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vcmi/AI/BattleAI/AttackPossibility.h
2024-09-03 13:02:58 +03:00

84 lines
2.7 KiB
C++

/*
* AttackPossibility.h, 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
*
*/
#pragma once
#include "../../lib/battle/CUnitState.h"
#include "../../CCallback.h"
#include "StackWithBonuses.h"
#define BATTLE_TRACE_LEVEL 0
class DamageCache
{
private:
std::unordered_map<uint32_t, std::unordered_map<uint32_t, float>> damageCache;
std::map<BattleHex, std::unordered_map<uint32_t, int64_t>> obstacleDamage;
DamageCache * parent;
void buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side);
public:
DamageCache() : parent(nullptr) {}
DamageCache(DamageCache * parent) : parent(parent) {}
void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
int64_t getObstacleDamage(BattleHex hex, const battle::Unit * defender);
int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side);
};
/// <summary>
/// Evaluate attack value of one particular attack taking into account various effects like
/// retaliation, 2-hex breath, collateral damage, shooters blocked damage
/// </summary>
class AttackPossibility
{
public:
BattleHex from; //tile from which we attack
BattleHex dest; //tile which we attack
BattleAttackInfo attack;
std::shared_ptr<battle::CUnitState> attackerState;
std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits;
float defenderDamageReduce = 0;
float attackerDamageReduce = 0; //usually by counter-attack
float collateralDamageReduce = 0; // friendly fire (usually by two-hex attacks)
int64_t shootersBlockedDmg = 0;
bool defenderDead = false;
AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
float damageDiff() const;
float attackValue() const;
float damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const;
static AttackPossibility evaluate(
const BattleAttackInfo & attackInfo,
BattleHex hex,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> state);
static float calculateDamageReduce(
const battle::Unit * attacker,
const battle::Unit * defender,
uint64_t damageDealt,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> cb);
private:
static int64_t evaluateBlockedShootersDmg(
const BattleAttackInfo & attackInfo,
BattleHex hex,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> state);
};