1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00
vcmi/AI/BattleAI/AttackPossibility.cpp

63 lines
2.3 KiB
C++

/*
* AttackPossibility.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 "AttackPossibility.h"
int AttackPossibility::damageDiff() const
{
if (!priorities)
priorities = new Priorities();
const auto dealtDmgValue = priorities->stackEvaluator(enemy) * damageDealt;
const auto receivedDmgValue = priorities->stackEvaluator(attack.attacker) * damageReceived;
return dealtDmgValue - receivedDmgValue;
}
int AttackPossibility::attackValue() const
{
return damageDiff() + tacticImpact;
}
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex)
{
auto attacker = AttackInfo.attacker;
auto enemy = AttackInfo.defender;
const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacks.available());
const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
AttackPossibility ap = {enemy, hex, AttackInfo, 0, 0, 0};
auto curBai = AttackInfo; //we'll modify here the stack counts
for(int i = 0; i < totalAttacks; i++)
{
std::pair<ui32, ui32> retaliation(0,0);
auto attackDmg = getCbc()->battleEstimateDamage(CRandomGenerator::getDefault(), curBai, &retaliation);
ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
ap.damageReceived = (retaliation.first + retaliation.second) / 2;
if(remainingCounterAttacks <= i || counterAttacksBlocked)
ap.damageReceived = 0;
curBai.attackerHealth = attacker->healthAfterAttacked(ap.damageReceived);
curBai.defenderHealth = enemy->healthAfterAttacked(ap.damageDealt);
if(curBai.attackerHealth.getCount() <= 0)
break;
//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
}
//TODO other damage related to attack (eg. fire shield and other abilities)
return ap;
}
Priorities* AttackPossibility::priorities = nullptr;