/* * PotentialTargets.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 "PotentialTargets.h" PotentialTargets::PotentialTargets(const CStack * attacker, const HypotheticChangesToBattleState & state) { auto dists = getCbc()->battleGetDistances(attacker); auto avHexes = getCbc()->battleGetAvailableHexes(attacker, false); for(const CStack *enemy : getCbc()->battleGetStacks()) { //Consider only stacks of different owner if(enemy->side == attacker->side) continue; auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility { auto bai = BattleAttackInfo(attacker, enemy, shooting); bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker); bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender); if(hex.isValid()) { assert(dists[hex] <= attacker->Speed()); bai.chargedFields = dists[hex]; } return AttackPossibility::evaluate(bai, state, hex); }; if(getCbc()->battleCanShoot(attacker, enemy->position)) { possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID)); } else { for(BattleHex hex : avHexes) if(CStack::isMeleeAttackPossible(attacker, enemy, hex)) possibleAttacks.push_back(GenerateAttackInfo(false, hex)); if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; })) unreachableEnemies.push_back(enemy); } } } int PotentialTargets::bestActionValue() const { if(possibleAttacks.empty()) return 0; return bestAction().attackValue(); } 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(); } ); }