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- #include "StdInc.h"
- #include "../../lib/AI_Base.h"
- #include "BattleAI.h"
- #include "../../lib/BattleState.h"
- #include "../../CCallback.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/VCMI_Lib.h"
- using boost::optional;
- static std::shared_ptr<CBattleCallback> cbc;
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- struct Priorities
- {
- double manaValue;
- double generalResourceValueModifier;
- std::vector<double> resourceTypeBaseValues;
- std::function<double(const CStack *)> stackEvaluator;
- Priorities()
- {
- manaValue = 0.;
- generalResourceValueModifier = 1.;
- range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
- stackEvaluator = [](const CStack*){ return 1.0; };
- }
- };
- Priorities *priorities = nullptr;
- namespace {
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
- {
- int ret = 1000000;
- for(BattleHex n : hex.neighbouringTiles())
- {
- if(dists[n] >= 0 && dists[n] < ret)
- {
- ret = dists[n];
- if(chosenHex)
- *chosenHex = n;
- }
- }
- return ret;
- }
- bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
- {
- return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
- }
- }
- 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;
- }
- CBattleAI::CBattleAI(void)
- : side(-1)
- {
- print("created");
- }
- CBattleAI::~CBattleAI(void)
- {
- print("destroyed");
- if(cb)
- {
- //Restore previous state of CB - it may be shared with the main AI (like VCAI)
- cb->waitTillRealize = wasWaitingForRealize;
- cb->unlockGsWhenWaiting = wasUnlockingGs;
- }
- }
- void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
- {
- print("init called, saving ptr to IBattleCallback");
- cbc = cb = CB;
- playerID = *CB->getPlayerID();; //TODO should be sth in callback
- wasWaitingForRealize = cb->waitTillRealize;
- wasUnlockingGs = CB->unlockGsWhenWaiting;
- CB->waitTillRealize = true;
- CB->unlockGsWhenWaiting = false;
- }
- static bool thereRemainsEnemy()
- {
- return !cbc->battleIsFinished();
- }
- BattleAction CBattleAI::activeStack( const CStack * stack )
- {
- LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
- cbc = cb; //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
- try
- {
- print("activeStack called for " + stack->nodeName());
- if(stack->type->idNumber == CreatureID::CATAPULT)
- return useCatapult(stack);
- if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
- {
- auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
- std::map<int, const CStack*> woundHpToStack;
- for(auto stack : healingTargets)
- if(auto woundHp = stack->MaxHealth() - stack->firstHPleft)
- woundHpToStack[woundHp] = stack;
- if(woundHpToStack.empty())
- return BattleAction::makeDefend(stack);
- else
- return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
- }
- if(cb->battleCanCastSpell())
- attemptCastingSpell();
- if(!thereRemainsEnemy())
- return BattleAction();
- if(auto action = considerFleeingOrSurrendering())
- return *action;
- if(cb->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY).empty())
- {
- //We apparently won battle by casting spell, return defend... (accessing cb may cause trouble)
- return BattleAction::makeDefend(stack);
- }
- PotentialTargets targets(stack);
- if(targets.possibleAttacks.size())
- {
- auto hlp = targets.bestAction();
- if(hlp.attack.shooting)
- return BattleAction::makeShotAttack(stack, hlp.enemy);
- else
- return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
- }
- else
- {
- if(stack->waited())
- {
- ThreatMap threatsToUs(stack);
- auto dists = cbc->battleGetDistances(stack);
- const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
- if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
- {
- return goTowards(stack, ei.s->position);
- }
- }
- else
- {
- return BattleAction::makeWait(stack);
- }
- }
- }
- catch(std::exception &e)
- {
- logAi->errorStream() << "Exception occurred in " << __FUNCTION__ << " " << e.what();
- }
- return BattleAction::makeDefend(stack);
- }
- void CBattleAI::actionFinished(const BattleAction &action)
- {
- print("actionFinished called");
- }
- void CBattleAI::actionStarted(const BattleAction &action)
- {
- print("actionStarted called");
