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0b70baa95e
* 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
97 lines
2.8 KiB
C++
97 lines
2.8 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 attIter = state->stackStates.find(attacker->unitId());
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const battle::Unit * attackerInfo = (attIter == state->stackStates.end()) ? attacker : attIter->second.get();
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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);
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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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if(CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
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possibleAttacks.push_back(GenerateAttackInfo(false, hex));
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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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}
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int 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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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 *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
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}
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