2016-10-28 16:16:46 +02:00
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/*
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2017-07-13 10:26:03 +02:00
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* BattleAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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2012-09-14 02:42:11 +03:00
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#include "StdInc.h"
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#include "BattleAI.h"
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2023-08-19 09:22:34 +02:00
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#include "BattleEvaluator.h"
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2022-01-27 09:00:27 +02:00
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#include "BattleExchangeVariant.h"
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2017-07-20 06:08:49 +02:00
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2016-10-28 16:16:46 +02:00
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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2023-08-13 12:56:04 +02:00
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#include "tbb/parallel_for.h"
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2017-07-20 06:08:49 +02:00
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#include "../../lib/CStopWatch.h"
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#include "../../lib/CThreadHelper.h"
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2020-11-28 17:11:33 +02:00
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#include "../../lib/mapObjects/CGTownInstance.h"
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2015-02-02 10:25:26 +02:00
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#include "../../lib/spells/CSpellHandler.h"
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2017-07-20 06:08:49 +02:00
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#include "../../lib/spells/ISpellMechanics.h"
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2023-08-17 18:18:14 +02:00
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#include "../../lib/battle/BattleAction.h"
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2022-10-14 10:24:29 +02:00
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#include "../../lib/battle/BattleStateInfoForRetreat.h"
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2023-03-20 11:41:36 +02:00
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#include "../../lib/battle/CObstacleInstance.h"
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2020-05-09 13:09:32 +02:00
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#include "../../lib/CStack.h" // TODO: remove
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2021-02-15 14:03:32 +02:00
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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2020-05-09 13:09:32 +02:00
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// CUnitState should be private and CStack should be removed completely
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2012-09-14 02:42:11 +03:00
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2016-10-28 16:16:46 +02:00
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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2012-09-14 02:42:11 +03:00
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2018-01-13 10:43:26 +02:00
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CBattleAI::CBattleAI()
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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: side(-1),
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wasWaitingForRealize(false),
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wasUnlockingGs(false)
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2012-09-24 02:10:56 +03:00
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{
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}
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2018-01-13 10:43:26 +02:00
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CBattleAI::~CBattleAI()
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2012-09-20 19:55:21 +03:00
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{
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2013-06-21 23:59:32 +03:00
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if(cb)
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2012-09-20 19:55:21 +03:00
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{
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2013-06-21 23:59:32 +03:00
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//Restore previous state of CB - it may be shared with the main AI (like VCAI)
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cb->waitTillRealize = wasWaitingForRealize;
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cb->unlockGsWhenWaiting = wasUnlockingGs;
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2012-09-20 19:55:21 +03:00
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}
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2013-06-21 23:59:32 +03:00
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}
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2012-09-20 19:55:21 +03:00
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2022-12-07 21:50:45 +02:00
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void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
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2013-06-21 23:59:32 +03:00
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{
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2016-10-28 16:16:46 +02:00
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setCbc(CB);
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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env = ENV;
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2016-10-28 16:16:46 +02:00
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cb = CB;
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2023-08-31 18:09:28 +02:00
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playerID = *CB->getPlayerID();
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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wasWaitingForRealize = CB->waitTillRealize;
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2013-06-21 23:59:32 +03:00
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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2023-07-18 18:55:59 +02:00
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CB->waitTillRealize = false;
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2013-06-21 23:59:32 +03:00
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CB->unlockGsWhenWaiting = false;
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2023-04-08 13:05:47 +02:00
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movesSkippedByDefense = 0;
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2013-06-21 23:59:32 +03:00
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}
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2012-09-29 17:44:06 +03:00
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2023-08-19 17:23:55 +02:00
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void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
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{
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initBattleInterface(ENV, CB);
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autobattlePreferences = autocombatPreferences;
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}
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2023-08-28 17:59:12 +02:00
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BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
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2012-09-20 19:55:21 +03:00
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{
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2023-08-28 17:59:12 +02:00
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auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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2023-07-18 15:29:02 +02:00
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std::map<int, const CStack*> woundHpToStack;
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for(const auto * stack : healingTargets)
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{
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if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
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woundHpToStack[woundHp] = stack;
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}
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2022-04-11 08:12:41 +02:00
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2023-07-18 15:29:02 +02:00
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if(woundHpToStack.empty())
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return BattleAction::makeDefend(stack);
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else