- }
- void CBattleAI::battleAttack(const BattleAttack *ba)
- {
- print("battleAttack called");
- }
- void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
- {
- print("battleStacksAttacked called");
- }
- void CBattleAI::battleEnd(const BattleResult *br)
- {
- print("battleEnd called");
- }
- void CBattleAI::battleNewRoundFirst(int round)
- {
- print("battleNewRoundFirst called");
- }
- void CBattleAI::battleNewRound(int round)
- {
- print("battleNewRound called");
- }
- void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
- {
- print("battleStackMoved called");;
- }
- void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
- {
- print("battleSpellCast called");
- }
- void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- print("battleStacksEffectsSet called");
- }
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
- {
- print("battleStart called");
- side = Side;
- }
- void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
- {
- print("battleStacksHealedRes called");
- }
- void CBattleAI::battleNewStackAppeared(const CStack * stack)
- {
- print("battleNewStackAppeared called");
- }
- void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
- {
- print("battleObstaclesRemoved called");
- }
- void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
- {
- print("battleCatapultAttacked called");
- }
- void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
- {
- print("battleStacksRemoved called");
- }
- void CBattleAI::print(const std::string &text) const
- {
- logAi->traceStream() << "CBattleAI [" << this <<"]: " << text;
- }
- BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
- {
- assert(destination.isValid());
- auto avHexes = cb->battleGetAvailableHexes(stack, false);
- auto reachability = cb->getReachability(stack);
- if(vstd::contains(avHexes, destination))
- return BattleAction::makeMove(stack, destination);
- auto destNeighbours = destination.neighbouringTiles();
- if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
- {
- logAi->warnStream() << "Warning: already standing on neighbouring tile!";
- //We shouldn't even be here...
- return BattleAction::makeDefend(stack);
- }
- vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
- if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
- {
- print("goTowards: Stack cannot move! That's " + stack->nodeName());
- return BattleAction::makeDefend(stack);
- }
- if(stack->hasBonusOfType(Bonus::FLYING))
- {
- // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
- // We just check all available hexes and pick the one closest to the target.
- auto distToDestNeighbour = [&](BattleHex hex) -> int
- {
- auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
- {
- return BattleHex::getDistance(a, hex);
- });
- return BattleHex::getDistance(*nearestNeighbourToHex, hex);
- };
- auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
- return BattleAction::makeMove(stack, *nearestAvailableHex);
- }
- else
- {
- BattleHex bestNeighbor = destination;
- if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
- {
- print("goTowards: Cannot reach");
- return BattleAction::makeDefend(stack);
- }
- BattleHex currentDest = bestNeighbor;
- while(1)
- {
- assert(currentDest.isValid());
- if(vstd::contains(avHexes, currentDest))
- return BattleAction::makeMove(stack, currentDest);
- currentDest = reachability.predecessors[currentDest];
- }
- }
- }
- BattleAction CBattleAI::useCatapult(const CStack * stack)
- {
- throw std::runtime_error("The method or operation is not implemented.");
- }
- enum SpellTypes
- {
- OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
- };
- SpellTypes spellType(const CSpell *spell)
- {
- if (spell->isOffensiveSpell())
- return OFFENSIVE_SPELL;
- if (spell->hasEffects())
- return TIMED_EFFECT;
- return OTHER;
- }
- struct PossibleSpellcast
- {
- const CSpell *spell;
- BattleHex dest;
- };
- struct CurrentOffensivePotential
- {
- std::map<const CStack *, PotentialTargets> ourAttacks;
- std::map<const CStack *, PotentialTargets> enemyAttacks;
- CurrentOffensivePotential(ui8 side)
- {
- for(auto stack : cbc->battleGetStacks())
- {
- if(stack->attackerOwned == !side)
- ourAttacks[stack] = PotentialTargets(stack);
