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b472c89276
There is a getters for this properties already available
74 lines
1.9 KiB
C++
74 lines
1.9 KiB
C++
/*
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* ThreatMap.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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/*
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#include "ThreatMap.h"
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#include "StdInc.h"
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template <typename Container, typename Pred>
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auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
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{
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double ret = 0;
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for(const auto &element : c)
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{
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ret += p(element);
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}
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return ret;
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}
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ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
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{
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sufferedDamage.fill(0);
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for(const CStack *enemy : getCbc()->battleGetStacks())
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{
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//Consider only stacks of different owner
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if(enemy->unitSide() == endangered->unitSide())
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continue;
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//Look-up which tiles can be melee-attacked
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std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
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meleeAttackable.fill(false);
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auto enemyReachability = getCbc()->getReachability(enemy);
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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if(enemyReachability.isReachable(i))
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{
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meleeAttackable[i] = true;
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for(auto n : BattleHex(i).neighbouringTiles())
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meleeAttackable[n] = true;
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}
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}
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//Gather possible assaults
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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if(getCbc()->battleCanShoot(enemy, i))
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threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
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else if(meleeAttackable[i])
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{
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BattleAttackInfo bai(enemy, endangered, false);
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bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
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threatMap[i].push_back(BattleAttackInfo(bai));
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}
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}
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}
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
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{
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auto dmg = getCbc()->calculateDmgRange(bai);
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return (dmg.first + dmg.second)/2;
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});
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}
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}
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*/ // These lines may be usefull but they are't used in the code.
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