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Battle AI 2 turns attacks recalculation
This commit is contained in:
@@ -123,10 +123,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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for(int i = 0; i < totalAttacks; i++)
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{
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si64 damageDealt, damageReceived;
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int64_t damageDealt, damageReceived, enemyDpsReduce, ourDpsReduce;
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TDmgRange retaliation(0, 0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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TDmgRange enemyDamageBeforeAttack = getCbc()->battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot()));
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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@@ -137,29 +138,42 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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damageDealt = (attackDmg.first + attackDmg.second) / 2;
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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auto enemiesKilled = damageDealt / u->MaxHealth() + (damageDealt % u->MaxHealth() >= u->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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enemyDpsReduce = enemiesKilled
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? (int64_t)(enemyDps * enemiesKilled / (double)u->getCount())
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: (int64_t)(enemyDps / (double)u->getCount() * damageDealt / u->getFirstHPleft());
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//FIXME: use ranged retaliation
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damageReceived = 0;
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ourDpsReduce = 0;
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = (retaliation.first + retaliation.second) / 2;
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defenderState->afterAttack(attackInfo.shooting, true);
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auto ourUnitsKilled = damageReceived / attacker->MaxHealth() + (damageReceived % attacker->MaxHealth() >= attacker->getFirstHPleft() ? 1 : 0);
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ourDpsReduce = (int64_t)(damageDealt * ourUnitsKilled / (double)attacker->getCount());
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}
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bool isEnemy = state->battleMatchOwner(attacker, u);
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// this includes enemy units as well as attacker units under enemy's mind control
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if(isEnemy)
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ap.damageDealt += damageDealt;
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ap.damageDealt += enemyDpsReduce;
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// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
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if(attackerSide == u->unitSide())
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ap.collateralDamage += damageDealt;
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ap.collateralDamage += enemyDpsReduce;
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if(u->unitId() == defender->unitId() ||
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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{
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//FIXME: handle RANGED_RETALIATION ?
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ap.damageReceived += damageReceived;
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ap.damageReceived += ourDpsReduce;
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}
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ap.attackerState->damage(damageReceived);
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@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "BattleAI.h"
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#include "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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@@ -92,7 +93,7 @@ void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCa
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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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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try
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{
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@@ -157,17 +158,33 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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}
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HypotheticBattle hb(env.get(), cb);
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int turn = 0;
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PotentialTargets targets(stack, &hb);
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BattleExchangeEvaluator scoreEvaluator(cb, env);
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if(!targets.possibleAttacks.empty())
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{
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AttackPossibility bestAttack = targets.bestAction();
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logAi->trace("Evaluating attack for %s", stack->getDescription());
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auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
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auto & bestAttack = evaluationResult.bestAttack;
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//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
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if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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else if(bestAttack.attack.shooting)
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if(evaluationResult.wait)
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{
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return BattleAction::makeWait(stack);
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}
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if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE)
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{
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return BattleAction::makeDefend(stack);
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}
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if(bestAttack.attack.shooting)
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{
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld",
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@@ -285,13 +302,31 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
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return BattleAction::makeDefend(stack);
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}
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BattleExchangeEvaluator scoreEvaluator(cb, env);
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HypotheticBattle hb(env.get(), cb);
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scoreEvaluator.updateReachabilityMap(hb);
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if(stack->hasBonusOfType(Bonus::FLYING))
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{
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std::set<BattleHex> moatHexes;
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if(hb.battleGetSiegeLevel() >= BuildingID::CITADEL)
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{
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auto townMoat = hb.getDefendedTown()->town->moatHexes;
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moatHexes = std::set<BattleHex>(townMoat.begin(), townMoat.end());
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}
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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// We just check all available hexes and pick the one closest to the target.
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
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{
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return BattleHex::getDistance(bestNeighbor, hex);
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auto distance = BattleHex::getDistance(bestNeighbor, hex);
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if(vstd::contains(moatHexes, hex))
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distance += 100;
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return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? 100 + distance : distance;
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});
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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@@ -303,11 +338,11 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
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{
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if(!currentDest.isValid())
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{
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logAi->error("CBattleAI::goTowards: internal error");
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return BattleAction::makeDefend(stack);
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}
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if(vstd::contains(avHexes, currentDest))
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if(vstd::contains(avHexes, currentDest)
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&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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currentDest = reachability.predecessors[currentDest];
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504
AI/BattleAI/BattleExchangeVariant.cpp
Normal file
504
AI/BattleAI/BattleExchangeVariant.cpp
Normal file
@@ -0,0 +1,504 @@
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/*
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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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#include "StdInc.h"
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#include "BattleExchangeVariant.h"
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#include "../../lib/CStack.h"
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int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
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{
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auto affectedUnits = ap.affectedUnits;
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affectedUnits.push_back(ap.attackerState);
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for(auto affectedUnit : affectedUnits)
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{
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auto unitToUpdate = state->getForUpdate(affectedUnit->unitId());
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unitToUpdate->health = affectedUnit->health;
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unitToUpdate->shots = affectedUnit->shots;
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unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
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unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
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}
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auto attackValue = ap.attackValue();
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dpsScore += attackValue;
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logAi->trace(
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"%s -> %s, ap attack, %s, dps: %d, score: %d",
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ap.attack.attacker->getDescription(),
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ap.attack.defender->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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ap.damageDealt,
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attackValue);
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return attackValue;
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}
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int64_t BattleExchangeVariant::trackAttack(
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std::shared_ptr<StackWithBonuses> attacker,
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std::shared_ptr<StackWithBonuses> defender,
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bool shooting,
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bool isOurAttack,
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std::shared_ptr<CBattleInfoCallback> cb,
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bool evaluateOnly)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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TDmgRange retalitation;
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BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
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auto attack = cb->battleEstimateDamage(bai, &retalitation);
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int64_t attackDamage = (attack.first + attack.second) / 2;
