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vcmi/AI/BattleAI/BattleExchangeVariant.cpp

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/*
* BattleAI.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 "BattleExchangeVariant.h"
#include "../../lib/CStack.h"
AttackerValue::AttackerValue()
: value(0),
isRetalitated(false)
{
}
MoveTarget::MoveTarget()
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE), scorePerTurn(EvaluationResult::INEFFECTIVE_SCORE)
{
turnsToRich = 1;
}
float BattleExchangeVariant::trackAttack(
const AttackPossibility & ap,
std::shared_ptr<HypotheticBattle> hb,
DamageCache & damageCache)
{
auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
float attackValue = 0;
auto affectedUnits = ap.affectedUnits;
affectedUnits.push_back(ap.attackerState);
for(auto affectedUnit : affectedUnits)
{
auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
if(unitToUpdate->unitSide() == attacker->unitSide())
{
if(unitToUpdate->unitId() == attacker->unitId())
{
auto defender = hb->getForUpdate(ap.attack.defender->unitId());
if(!defender->alive() || counterAttacksBlocked || ap.attack.shooting || !defender->ableToRetaliate())
continue;
auto retaliationDamage = damageCache.getDamage(defender.get(), unitToUpdate.get(), hb);
auto attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), unitToUpdate.get(), retaliationDamage, damageCache, hb);
attackValue -= attackerDamageReduce;
dpsScore.ourDamageReduce += attackerDamageReduce;
attackerValue[unitToUpdate->unitId()].isRetalitated = true;
unitToUpdate->damage(retaliationDamage);
defender->afterAttack(false, true);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap retalitation, %s, dps: %2f, score: %2f",
defender->getDescription(),
unitToUpdate->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
retaliationDamage,
attackerDamageReduce);
#endif
}
else
{
auto collateralDamage = damageCache.getDamage(attacker.get(), unitToUpdate.get(), hb);
auto collateralDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), collateralDamage, damageCache, hb);
attackValue -= collateralDamageReduce;
dpsScore.ourDamageReduce += collateralDamageReduce;
unitToUpdate->damage(collateralDamage);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap collateral, %s, dps: %2f, score: %2f",
attacker->getDescription(),
unitToUpdate->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
collateralDamage,
collateralDamageReduce);
#endif
}
}
else
{
int64_t attackDamage = damageCache.getDamage(attacker.get(), unitToUpdate.get(), hb);
float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), attackDamage, damageCache, hb);
attackValue += defenderDamageReduce;
dpsScore.enemyDamageReduce += defenderDamageReduce;
attackerValue[attacker->unitId()].value += defenderDamageReduce;
unitToUpdate->damage(attackDamage);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap attack, %s, dps: %2f, score: %2f",
attacker->getDescription(),
unitToUpdate->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
attackDamage,
defenderDamageReduce);
#endif
}
}
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#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("ap shooters blocking: %lld", ap.shootersBlockedDmg);
#endif
attackValue += ap.shootersBlockedDmg;
dpsScore.enemyDamageReduce += ap.shootersBlockedDmg;
attacker->afterAttack(ap.attack.shooting, false);
return attackValue;
}
float BattleExchangeVariant::trackAttack(
std::shared_ptr<StackWithBonuses> attacker,
std::shared_ptr<StackWithBonuses> defender,
bool shooting,
bool isOurAttack,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb,
bool evaluateOnly)
{
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
float attackerDamageReduce = 0;
if(!evaluateOnly)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, normal attack, %s, dps: %lld, %2f",
attacker->getDescription(),
defender->getDescription(),
shooting ? "shot" : "mellee",
attackDamage,
defenderDamageReduce);
#endif
if(isOurAttack)
{
dpsScore.enemyDamageReduce += defenderDamageReduce;
attackerValue[attacker->unitId()].value += defenderDamageReduce;
}
else
dpsScore.ourDamageReduce += defenderDamageReduce;
defender->damage(attackDamage);
attacker->afterAttack(shooting, false);
}
if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
{
auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, retaliation, dps: %lld, %2f",
defender->getDescription(),
attacker->getDescription(),
retaliationDamage,
attackerDamageReduce);
#endif
if(isOurAttack)
{
dpsScore.ourDamageReduce += attackerDamageReduce;
attackerValue[attacker->unitId()].isRetalitated = true;
}
else
{
dpsScore.enemyDamageReduce += attackerDamageReduce;
attackerValue[defender->unitId()].value += attackerDamageReduce;
}
attacker->damage(retaliationDamage);
defender->afterAttack(false, true);
}
auto score = defenderDamageReduce - attackerDamageReduce;
#if BATTLE_TRACE_LEVEL>=1
if(!score)
{
logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);
}
#endif
return score;
}
float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const
{
return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();
}
EvaluationResult BattleExchangeEvaluator::findBestTarget(
const battle::Unit * activeStack,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
