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