One of recently added sanity checks was causing crashes during BattleAI
decision-making.
Actual reason turned out to be due to invalid requests generated by
BattleAI when attempting to attack enemy unit from behind with double-
wide unit.
This change should make BattleAI correctly estimate such attacks
- shared_ptr for destructibleEnemyTurns instead of raw pointer
- drop implicit int conversion for BattleHex class
and implement toInt() instead
- implement necessary operators in BattleHex
- adjust code to work properly with JSON serializer
- Moved short, frequently used functions to the BattleHex header for inlining
- Made BattleHex a class with a private hex value
- Moved getClosestTile implementation back to BattleHex
- Enabled access to static precomputed data in BattleHexArray via BattleHex
(note: circular dependency prevented static precomputed containers being directly placed in BattleHex)
When defending the AI is now much smarter to use their defensive-structures like walls, towers and the moat to their advantage instead of allowing them to be lured out and killed in the open.
A penalty-multiplier is now applied when deciding which units to walk towards. If an ally is closer than us to the enemy unit in question, we reduce our score for walking towards that unit too. This shall help against baiting a whole flock of AI-stacks to overcommit on chasing an inferior stack of the enemy.
- Replaced BattleSide namespace-enum with enum class
- Merged two different BattleSide enum's into one
- Merged BattlePerspective enum into BattleSide enum
- Changed all places that use integers to represent battle side to use
BattleSide enum
- Added BattleSideArray convenience wrapper for std::array that is
always 2-elements in size and allows access to its elements using
BattleSide enum