ArmyFormation.cpp 2.0 KB

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  1. /*
  2. * ArmyFormation.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "ArmyFormation.h"
  12. #include "../../../lib/mapObjects/CGTownInstance.h"
  13. namespace NKAI
  14. {
  15. void ArmyFormation::rearrangeArmyForWhirlpool(const CGHeroInstance * hero)
  16. {
  17. addSingleCreatureStacks(hero);
  18. }
  19. void ArmyFormation::addSingleCreatureStacks(const CGHeroInstance * hero)
  20. {
  21. auto freeSlots = hero->getFreeSlotsQueue();
  22. while(!freeSlots.empty())
  23. {
  24. TSlots::const_iterator weakestCreature = vstd::minElementByFun(hero->Slots(), [](const auto & slot) -> int
  25. {
  26. return slot.second->getCount() == 1
  27. ? std::numeric_limits<int>::max()
  28. : slot.second->getCreatureID().toCreature()->getAIValue();
  29. });
  30. if(weakestCreature == hero->Slots().end() || weakestCreature->second->getCount() == 1)
  31. {
  32. break;
  33. }
  34. cb->splitStack(hero, hero, weakestCreature->first, freeSlots.front(), 1);
  35. freeSlots.pop();
  36. }
  37. }
  38. void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
  39. {
  40. addSingleCreatureStacks(attacker);
  41. if(town->fortLevel() > CGTownInstance::FORT)
  42. {
  43. std::vector<const CStackInstance *> stacks;
  44. for(const auto & slot : attacker->Slots())
  45. stacks.push_back(slot.second.get());
  46. boost::sort(
  47. stacks,
  48. [](const CStackInstance * slot1, const CStackInstance * slot2) -> bool
  49. {
  50. auto cre1 = slot1->getCreatureID().toCreature();
  51. auto cre2 = slot2->getCreatureID().toCreature();
  52. auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
  53. if(flying != 0) return flying < 0;
  54. else return cre1->getAIValue() < cre2->getAIValue();
  55. });
  56. for(int i = 0; i < stacks.size(); i++)
  57. {
  58. auto pos = stacks[i]->getArmy()->findStack(stacks[i]);
  59. if(pos.getNum() != i)
  60. cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
  61. }
  62. }
  63. }
  64. }