EvaluationResult result(targets.bestAction());
if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
#endif
auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
hbWaited->getForUpdate(activeStack->unitId())->waiting = true;
hbWaited->getForUpdate(activeStack->unitId())->waitedThisTurn = true;
updateReachabilityMap(hbWaited);
for(auto & ap : targets.possibleAttacks)
{
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float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
result.wait = true;
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#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score %2f", result.score);
#endif
}
}
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());
#endif
updateReachabilityMap(hb);
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if(result.bestAttack.attack.shooting
&& !activeStack->waited()
&& hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))
{
if(!canBeHitThisTurn(result.bestAttack))
return result; // lets wait
}
for(auto & ap : targets.possibleAttacks)
{
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float score = evaluateExchange(ap, 0, targets, damageCache, hb);
if(score > result.score || (score == result.score && result.wait))
{
result.score = score;
result.bestAttack = ap;
result.wait = false;
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#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score %2f", result.score);
#endif
}
}
return result;
}
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
const battle::Unit * activeStack,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
MoveTarget result;
BattleExchangeVariant ev;
if(targets.unreachableEnemies.empty())
return result;
auto speed = activeStack->speed();
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if(speed == 0)
return result;
updateReachabilityMap(hb);
auto dists = cb->getReachability(activeStack);
for(const battle::Unit * enemy : targets.unreachableEnemies)
{
std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
{
return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
});
auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
if(distance >= GameConstants::BFIELD_SIZE)
continue;
if(distance <= speed)
continue;
auto turnsToRich = (distance - 1) / speed + 1;
auto hexes = closestStack->getSurroundingHexes();
auto enemySpeed = closestStack->speed();
auto speedRatio = speed / static_cast<float>(enemySpeed);
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auto multiplier = speedRatio > 1 ? 1 : speedRatio;
if(enemy->canShoot())
multiplier *= 1.5f;
for(auto hex : hexes)
{
// FIXME: provide distance info for Jousting bonus
auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
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auto scorePerTurn = BattleScore(score.enemyDamageReduce * std::sqrt(multiplier / turnsToRich), score.ourDamageReduce);
if(result.scorePerTurn < scoreValue(scorePerTurn))
{
result.scorePerTurn = scoreValue(scorePerTurn);
result.score = scoreValue(score);
result.positions = closestStack->getAttackableHexes(activeStack);
result.cachedAttack = attack;
result.turnsToRich = turnsToRich;
}
}
}
return result;
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) const
{
std::queue<const battle::Unit *> queue;
std::vector<const battle::Unit *> checkedStacks;
queue.push(blockerUnit);
while(!queue.empty())
{
auto stack = queue.front();
queue.pop();
checkedStacks.push_back(stack);
auto hexes = stack->getSurroundingHexes();
for(auto hex : hexes)
{
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auto neighbor = cb->battleGetUnitByPos(hex);
if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
{
queue.push(neighbor);
checkedStacks.push_back(neighbor);
}
}
}
return checkedStacks;
}
ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
const AttackPossibility & ap,
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uint8_t turn,
PotentialTargets & targets,
std::shared_ptr<HypotheticBattle> hb)
{
ReachabilityData result;
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auto hexes = ap.attack.defender->getSurroundingHexes();
if(!ap.attack.shooting) hexes.push_back(ap.from);
std::vector<const battle::Unit *> allReachableUnits;
for(auto hex : hexes)
{
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap[hex] : getOneTurnReachableUnits(turn, hex));
}
vstd::removeDuplicates(allReachableUnits);
auto copy = allReachableUnits;
for(auto unit : copy)
{
for(auto adjacentUnit : getAdjacentUnits(unit))
{
auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
&& !vstd::contains(allReachableUnits, unitWithBonuses))
{
allReachableUnits.push_back(unitWithBonuses);
}
}
}
vstd::removeDuplicates(allReachableUnits);
if(!vstd::contains(allReachableUnits, ap.attack.attacker))
{
allReachableUnits.push_back(ap.attack.attacker);
}
if(allReachableUnits.size() < 2)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
#endif
return result;
}
for(auto unit : allReachableUnits)
{
auto accessible = !unit->canShoot();
if(!accessible)
{
for(auto hex : unit->getSurroundingHexes())
{
if(ap.attack.defender->coversPos(hex))
{
accessible = true;
}
}
}
if(accessible)
result.melleeAccessible.push_back(unit);
else
result.shooters.push_back(unit);
}
for(int turn = 0; turn < turnOrder.size(); turn++)
{
