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vcmi/AI/BattleAI/AttackPossibility.cpp

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/*
* AttackPossibility.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 "AttackPossibility.h"
#include "../../lib/CStack.h" // TODO: remove
// Eventually only IBattleInfoCallback and battle::Unit should be used,
// CUnitState should be private and CStack should be removed completely
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#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/spells/ObstacleCasterProxy.h"
#include "../../lib/battle/CObstacleInstance.h"
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uint64_t averageDmg(const DamageRange & range)
{
return (range.min + range.max) / 2;
}
void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
{
auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
}
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void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
{
for(const auto & obst : hb->battleGetAllObstacles(side))
{
auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
if(!spellObstacle || !obst->triggersEffects())
continue;
auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
if(!triggerIsNegative)
continue;
std::unique_ptr<spells::BattleCast> cast = nullptr;
std::unique_ptr<spells::ObstacleCasterProxy> caster = nullptr;
if(spellObstacle->obstacleType == SpellCreatedObstacle::EObstacleType::SPELL_CREATED)
{
const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
caster = std::make_unique<spells::ObstacleCasterProxy>(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
cast = std::make_unique<spells::BattleCast>(spells::BattleCast(hb.get(), caster.get(), spells::Mode::PASSIVE, obst->getTrigger().toSpell()));
}
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auto affectedHexes = obst->getAffectedTiles();
auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
return u->alive() && !u->isTurret() && u->getPosition().isValid();
});
auto inner = std::make_shared<HypotheticBattle>(hb->env, hb);
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for(auto stack : stacks)
{
auto updated = inner->getForUpdate(stack->unitId());
spells::Target target;
target.push_back(spells::Destination(updated.get()));
if(cast)
cast->castEval(inner->getServerCallback(), target);
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auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
for(auto hex : affectedHexes)
{
obstacleDamage[hex][stack->unitId()] = damageDealt;
}
}
}
}
void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
{
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if(parent == nullptr)
{
buildObstacleDamageCache(hb, side);
}
auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
{
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return u->isValidTarget();
});
std::vector<const battle::Unit *> ourUnits;
std::vector<const battle::Unit *> enemyUnits;
for(auto stack : stacks)
{
if(stack->unitSide() == side)
ourUnits.push_back(stack);
else
enemyUnits.push_back(stack);
}
for(auto ourUnit : ourUnits)
{
if(!ourUnit->alive())
continue;
for(auto enemyUnit : enemyUnits)
{
if(enemyUnit->alive())
{
cacheDamage(ourUnit, enemyUnit, hb);
cacheDamage(enemyUnit, ourUnit, hb);
}
}
}
}
int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
{
bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
if (!wasComputedBefore)
cacheDamage(attacker, defender, hb);
return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
}
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int64_t DamageCache::getObstacleDamage(BattleHex hex, const battle::Unit * defender)
{
if(parent)
return parent->getObstacleDamage(hex, defender);
auto damages = obstacleDamage.find(hex);
if(damages == obstacleDamage.end())
return 0;
auto damage = damages->second.find(defender->unitId());
return damage == damages->second.end()
? 0
: damage->second;
}
int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
{
if(parent)
{
auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
if(attackerDamageMap != parent->damageCache.end())
{
auto targetDamage = attackerDamageMap->second.find(defender->unitId());
if(targetDamage != attackerDamageMap->second.end())
{
return static_cast<int64_t>(targetDamage->second * attacker->getCount());
}
}
}
return getDamage(attacker, defender, hb);
}
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
: from(from), dest(dest), attack(attack)
{
this->attack.attackerPos = from;
this->attack.defenderPos = dest;
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}
float AttackPossibility::damageDiff() const
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{
return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
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}
float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
{
return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
- negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
}
float AttackPossibility::attackValue() const
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{
return damageDiff();
}
float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
{
float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
float base = 0.666666f;
// reduce from max to 0 must be 1.