- else
- enemyAttacks[stack] = PotentialTargets(stack);
- }
- }
- int potentialValue()
- {
- int ourPotential = 0, enemyPotential = 0;
- for(auto &p : ourAttacks)
- ourPotential += p.second.bestAction().attackValue();
- for(auto &p : enemyAttacks)
- enemyPotential += p.second.bestAction().attackValue();
- return ourPotential - enemyPotential;
- }
- };
- //
- // //set has its own order, so remove_if won't work. TODO - reuse for map
- // template<typename Elem, typename Predicate>
- // void erase_if(std::set<Elem> &setContainer, Predicate pred)
- // {
- // auto itr = setContainer.begin();
- // auto endItr = setContainer.end();
- // while(itr != endItr)
- // {
- // auto tmpItr = itr++;
- // if(pred(*tmpItr))
- // setContainer.erase(tmpItr);
- // }
- // }
- void CBattleAI::attemptCastingSpell()
- {
- LOGL("Casting spells sounds like fun. Let's see...");
- auto hero = cb->battleGetMyHero();
- //auto known = cb->battleGetFightingHero(side);
- //Get all spells we can cast
- std::vector<const CSpell*> possibleSpells;
- vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
- {
- auto problem = cbc->battleCanCastThisSpell(s);
- return problem == ESpellCastProblem::OK;
- });
- LOGFL("I can cast %d spells.", possibleSpells.size());
- vstd::erase_if(possibleSpells, [](const CSpell *s)
- {return spellType(s) == OTHER; });
- LOGFL("I know about workings of %d of them.", possibleSpells.size());
- //Get possible spell-target pairs
- std::vector<PossibleSpellcast> possibleCasts;
- for(auto spell : possibleSpells)
- {
- for(auto hex : getTargetsToConsider(spell))
- {
- PossibleSpellcast ps = {spell, hex};
- possibleCasts.push_back(ps);
- }
- }
- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
- if(possibleCasts.empty())
- return;
- std::map<const CStack*, int> valueOfStack;
- for(auto stack : cb->battleGetStacks())
- {
- PotentialTargets pt(stack);
- valueOfStack[stack] = pt.bestActionValue();
- }
- auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
- {
- const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
- const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
- switch(spellType(ps.spell))
- {
- case OFFENSIVE_SPELL:
- {
- int damageDealt = 0, damageReceived = 0;
-
- auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, playerID, skillLevel, ps.dest, hero);
- if(stacksSuffering.empty())
- return -1;
- for(auto stack : stacksSuffering)
- {
- const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
- if(stack->owner == playerID)
- damageReceived += dmg;
- else
- damageDealt += dmg;
- }
- const int damageDiff = damageDealt - damageReceived;
- LOGFL("Casting %s on hex %d would deal %d damage points among %d stacks.",
- ps.spell->name % ps.dest % damageDiff % stacksSuffering.size());
- //TODO tactic effect too
- return damageDiff;
- }
- case TIMED_EFFECT:
- {
- StackWithBonuses swb;
- swb.stack = cb->battleGetStackByPos(ps.dest);
- if(!swb.stack)
- return -1;
- Bonus pseudoBonus;
- pseudoBonus.sid = ps.spell->id;
- pseudoBonus.val = skillLevel;
- pseudoBonus.turnsRemain = 1; //TODO
- CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
- HypotheticChangesToBattleState state;
- state.bonusesOfStacks[swb.stack] = &swb;
- PotentialTargets pt(swb.stack, state);
- auto newValue = pt.bestActionValue();
- auto oldValue = valueOfStack[swb.stack];
- auto gain = newValue - oldValue;
- if(swb.stack->owner != playerID) //enemy
- gain = -gain;
- LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
- ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
- return gain;
- }
- default:
- assert(0);
- return 0;
- }
- };
- auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
- LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
- BattleAction spellcast;
- spellcast.actionType = Battle::HERO_SPELL;
- spellcast.additionalInfo = castToPerform.spell->id;
- spellcast.destinationTile = castToPerform.dest;
- spellcast.side = side;
- spellcast.stackNumber = (!side) ? -1 : -2;
- cb->battleMakeAction(&spellcast);
- }
- std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) const
- {
- if(spell->getTargetType() == CSpell::NO_TARGET)
- {
- //Spell can be cast anywhere, all hexes are potentially considerable.