for(auto unit : turnOrder[turn])
{
if(vstd::contains(allReachableUnits, unit))
result.units.push_back(unit);
}
}
vstd::erase_if(result.units, [&](const battle::Unit * u) -> bool
{
return !hb->battleGetUnitByID(u->unitId())->alive();
});
return result;
}
float BattleExchangeEvaluator::evaluateExchange(
const AttackPossibility & ap,
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uint8_t turn,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
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BattleScore score = calculateExchange(ap, turn, targets, damageCache, hb);
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace(
"calculateExchange score +%2f -%2fx%2f = %2f",
score.enemyDamageReduce,
score.ourDamageReduce,
getNegativeEffectMultiplier(),
scoreValue(score));
#endif
return scoreValue(score);
}
BattleScore BattleExchangeEvaluator::calculateExchange(
const AttackPossibility & ap,
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uint8_t turn,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
#endif
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if(cb->battleGetMySide() == BattlePerspective::LEFT_SIDE
&& cb->battleGetGateState() == EGateState::BLOCKED
&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
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{
return BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
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}
std::vector<const battle::Unit *> ourStacks;
std::vector<const battle::Unit *> enemyStacks;
if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
enemyStacks.push_back(ap.attack.defender);
ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb);
if(exchangeUnits.units.empty())
{
return BattleScore();
}
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
BattleExchangeVariant v;
for(auto unit : exchangeUnits.units)
{
if(unit->isTurret())
continue;
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto u = exchangeBattle->getForUpdate(unit->unitId());
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if(u->alive() && !vstd::contains(attackerQueue, unit))
{
attackerQueue.push_back(unit);
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#if BATTLE_TRACE_LEVEL
logAi->trace("Exchanging: %s", u->getDescription());
#endif
}
}
auto melleeAttackers = ourStacks;
vstd::removeDuplicates(melleeAttackers);
vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
{
return cb->battleCanShoot(u);
});
bool canUseAp = true;
for(auto activeUnit : exchangeUnits.units)
{
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
if(!attacker->alive())
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace( "Attacker is dead");
#endif
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
{
auto estimateAttack = [&](const battle::Unit * u) -> float
{
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
auto score = v.trackAttack(
attacker,
stackWithBonuses,
exchangeBattle->battleCanShoot(stackWithBonuses.get()),
isOur,
damageCache,
hb,
true);
#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
#endif
return score;
};
auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
{
return vstd::contains(exchangeUnits.shooters, u);
});
if(!unitsInOppositeQueueExceptInaccessible.empty())
{
targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
}
else
{
auto reachable = exchangeBattle->battleGetUnitsIf([&](const battle::Unit * u) -> bool
{
if(u->unitSide() == attacker->unitSide())
return false;
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
return false;
return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
{
return attacker->unitId() == other->unitId();
});
});
if(!reachable.empty())
{
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
}
else
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle queue is empty and no reachable enemy.");
#endif
continue;
}
}
}
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
auto shooting = exchangeBattle->battleCanShoot(attacker.get());
const int totalAttacks = attacker->getTotalAttacks(shooting);
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
&& targetUnit->unitId() == ap.attack.defender->unitId())
{
v.trackAttack(ap, exchangeBattle, damageCache);
}
else
{
for(int i = 0; i < totalAttacks; i++)
{
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
if(!attacker->alive() || !defender->alive())
break;
}
}
canUseAp = false;
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
}
// avoid blocking path for stronger stack by weaker stack
// the method checks if all stacks can be placed around enemy
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std::map<BattleHex, battle::Units> reachabilityMap;
auto hexes = ap.attack.defender->getSurroundingHexes();
for(auto hex : hexes)
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
if(!ap.attack.shooting)
{
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Exchange score: enemy: %2f, our -%2f", v.getScore().enemyDamageReduce, v.getScore().ourDamageReduce);
#endif
return v.getScore();
}
void BattleExchangeVariant::adjustPositions(
std::vector<const battle::Unit*> attackers,
const AttackPossibility & ap,
std::map<BattleHex, battle::Units> & reachabilityMap)
{
auto hexes = ap.attack.defender->getSurroundingHexes();
boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
{
