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- /*
- * ArmyFormation.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 "ArmyFormation.h"
- #include "../../../lib/mapObjects/CGTownInstance.h"
- namespace NKAI
- {
- void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
- {
- auto freeSlots = attacker->getFreeSlotsQueue();
- while(!freeSlots.empty())
- {
- auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
- {
- return slot.second->getCount() == 1
- ? std::numeric_limits<int>::max()
- : slot.second->getCreatureID().toCreature()->getAIValue();
- });
- if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
- {
- break;
- }
- cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
- freeSlots.pop();
- }
- if(town->fortLevel() > CGTownInstance::FORT)
- {
- std::vector<CStackInstance *> stacks;
- for(auto slot : attacker->Slots())
- stacks.push_back(slot.second);
- boost::sort(
- stacks,
- [](CStackInstance * slot1, CStackInstance * slot2) -> bool
- {
- auto cre1 = slot1->getCreatureID().toCreature();
- auto cre2 = slot2->getCreatureID().toCreature();
- auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
-
- if(flying != 0) return flying < 0;
- else return cre1->getAIValue() < cre2->getAIValue();
- });
- for(int i = 0; i < stacks.size(); i++)
- {
- auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
- if(pos.getNum() != i)
- cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
- }
- }
- }
- }
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