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75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
/*
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* BattleEvaluator.h, 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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#pragma once
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#include "../../lib/AI_Base.h"
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#include "../../lib/battle/ReachabilityInfo.h"
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#include "PossibleSpellcast.h"
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#include "PotentialTargets.h"
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#include "BattleExchangeVariant.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CSpell;
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VCMI_LIB_NAMESPACE_END
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class EnemyInfo;
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class BattleEvaluator
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{
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std::unique_ptr<PotentialTargets> targets;
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std::shared_ptr<HypotheticBattle> hb;
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BattleExchangeEvaluator scoreEvaluator;
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std::shared_ptr<CBattleCallback> cb;
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std::shared_ptr<Environment> env;
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bool activeActionMade = false;
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std::optional<AttackPossibility> cachedAttack;
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PlayerColor playerID;
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BattleID battleID;
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BattleSide side;
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float cachedScore;
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DamageCache damageCache;
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float strengthRatio;
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int simulationTurnsCount;
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public:
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BattleAction selectStackAction(const CStack * stack);
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bool attemptCastingSpell(const CStack * stack);
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bool canCastSpell();
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
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BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets);
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std::vector<BattleHex> getBrokenWallMoatHexes() const;
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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void print(const std::string & text) const;
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BattleAction moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets);
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BattleEvaluator(
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std::shared_ptr<Environment> env,
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std::shared_ptr<CBattleCallback> cb,
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const battle::Unit * activeStack,
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PlayerColor playerID,
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BattleID battleID,
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BattleSide side,
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float strengthRatio,
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int simulationTurnsCount);
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BattleEvaluator(
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std::shared_ptr<Environment> env,
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std::shared_ptr<CBattleCallback> cb,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache,
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const battle::Unit * activeStack,
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PlayerColor playerID,
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BattleID battleID,
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BattleSide side,
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float strengthRatio,
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int simulationTurnsCount);
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};
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