// 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
// ********** 2 * base - ratioStart *********
// * *
// * height = ratioStart - ratioEnd *
// * *
// ******************** 2 * base - ratioEnd ******
// S = (a + b) * h / 2
return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
}
/// <summary>
/// How enemy damage will be reduced by this attack
/// Half bounty for kill, half for making damage equal to enemy health
/// Bounty - the killed creature average damage calculated against attacker
/// </summary>
float AttackPossibility::calculateDamageReduce(
const battle::Unit * attacker,
const battle::Unit * defender,
uint64_t damageDealt,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> state)
{
const float HEALTH_BOUNTY = 0.5;
const float KILL_BOUNTY = 0.5;
// FIXME: provide distance info for Jousting bonus
auto attackerUnitForMeasurement = attacker;
if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
{
auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
{
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return u->unitSide() != defender->unitSide()
&& !u->isTurret()
&& u->creatureId() != CreatureID::CATAPULT
&& u->creatureId() != CreatureID::BALLISTA
&& u->creatureId() != CreatureID::FIRST_AID_TENT
&& u->getCount();
});
if(ourUnits.empty())
attackerUnitForMeasurement = defender;
else
attackerUnitForMeasurement = ourUnits.front();
}
auto maxHealth = defender->getMaxHealth();
auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
vstd::amin(damageDealt, availableHealth);
auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
auto exceedingDamage = (damageDealt % maxHealth);
float hpValue = (damageDealt / maxHealth);
if(defender->getFirstHPleft() >= exceedingDamage)
{
hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
}
else
{
hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
}
return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
}
int64_t AttackPossibility::evaluateBlockedShootersDmg(
const BattleAttackInfo & attackInfo,
BattleHex hex,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> state)
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{
int64_t res = 0;
if(attackInfo.shooting)
return 0;
std::set<uint32_t> checkedUnits;
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auto attacker = attackInfo.attacker;
auto hexes = attacker->getSurroundingHexes(hex);
for(BattleHex tile : hexes)
{
auto st = state->battleGetUnitByPos(tile, true);
if(!st || !state->battleMatchOwner(st, attacker))
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continue;
if(vstd::contains(checkedUnits, st->unitId()))
continue;
if(!state->battleCanShoot(st))
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continue;
checkedUnits.insert(st->unitId());
// FIXME: provide distance info for Jousting bonus
BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
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rangeAttackInfo.defenderPos = hex;
BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
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meleeAttackInfo.defenderPos = hex;
auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
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int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
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}
return res;
}
AttackPossibility AttackPossibility::evaluate(
const BattleAttackInfo & attackInfo,
BattleHex hex,
DamageCache & damageCache,
std::shared_ptr<CBattleInfoCallback> state)
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{
auto attacker = attackInfo.attacker;
auto defender = attackInfo.defender;
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
std::vector<BattleHex> defenderHex;
if(attackInfo.shooting)
defenderHex.push_back(defender->getPosition());
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else
defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
for(BattleHex defHex : defenderHex)
{
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if(defHex == hex) // should be impossible but check anyway
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continue;
AttackPossibility ap(hex, defHex, attackInfo);
ap.attackerState = attacker->acquireState();
ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
if (!attackInfo.shooting)
ap.attackerState->setPosition(hex);
std::vector<const battle::Unit *> defenderUnits;
std::vector<const battle::Unit *> retaliatedUnits = {attacker};
std::vector<const battle::Unit *> affectedUnits;
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if (attackInfo.shooting)
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defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
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else
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{
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defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
// attacker can not melle-attack itself but still can hit that place where it was before moving
vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
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{
retaliatedUnits.push_back(attacker);
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}
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auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
if(obstacleDamage > 0)
{
ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
ap.attackerState->damage(obstacleDamage);
}
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}
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// ensure the defender is also affected
if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
{
defenderUnits.push_back(defender);
}
affectedUnits = defenderUnits;
vstd::concatenate(affectedUnits, retaliatedUnits);
logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex.hex, defHex.hex);
std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
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for(auto u : affectedUnits)
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{
if(u->unitId() == attacker->unitId())
continue;
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auto defenderState = u->acquireState();
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ap.affectedUnits.push_back(defenderState);
defenderStates[u->unitId()] = defenderState;
}
for(int i = 0; i < totalAttacks; i++)
{
if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
break;
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for(auto u : defenderUnits)
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{
auto defenderState = defenderStates.at(u->unitId());
int64_t damageDealt;
float defenderDamageReduce;
float attackerDamageReduce;
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DamageEstimation retaliation;
auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
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damageDealt = averageDmg(attackDmg.damage);
vstd::amin(damageDealt, defenderState->getAvailableHealth());
defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
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ap.attackerState->afterAttack(attackInfo.shooting, false);
//FIXME: use ranged retaliation
attackerDamageReduce = 0;
if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
for(auto retaliated : retaliatedUnits)
{
if(retaliated->unitId() == attacker->unitId())
{
int64_t damageReceived = averageDmg(retaliation.damage);
vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
ap.attackerState->damage(damageReceived);
}
else
{
auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
int64_t damageReceived = averageDmg(retaliationCollateral.damage);
vstd::amin(damageReceived, retaliated->getAvailableHealth());
if(defender->unitSide() == retaliated->unitSide())
defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
else
ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
defenderStates.at(retaliated->unitId())->damage(damageReceived);
}
}
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defenderState->afterAttack(attackInfo.shooting, true);
}
bool isEnemy = state->battleMatchOwner(attacker, u);
// this includes enemy units as well as attacker units under enemy's mind control
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if(isEnemy)
ap.defenderDamageReduce += defenderDamageReduce;
// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
if(attackerSide == u->unitSide())
ap.collateralDamageReduce += defenderDamageReduce;
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if(u->unitId() == defender->unitId()
|| (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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{
//FIXME: handle RANGED_RETALIATION ?
ap.attackerDamageReduce += attackerDamageReduce;
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}
defenderState->damage(damageDealt);
if(u->unitId() == defender->unitId())
{
ap.defenderDead = !defenderState->alive();
}
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}
}
#if BATTLE_TRACE_LEVEL>=2
logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
attackInfo.attacker->unitType()->getJsonKey(),
attackInfo.defender->unitType()->getJsonKey(),
(int)ap.dest, (int)ap.from, (int)ap.affectedUnits.size(),
ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
#endif
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if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
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bestAp = ap;
}
// check how much damage we gain from blocking enemy shooters on this hex
bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
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#if BATTLE_TRACE_LEVEL>=1
logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
attackInfo.attacker->unitType()->getJsonKey(),
attackInfo.defender->unitType()->getJsonKey(),
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
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#endif
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//TODO other damage related to attack (eg. fire shield and other abilities)
return bestAp;
}