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a4c0ad94b1
Some are outdated and this is something IDE are useful for.
72 lines
2.0 KiB
C++
72 lines
2.0 KiB
C++
/*
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* PotentialTargets.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 "PotentialTargets.h"
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PotentialTargets::PotentialTargets(const CStack * attacker, const HypotheticChangesToBattleState & state)
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{
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auto dists = getCbc()->battleGetDistances(attacker);
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auto avHexes = getCbc()->battleGetAvailableHexes(attacker, false);
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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->side == attacker->side)
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continue;
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auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
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{
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auto bai = BattleAttackInfo(attacker, enemy, shooting);
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bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker);
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bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender);
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if(hex.isValid())
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{
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assert(dists[hex] <= attacker->Speed());
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bai.chargedFields = dists[hex];
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}
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return AttackPossibility::evaluate(bai, state, hex);
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};
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if(getCbc()->battleCanShoot(attacker, enemy->position))
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{
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possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
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}
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else
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{
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for(BattleHex hex : avHexes)
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if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
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possibleAttacks.push_back(GenerateAttackInfo(false, hex));
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if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
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unreachableEnemies.push_back(enemy);
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}
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}
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}
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int PotentialTargets::bestActionValue() const
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{
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if(possibleAttacks.empty())
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return 0;
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return bestAction().attackValue();
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}
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AttackPossibility PotentialTargets::bestAction() const
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{
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if(possibleAttacks.empty())
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throw std::runtime_error("No best action, since we don't have any actions");
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return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
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}
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