ShipBattle::Hits ShipBattle::GetHitsToDestroy(const Group& group, Dice& dice, int toHit) const { const auto shipIndices = GetShipIndicesWeakestFirst(group); Hits hits; for (int shipIndex : shipIndices) { int lives = group.lifeCounts[shipIndex]; Dice used = dice.Remove(lives, toHit); if (used.empty()) break; // Can't destroy any more ships in this group. // We can destroy this ship. int damage = used.GetDamage(); if (damage > lives) // Don't want to waste damage. Can we destroy a healthier ship? { for (int shipIndex2 : shipIndices) if (group.lifeCounts[shipIndex2] == damage) { // We can destroy this one with no waste. shipIndex = shipIndex2; lives = damage; break; } } hits.push_back(Hit(group.shipType, shipIndex, used)); } return hits; }
ShipBattle::Hits ShipBattle::AutoAssignHits(const Dice& dice, const Game& game) const { Hits hits; Dice remainingDice = dice; std::map<int, std::set<int>> destroyedShips; // group index, ship indices. // Try to destroy ships (biggest type and most damaged ship first.) std::vector<int> groupIndices = GetTargetGroupIndicesBiggestFirst(); for (int groupIndex : groupIndices) { if (remainingDice.empty()) break; const Group& group = m_groups[groupIndex]; int toHit = GetToHitRoll(group.shipType, game); Hits groupHits = GetHitsToDestroy(group, remainingDice, toHit); hits.insert(hits.begin(), groupHits.begin(), groupHits.end()); // Remember destroyed ships so we don't try to damage them. for (auto& hit : groupHits) destroyedShips[groupIndex].insert(hit.shipIndex); } // Try to damage remaining ships. Only need to consider the weakest ship of each group. for (int groupIndex : groupIndices) { if (remainingDice.empty()) break; const Group& group = m_groups[groupIndex]; const auto shipIndices = GetShipIndicesWeakestFirst(group); // Check if the whole group has been destroyed. // We can't just check if shipIndices is empty, because the damamge hasn't been applied yet. if (destroyedShips[groupIndex].size() == shipIndices.size()) continue; int toHit = GetToHitRoll(group.shipType, game); for (int shipIndex : shipIndices) { if (destroyedShips[groupIndex].count(shipIndex) == 0) // Still alive. { Dice used = remainingDice.RemoveAll(toHit); if (!used.empty()) hits.push_back(Hit(group.shipType, shipIndex, used)); break; // No point checking healthier ships. } } } return hits; }
void Cluster::merge(Cluster* anotherCluster){ //Merge the hits Hits::iterator i = hits.end(); Hits a; a.push_back(Hit(0,0,0,0)); anotherCluster->get_hits()->splice(i,hits); //Reset cluster properties checkIsAtEdge = false; size = 0; width = 0; length = 0; tot = 0; centreOfCharge.first = -1; centreOfCharge.second = -1; nMissingHits = -1; }