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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
		
			
				
	
	
		
			37 lines
		
	
	
		
			734 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			734 B
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * BattleAttackInfo.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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| 
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| namespace battle
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| {
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| 	class Unit;
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| 	class CUnitState;
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| }
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| 
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| #include "BattleHex.h"
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| 
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| struct DLL_LINKAGE BattleAttackInfo
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| {
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| 	const battle::Unit * attacker;
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| 	const battle::Unit * defender;
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| 
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| 	BattleHex attackerPos;
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| 	BattleHex defenderPos;
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| 
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| 	bool shooting;
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| 	int chargedFields;
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| 
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| 	double additiveBonus;
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| 	double multBonus;
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| 
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| 	BattleAttackInfo(const battle::Unit * Attacker, const battle::Unit * Defender, bool Shooting = false);
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| 	BattleAttackInfo reverse() const;
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| };
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