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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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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
: from(from), dest(dest), attack(attack)
{
}
int64_t AttackPossibility::damageDiff() const
{
return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
}
int64_t AttackPossibility::attackValue() const
{
return damageDiff();
}
int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
{
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))
continue;
if(!state->battleCanShoot(st))
continue;
BattleAttackInfo rangeAttackInfo(st, attacker, true);
rangeAttackInfo.defenderPos = hex;
BattleAttackInfo meleeAttackInfo(st, attacker, false);
meleeAttackInfo.defenderPos = hex;
auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
res += gain;
}
return res;
}
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
{
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 = getCbc()->playerToSide(getCbc()->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);
else
units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
// 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++)
{
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si64 damageDealt, damageReceived;
TDmgRange retaliation(0, 0);
auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
damageDealt = (attackDmg.first + attackDmg.second) / 2;
ap.attackerState->afterAttack(attackInfo.shooting, false);
//FIXME: use ranged retaliation
damageReceived = 0;
if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
{
damageReceived = (retaliation.first + retaliation.second) / 2;
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.damageDealt += damageDealt;
// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
if(attackerSide == u->unitSide())
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ap.collateralDamage += damageDealt;
if(u->unitId() == defender->unitId() ||
(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
{
//FIXME: handle RANGED_RETALIATION ?
ap.damageReceived += damageReceived;
}
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);
logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
attackInfo.attacker->unitType()->identifier,
attackInfo.defender->unitType()->identifier,
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
bestAp.damageDealt, bestAp.damageReceived, bestAp.collateralDamage, bestAp.shootersBlockedDmg);
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//TODO other damage related to attack (eg. fire shield and other abilities)
return bestAp;
}