if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
return true;
if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
return false;
return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
});
vstd::erase_if_present(hexes, ap.from);
vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
float notRealizedDamage = 0;
for(auto unit : attackers)
{
if(unit->unitId() == ap.attack.attacker->unitId())
continue;
if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
{
return vstd::contains(reachabilityMap[h], unit);
}))
{
notRealizedDamage += attackerValue[unit->unitId()].value;
continue;
}
auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> float
{
auto score = vstd::contains(reachabilityMap[h], unit)
? reachabilityMap[h].size()
: 0;
if(unit->doubleWide())
{
auto backHex = unit->occupiedHex(h);
if(vstd::contains(hexes, backHex))
score += reachabilityMap[backHex].size();
}
return score;
});
hexes.erase(desiredPosition);
}
if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
{
dpsScore = BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
}
}
bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
{
for(auto pos : ap.attack.attacker->getSurroundingHexes())
{
for(auto u : reachabilityMap[pos])
{
if(u->unitSide() != ap.attack.attacker->unitSide())
{
return true;
}
}
}
return false;
}
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void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb)
{
const int TURN_DEPTH = 2;
turnOrder.clear();
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hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
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for(auto turn : turnOrder)
{
for(auto u : turn)
{
if(!vstd::contains(reachabilityCache, u->unitId()))
{
reachabilityCache[u->unitId()] = hb->getReachability(u);
}
}
}
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
{
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reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);
}
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex)
{
std::vector<const battle::Unit *> result;
for(int i = 0; i < turnOrder.size(); i++, turn++)
{
auto & turnQueue = turnOrder[i];
HypotheticBattle turnBattle(env.get(), cb);
for(const battle::Unit * unit : turnQueue)
{
if(unit->isTurret())
continue;
if(turnBattle.battleCanShoot(unit))
{
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result.push_back(unit);
continue;
}
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auto unitSpeed = unit->speed(turn);
auto radius = unitSpeed * (turn + 1);
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ReachabilityInfo unitReachability = vstd::getOrCompute(
reachabilityCache,
unit->unitId(),
[&](ReachabilityInfo & data)
{
data = turnBattle.getReachability(unit);
});
bool reachable = unitReachability.distances[hex] <= radius;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
{
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const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
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if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
{
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for(BattleHex neighbor : hex.neighbouringTiles())
{
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reachable = unitReachability.distances[neighbor] <= radius;
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if(reachable) break;
}
}
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}
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if(reachable)
{
result.push_back(unit);
}
}
}
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return result;
}
// avoid blocking path for stronger stack by weaker stack
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
{
const int BLOCKING_THRESHOLD = 70;
const int BLOCKING_OWN_ATTACK_PENALTY = 100;
const int BLOCKING_OWN_MOVE_PENALTY = 1;
float blockingScore = 0;
auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
for(int turn = 0; turn < turnOrder.size(); turn++)
{
auto & turnQueue = turnOrder[turn];
HypotheticBattle turnBattle(env.get(), cb);
auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
unitToUpdate->setPosition(position);
for(const battle::Unit * unit : turnQueue)
{
if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
continue;
auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
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float ratio = blockedUnitDamage / (float)(blockedUnitDamage + activeUnitDamage + 0.01);
auto unitReachability = turnBattle.getReachability(unit);
auto unitSpeed = unit->speed(turn); // Cached value, to avoid performance hit
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
{
bool enemyUnit = false;
bool reachable = unitReachability.distances[hex] <= unitSpeed;
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
{
const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
{
enemyUnit = true;
for(BattleHex neighbor : hex.neighbouringTiles())
{
reachable = unitReachability.distances[neighbor] <= unitSpeed;
if(reachable) break;
}
}
}
if(!reachable && vstd::contains(reachabilityMap[hex], unit))
{
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
}
}
}
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
#endif
return blockingScore > BLOCKING_THRESHOLD;
}