength[hero->id] = hero->getFightingStrength();
knownFightingStrength[hero->id] = hero->getHeroStrength();
}
auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
@ -205,7 +205,7 @@ float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
auto cached = knownFightingStrength.find(hero->id);
//FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
return cached != knownFightingStrength.end() ? cached->second : hero->getHeroStrength();
}
float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
@ -298,7 +298,7 @@ const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) co
continue;
}
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
if(!weakestHero || weakestHero->getHeroStrength() > existingHero->getHeroStrength())
{
weakestHero = existingHero;
}

View File

@ -46,7 +46,7 @@ ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t
initialMovement = hero->movementPointsRemaining();
initialTurn = 0;
armyValue = getHeroArmyStrengthWithCommander(hero, hero);
heroFightingStrength = hero->getFightingStrength();
heroFightingStrength = hero->getHeroStrength();
tiCache.reset(new TurnInfo(hero));
}

View File

@ -651,7 +651,20 @@ double CGHeroInstance::getFightingStrength() const
double CGHeroInstance::getMagicStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
if (!hasSpellbook())
return 1;
bool atLeastOneCombatSpell = false;
for (auto spell : spells)
{
if (spellbookContainsSpell(spell) && spell.toSpell()->isCombat())
{
atLeastOneCombatSpell = true;
break;
}
}
if (!atLeastOneCombatSpell)
return 1;
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE) * mana / manaLimit()) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER) * mana / manaLimit()));
}
double CGHeroInstance::getHeroStrength() const
@ -661,7 +674,7 @@ double CGHeroInstance::getHeroStrength() const
ui64 CGHeroInstance::getTotalStrength() const
{
double ret = getFightingStrength() * getArmyStrength();
double ret = getHeroStrength() * getArmyStrength();
return static_cast<ui64>(ret);
}