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	- the AI will now consider attacking multiple units - the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone - attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
		
			
				
	
	
		
			41 lines
		
	
	
		
			945 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			945 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * BattleAttackInfo.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 "BattleAttackInfo.h"
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| #include "CUnitState.h"
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| 
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| BattleAttackInfo::BattleAttackInfo(const battle::Unit * Attacker, const battle::Unit * Defender, bool Shooting)
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| 	: attacker(Attacker),
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| 	defender(Defender)
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| {
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| 	shooting = Shooting;
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| 	chargedFields = 0;
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| 	additiveBonus = 0.0;
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| 	multBonus = 1.0;
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| 	attackerPos = BattleHex::INVALID;
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| 	defenderPos = BattleHex::INVALID;
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| }
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| 
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| BattleAttackInfo BattleAttackInfo::reverse() const
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| {
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| 	BattleAttackInfo ret = *this;
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| 
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| 	std::swap(ret.attacker, ret.defender);
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| 	std::swap(ret.defenderPos, ret.attackerPos);
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| 
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| 	ret.shooting = false;
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| 	ret.chargedFields = 0;
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| 
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| 	ret.additiveBonus = 0.0;
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| 	ret.multBonus = 1.0;
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| 
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| 	return ret;
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| }
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