/* * ArmyFormation.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "ArmyFormation.h" #include "../../../lib/mapObjects/CGTownInstance.h" namespace NKAI { void ArmyFormation::rearrangeArmyForWhirlpool(const CGHeroInstance * hero) { addSingleCreatureStacks(hero); } void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero) { auto freeSlots = hero->getFreeSlotsQueue(); while(!freeSlots.empty()) { auto weakestCreature = vstd::minElementByFun(hero->Slots(), [](const std::pair & slot) -> int { return slot.second->getCount() == 1 ? std::numeric_limits::max() : slot.second->getCreatureID().toCreature()->getAIValue(); }); if(weakestCreature == hero->Slots().end() || weakestCreature->second->getCount() == 1) { break; } cb->splitStack(hero, hero, weakestCreature->first, freeSlots.front(), 1); freeSlots.pop(); } } void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker) { addSingleCreatureStacks(attacker); if(town->fortLevel() > CGTownInstance::FORT) { std::vector stacks; for(auto slot : attacker->Slots()) stacks.push_back(slot.second); boost::sort( stacks, [](CStackInstance * slot1, CStackInstance * slot2) -> bool { auto cre1 = slot1->getCreatureID().toCreature(); auto cre2 = slot2->getCreatureID().toCreature(); auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING); if(flying != 0) return flying < 0; else return cre1->getAIValue() < cre2->getAIValue(); }); for(int i = 0; i < stacks.size(); i++) { auto pos = vstd::findKey(attacker->Slots(), stacks[i]); if(pos.getNum() != i) cb->swapCreatures(attacker, attacker, static_cast(i), pos); } } } }