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117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
/*
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* PotentialTargets.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "PotentialTargets.h"
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#include "../../lib/CStack.h"//todo: remove
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PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state)
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{
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auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
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auto reachability = state.getReachability(attackerInfo);
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auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo);
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//FIXME: this should part of battleGetAvailableHexes
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bool forceTarget = false;
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const battle::Unit * forcedTarget = nullptr;
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BattleHex forcedHex;
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if(attackerInfo->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE))
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{
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forceTarget = true;
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auto nearest = state.getNearestStack(attackerInfo);
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if(nearest.first != nullptr)
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{
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forcedTarget = nearest.first;
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forcedHex = nearest.second;
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}
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}
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auto aliveUnits = state.battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
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});
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for(auto defender : aliveUnits)
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{
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if(!forceTarget && !state.battleMatchOwner(attackerInfo, defender))
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continue;
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auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
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{
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auto bai = BattleAttackInfo(attackerInfo, defender, shooting);
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if(hex.isValid() && !shooting)
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bai.chargedFields = reachability.distances[hex];
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return AttackPossibility::evaluate(bai, hex, state);
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};
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if(forceTarget)
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{
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if(forcedTarget && defender->unitId() == forcedTarget->unitId())
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possibleAttacks.push_back(GenerateAttackInfo(false, forcedHex));
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else
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unreachableEnemies.push_back(defender);
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}
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else if(state.battleCanShoot(attackerInfo, defender->getPosition()))
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{
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possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
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}
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else
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{
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for(BattleHex hex : avHexes)
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{
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if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
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continue;
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auto bai = GenerateAttackInfo(false, hex);
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if(!bai.affectedUnits.empty())
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possibleAttacks.push_back(bai);
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}
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if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); }))
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unreachableEnemies.push_back(defender);
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}
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}
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boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool
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{
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return lhs.damageDiff() > rhs.damageDiff();
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});
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if (!possibleAttacks.empty())
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{
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auto & bestAp = possibleAttacks[0];
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logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
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bestAp.attack.attacker->unitType()->identifier,
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state.battleGetUnitByPos(bestAp.dest)->unitType()->identifier,
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
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}
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}
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int64_t PotentialTargets::bestActionValue() const
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{
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if(possibleAttacks.empty())
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return 0;
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return bestAction().attackValue();
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}
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const AttackPossibility & PotentialTargets::bestAction() const
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{
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if(possibleAttacks.empty())
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throw std::runtime_error("No best action, since we don't have any actions");
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return possibleAttacks.front();
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}
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