- std::vector<BattleHex> ret;
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- if(BattleHex(i).isAvailable())
- ret.push_back(i);
- return ret;
- }
- else
- {
- //TODO when massive effect -> doesn't matter where cast
- return cbc->battleGetPossibleTargets(playerID, spell);
- }
- }
- boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
- {
- if(cb->battleCanSurrender(playerID))
- {
- }
- if(cb->battleCanFlee())
- {
- }
- return boost::none;
- }
- ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
- {
- sufferedDamage.fill(0);
- for(const CStack *enemy : cbc->battleGetStacks())
- {
- //Consider only stacks of different owner
- if(enemy->attackerOwned == endangered->attackerOwned)
- continue;
- //Look-up which tiles can be melee-attacked
- std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
- meleeAttackable.fill(false);
- auto enemyReachability = cbc->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(cbc->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 = cbc->calculateDmgRange(bai);
- return (dmg.first + dmg.second)/2;
- });
- }
- }
- const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
- {
- TBonusListPtr ret = std::make_shared<BonusList>();
- const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
- range::copy(*originalList, std::back_inserter(*ret));
- for(auto &bonus : bonusesToAdd)
- {
- if(selector(&bonus) && (!limit || !limit(&bonus)))
- ret->push_back(&bonus);
- }
- //TODO limiters?
- return ret;
- }
- 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->counterAttacksRemaining());
- 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 = cbc->battleEstimateDamage(curBai, &retaliation);
- ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
- ap.damageReceived = (retaliation.first + retaliation.second) / 2;
- if(remainingCounterAttacks <= i || counterAttacksBlocked)
- ap.damageReceived = 0;
- curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
- curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
- if(!curBai.attackerCount)
- 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)
- //Limit damages by total stack health
- vstd::amin(ap.damageDealt, enemy->count * enemy->MaxHealth() - (enemy->MaxHealth() - enemy->firstHPleft));
- vstd::amin(ap.damageReceived, attacker->count * attacker->MaxHealth() - (attacker->MaxHealth() - attacker->firstHPleft));
- return ap;
- }
- PotentialTargets::PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state /*= HypotheticChangesToBattleState()*/)
- {
- auto dists = cbc->battleGetDistances(attacker);
- auto avHexes = cbc->battleGetAvailableHexes(attacker, false);
- for(const CStack *enemy : cbc->battleGetStacks())
- {
- //Consider only stacks of different owner
- if(enemy->attackerOwned == attacker->attackerOwned)
- continue;
- auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
- {
- auto bai = BattleAttackInfo(attacker, enemy, shooting);
- bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker);
- bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender);
- if(hex.isValid())
- {
- assert(dists[hex] <= attacker->Speed());
- bai.chargedFields = dists[hex];
- }
- return AttackPossibility::evaluate(bai, state, hex);
- };
- if(cbc->battleCanShoot(attacker, enemy->position))
- {
- possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
- }
- else
- {
- for(BattleHex hex : avHexes)
- if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
- possibleAttacks.push_back(GenerateAttackInfo(false, hex));
- if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
- unreachableEnemies.push_back(enemy);
- }
- }
- }
- AttackPossibility PotentialTargets::bestAction() const
- {
- if(possibleAttacks.empty())
- throw std::runtime_error("No best action, since we don't have any actions");
- return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
- }
- int PotentialTargets::bestActionValue() const
- {
- if(possibleAttacks.empty())
- return 0;
- return bestAction().attackValue();
- }
- void EnemyInfo::calcDmg(const CStack * ourStack)
- {
- TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
- adi = (dmg.first + dmg.second) / 2;
- adr = (retal.first + retal.second) / 2;
- }
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