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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2022-04-11 08:12:41 +02:00
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2023-08-28 17:59:12 +02:00
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void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
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2023-07-18 20:43:53 +02:00
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{
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2023-08-28 17:59:12 +02:00
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cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
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2023-07-18 20:43:53 +02:00
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}
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2023-08-28 17:59:12 +02:00
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static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
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2023-08-26 12:06:41 +02:00
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{
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auto stacks = cb->battleGetAllStacks();
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auto our = 0, enemy = 0;
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for(auto stack : stacks)
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{
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auto creature = stack->creatureId().toCreature();
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if(!creature)
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continue;
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if(stack->unitSide() == side)
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our += stack->getCount() * creature->getAIValue();
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else
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enemy += stack->getCount() * creature->getAIValue();
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}
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return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
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}
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2023-08-28 17:59:12 +02:00
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void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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2023-07-18 15:29:02 +02:00
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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2023-04-08 13:05:47 +02:00
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2023-08-19 09:22:34 +02:00
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auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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};
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2023-07-18 15:29:02 +02:00
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BattleAction result = BattleAction::makeDefend(stack);
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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2023-08-08 17:54:37 +02:00
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auto start = std::chrono::high_resolution_clock::now();
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2023-07-18 15:29:02 +02:00
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try
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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2023-07-18 18:55:59 +02:00
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{
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2023-08-28 17:59:12 +02:00
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cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
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2023-07-18 18:55:59 +02:00
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return;
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}
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2023-07-18 15:29:02 +02:00
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if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
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2023-07-18 18:55:59 +02:00
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{
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2023-08-28 17:59:12 +02:00
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cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
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2023-07-18 18:55:59 +02:00
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return;
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}
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2023-07-18 15:29:02 +02:00
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2023-08-26 12:06:41 +02:00
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Build evaluator and targets");
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#endif
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2023-08-28 17:59:12 +02:00
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BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
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2023-08-08 17:37:42 +02:00
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result = evaluator.selectStackAction(stack);
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2023-08-19 09:22:34 +02:00
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if(!skipCastUntilNextBattle && evaluator.canCastSpell())
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{
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auto spelCasted = evaluator.attemptCastingSpell(stack);
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if(spelCasted)
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return;
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skipCastUntilNextBattle = true;
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}
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2023-07-18 15:29:02 +02:00
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2023-08-08 17:54:37 +02:00
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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2023-08-28 17:59:12 +02:00
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if(auto action = considerFleeingOrSurrendering(battleID))
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2023-07-18 18:55:59 +02:00
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{
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2023-08-28 17:59:12 +02:00
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cb->battleMakeUnitAction(battleID, *action);
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2023-07-18 18:55:59 +02:00
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return;
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}
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2012-09-14 02:42:11 +03:00
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}
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2017-11-16 13:15:43 +02:00
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catch(boost::thread_interrupted &)
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{
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throw;
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}
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2012-09-20 19:55:21 +03:00
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catch(std::exception &e)
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{
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2016-08-13 16:44:37 +02:00
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logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
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2012-09-20 19:55:21 +03:00
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}
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2020-11-28 17:11:33 +02:00
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2023-04-08 13:05:47 +02:00
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if(result.actionType == EActionType::DEFEND)
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{
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movesSkippedByDefense++;
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}
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else if(result.actionType != EActionType::WAIT)
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{
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movesSkippedByDefense = 0;
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}
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2023-08-08 17:54:37 +02:00
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logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
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2023-08-28 17:59:12 +02:00
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cb->battleMakeUnitAction(battleID, result);
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2012-09-14 02:42:11 +03:00
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}
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2023-08-28 17:59:12 +02:00
