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vcmi/AI/BattleAI/PotentialTargets.cpp
2022-10-23 11:41:03 +03:00

117 lines
3.4 KiB
C++

/*
* 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"
#include "../../lib/CStack.h"//todo: remove
PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state)
{
auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
auto reachability = state.getReachability(attackerInfo);
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo);
//FIXME: this should part of battleGetAvailableHexes
bool forceTarget = false;
const battle::Unit * forcedTarget = nullptr;
BattleHex forcedHex;
if(attackerInfo->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE))
{
forceTarget = true;
auto nearest = state.getNearestStack(attackerInfo);
if(nearest.first != nullptr)
{
forcedTarget = nearest.first;
forcedHex = nearest.second;
}
}
auto aliveUnits = state.battleGetUnitsIf([=](const battle::Unit * unit)
{
return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
});
for(auto defender : aliveUnits)
{
if(!forceTarget && !state.battleMatchOwner(attackerInfo, defender))
continue;
auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
{
auto bai = BattleAttackInfo(attackerInfo, defender, shooting);
if(hex.isValid() && !shooting)
bai.chargedFields = reachability.distances[hex];
return AttackPossibility::evaluate(bai, hex, state);
};
if(forceTarget)
{
if(forcedTarget && defender->unitId() == forcedTarget->unitId())
possibleAttacks.push_back(GenerateAttackInfo(false, forcedHex));
else
unreachableEnemies.push_back(defender);
}
else if(state.battleCanShoot(attackerInfo, defender->getPosition()))
{
possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
}
else
{
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
{
return lhs.damageDiff() > rhs.damageDiff();
});
if (!possibleAttacks.empty())
{
auto & bestAp = possibleAttacks[0];
logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
bestAp.attack.attacker->unitType()->identifier,
state.battleGetUnitByPos(bestAp.dest)->unitType()->identifier,
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
}
}
int64_t PotentialTargets::bestActionValue() const
{
if(possibleAttacks.empty())
return 0;
return bestAction().attackValue();
}
const AttackPossibility & PotentialTargets::bestAction() const
{
if(possibleAttacks.empty())
throw std::runtime_error("No best action, since we don't have any actions");
return possibleAttacks.front();
}