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be10694b73
- 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
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
/*
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* AttackPossibility.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/battle/CUnitState.h"
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#include "../../CCallback.h"
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#include "common.h"
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#include "StackWithBonuses.h"
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class AttackPossibility
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{
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public:
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BattleHex from; //tile from which we attack
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BattleHex dest; //tile which we attack
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BattleAttackInfo attack;
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std::shared_ptr<battle::CUnitState> attackerState;
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std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits;
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int64_t damageDealt = 0;
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int64_t damageReceived = 0; //usually by counter-attack
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int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks)
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int64_t shootersBlockedDmg = 0;
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AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
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int64_t damageDiff() const;
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int64_t attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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private:
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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};
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