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BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
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2012-09-20 19:55:21 +03:00
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{
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2020-11-28 17:11:33 +02:00
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BattleAction attack;
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BattleHex targetHex = BattleHex::INVALID;
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2023-08-28 17:59:12 +02:00
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if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
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2020-11-28 17:11:33 +02:00
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{
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2023-08-28 17:59:12 +02:00
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targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
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2021-02-15 14:03:32 +02:00
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}
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2020-11-28 17:11:33 +02:00
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else
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{
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2023-01-13 00:35:58 +02:00
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EWallPart wallParts[] = {
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2020-11-28 17:11:33 +02:00
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::UPPER_TOWER,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::BOTTOM_WALL,
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EWallPart::UPPER_WALL
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};
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for(auto wallPart : wallParts)
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{
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2023-08-28 17:59:12 +02:00
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auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
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2020-11-28 17:11:33 +02:00
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2023-01-13 01:09:24 +02:00
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if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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2020-11-28 17:11:33 +02:00
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{
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2023-08-28 17:59:12 +02:00
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targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
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2020-11-28 17:11:33 +02:00
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break;
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}
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}
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}
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if(!targetHex.isValid())
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{
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return BattleAction::makeDefend(stack);
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}
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attack.aimToHex(targetHex);
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attack.actionType = EActionType::CATAPULT;
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attack.side = side;
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2023-04-27 19:43:20 +02:00
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attack.stackNumber = stack->unitId();
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2020-11-28 17:11:33 +02:00
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2023-04-08 13:05:47 +02:00
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movesSkippedByDefense = 0;
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2020-11-28 17:11:33 +02:00
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return attack;
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2012-12-16 19:54:20 +03:00
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}
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2012-09-20 19:55:21 +03:00
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2023-08-28 17:59:12 +02:00
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void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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2013-06-21 23:59:32 +03:00
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{
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2017-07-20 06:08:49 +02:00
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LOG_TRACE(logAi);
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2016-10-28 16:16:46 +02:00
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side = Side;
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2023-08-19 09:22:34 +02:00
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skipCastUntilNextBattle = false;
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2023-08-08 17:37:42 +02:00
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}
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2023-08-19 09:22:34 +02:00
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void CBattleAI::print(const std::string &text) const
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2013-06-21 23:59:32 +03:00
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{
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2023-09-04 21:21:02 +02:00
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logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
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2013-06-21 23:59:32 +03:00
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}
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2023-08-28 17:59:12 +02:00
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std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
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2013-06-21 23:59:32 +03:00
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{
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2022-10-14 10:24:29 +02:00
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BattleStateInfoForRetreat bs;
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2023-08-28 17:59:12 +02:00
|
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bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
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bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
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bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
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bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
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2022-10-15 14:05:20 +02:00
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bs.enemyHero = nullptr;
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2022-10-14 10:24:29 +02:00
|
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2023-08-28 17:59:12 +02:00
|
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for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
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2013-06-21 23:59:32 +03:00
|
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|
{
|
2022-10-14 10:24:29 +02:00
|
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if(stack->alive())
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|
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|
{
|
2023-04-27 19:43:20 +02:00
|
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|
if(stack->unitSide() == bs.ourSide)
|
2022-10-14 10:24:29 +02:00
|
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bs.ourStacks.push_back(stack);
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|
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|
else
|
2022-10-15 14:05:20 +02:00
|
|
|
{
|
2022-10-14 10:24:29 +02:00
|
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|
bs.enemyStacks.push_back(stack);
|
2023-08-28 17:59:12 +02:00
|
|
|
bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
|
2022-10-15 14:05:20 +02:00
|
|
|
}
|
2022-10-14 10:24:29 +02:00
|
|
|
}
|
2013-06-21 23:59:32 +03:00
|
|
|
}
|
2022-10-14 10:24:29 +02:00
|
|
|
|
2023-04-08 13:05:47 +02:00
|
|
|
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
|
|
|
|
|
2023-07-30 10:33:52 +02:00
|
|
|
if(!bs.canFlee && !bs.canSurrender)
|
2013-06-21 23:59:32 +03:00
|
|
|
{
|
2023-04-16 19:42:56 +02:00
|
|
|
return std::nullopt;
|
2013-06-21 23:59:32 +03:00
|
|
|
}
|
2022-10-14 10:24:29 +02:00
|
|
|
|
2023-08-28 17:59:12 +02:00
|
|
|
auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
|
2023-04-08 13:05:47 +02:00
|
|
|
|
|
|
|
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
|
|
|
|
{
|
|
|
|
return BattleAction::makeRetreat(bs.ourSide);
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
2013-06-21 23:59:32 +03:00
|
|
|
}
|
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