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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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uint64_t averageDmg(const DamageRange & range)
{
return (range.min + range.max) / 2;
}
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
: from(from), dest(dest), attack(attack)
{
}
int64_t AttackPossibility::damageDiff() const
{
return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
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}
int64_t AttackPossibility::attackValue() const
{
return damageDiff();
}
/// <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>
int64_t AttackPossibility::calculateDamageReduce(
const battle::Unit * attacker,
const battle::Unit * defender,
uint64_t damageDealt,
const CBattleInfoCallback & cb)
{
const float HEALTH_BOUNTY = 0.5;
const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
vstd::amin(damageDealt, defender->getAvailableHealth());
// FIXME: provide distance info for Jousting bonus
auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attacker, 0);
auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
auto damagePerEnemy = enemyDamage / (double)defender->getCount();
return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth()));
}
int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
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{
int64_t res = 0;
if(attackInfo.shooting)
return 0;
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(!state.battleCanShoot(st))
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continue;
// 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);
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int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
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res += gain;
}
return res;
}
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & 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()(Bonus::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 = defender->getHexes();
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*> units;
if (attackInfo.shooting)
units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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else
units = state.getAttackedBattleUnits(attacker, defHex, false, hex);
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// ensure the defender is also affected
bool addDefender = true;
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for(auto unit : units)
{
if (unit->unitId() == defender->unitId())
{
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addDefender = false;
break;
}
}
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if(addDefender)
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units.push_back(defender);
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for(auto u : units)
{
if(!ap.attackerState->alive())
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break;
auto defenderState = u->acquireState();
ap.affectedUnits.push_back(defenderState);
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for(int i = 0; i < totalAttacks; i++)
{
int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
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DamageEstimation retaliation;
auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
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vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
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damageDealt = averageDmg(attackDmg.damage);
defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
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ap.attackerState->afterAttack(attackInfo.shooting, false);
//FIXME: use ranged retaliation
damageReceived = 0;
attackerDamageReduce = 0;
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
{
damageReceived = averageDmg(retaliation.damage);
attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
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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)))
{
//FIXME: handle RANGED_RETALIATION ?
ap.attackerDamageReduce += attackerDamageReduce;
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}
ap.attackerState->damage(damageReceived);
defenderState->damage(damageDealt);
if (!ap.attackerState->alive() || !defenderState->alive())
break;
}
}
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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, 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;
}