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; }