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vcmi/AI/BattleAI/PotentialTargets.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* 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 attIter = state->stackStates.find(attacker->unitId());
const battle::Unit * attackerInfo = (attIter == state->stackStates.end()) ? attacker : attIter->second.get();
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);
};
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))
possibleAttacks.push_back(GenerateAttackInfo(false, hex));
if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); }))
unreachableEnemies.push_back(defender);
}
}
}
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(); } );
}