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int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t attackerDpsReduce = 0;
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if(!evaluateOnly)
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{
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logAi->trace(
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"%s -> %s, normal attack, %s, dps: %d, %d",
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attacker->getDescription(),
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defender->getDescription(),
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shooting ? "shot" : "mellee",
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attackDamage,
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defenderDpsReduce);
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if(isOurAttack)
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{
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dpsScore += defenderDpsReduce;
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attackerValue[attacker->unitId()].value += defenderDpsReduce;
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}
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else
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dpsScore -= defenderDpsReduce;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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}
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if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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if(retalitation.second != 0)
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{
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auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
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attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
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if(!evaluateOnly)
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{
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logAi->trace(
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"%s -> %s, retalitation, dps: %d, %d",
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defender->getDescription(),
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attacker->getDescription(),
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retalitationDamage,
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attackerDpsReduce);
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if(isOurAttack)
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{
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dpsScore -= attackerDpsReduce;
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attackerValue[attacker->unitId()].isRetalitated = true;
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}
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else
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{
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dpsScore += attackerDpsReduce;
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attackerValue[defender->unitId()].value += attackerDpsReduce;
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}
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attacker->damage(retalitationDamage);
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defender->afterAttack(false, true);
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}
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}
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}
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auto score = defenderDpsReduce - attackerDpsReduce;
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if(!score)
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{
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logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
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}
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return score;
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}
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int64_t BattleExchangeVariant::calculateDpsReduce(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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uint64_t damageDealt,
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std::shared_ptr<CBattleInfoCallback> cb) const
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{
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vstd::amin(damageDealt, defender->getAvailableHealth());
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auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
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+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
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};
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EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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EvaluationResult result(targets.bestAction());
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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}
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}
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if(!activeStack->waited())
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{
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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hb.getForUpdate(activeStack->unitId())->waiting = true;
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hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = true;
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}
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}
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}
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return result;
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap)
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{
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auto hexes = ap.attack.defender->getHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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std::vector<const battle::Unit *> exchangeUnits;
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std::vector<const battle::Unit *> allReachableUnits;
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
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}
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vstd::removeDuplicates(allReachableUnits);
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if(allReachableUnits.size() < 2)
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{
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logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
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return exchangeUnits;
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}
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for(int turn = 0; turn < turnOrder.size(); turn++)
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{
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for(auto unit : turnOrder[turn])
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{
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if(vstd::contains(allReachableUnits, unit))
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exchangeUnits.push_back(unit);
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}
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}
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return exchangeUnits;
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}
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int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
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{
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logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
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std::vector<const battle::Unit *> ourStacks;
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std::vector<const battle::Unit *> enemyStacks;
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enemyStacks.push_back(ap.attack.defender);
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std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap);
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if(exchangeUnits.empty())
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{
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return 0;
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}
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HypotheticBattle exchangeBattle(env.get(), cb);
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BattleExchangeVariant v;
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auto melleeAttackers = ourStacks;
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vstd::removeDuplicates(melleeAttackers);
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vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
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{
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return !cb->battleCanShoot(u);
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});
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for(auto unit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto & oppositeQueue = isOur ? enemyStacks : ourStacks;
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if(!vstd::contains(attackerQueue, unit))
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{
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attackerQueue.push_back(unit);
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}
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}
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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
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if(!attacker->alive() || oppositeQueue.empty())
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{
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logAi->trace(
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"Attacker [%s] dead(%d) or opposite queue empty(%d)",
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attacker->getDescription(),
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attacker->alive() ? 0 : 1,
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oppositeQueue.size());
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continue;
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}
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auto targetUnit = ap.attack.defender;
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if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
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{
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targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t
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{
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auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
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auto score = v.trackAttack(
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attacker,
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stackWithBonuses,
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exchangeBattle.battleCanShoot(stackWithBonuses.get()),
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isOur,
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cb,
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true);
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logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
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return score;
|
||||
});
|
||||
}
|
||||
|
||||
auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
|
||||
auto shooting = cb->battleCanShoot(attacker.get());
|
||||
const int totalAttacks = attacker->getTotalAttacks(shooting);
|
||||
|
||||
if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
|
||||
{
|
||||
v.trackAttack(ap, &exchangeBattle);
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < totalAttacks; i++)
|
||||
{
|
||||
v.trackAttack(attacker, defender, shooting, isOur, cb);
|
||||
|
||||
if(!attacker->alive() || !defender->alive())
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
canUseAp = false;
|
||||
|
||||
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
||||
});
|
||||
|
||||
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
||||
});
|
||||
}
|
||||
|
||||
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
|
||||
|
||||
logAi->trace("Exchange score: %ld", v.getScore());
|
||||
|
||||
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;
|
||||
});
|
||||
|
||||
if(!ap.attack.shooting)
|
||||
{
|
||||
vstd::erase_if_present(hexes, ap.from);
|
||||
vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
|
||||
}
|
||||
|
||||
int64_t notRealizedDps = 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);
|
||||
}))
|
||||
{
|
||||
notRealizedDps += attackerValue[unit->unitId()].value;
|
||||
continue;
|
||||
}
|
||||
|
||||
auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
|
||||
{
|
||||
auto score = vstd::contains(reachabilityMap[h], unit)
|
||||
? reachabilityMap[h].size()
|
||||
: 1000;
|
||||
|
||||
if(unit->doubleWide())
|
||||
{
|
||||
auto backHex = unit->occupiedHex(h);
|
||||
|
||||
if(vstd::contains(hexes, backHex))
|
||||
score += reachabilityMap[backHex].size();
|
||||
}
|
||||
|
||||
return score;
|
||||
});
|
||||
|
||||
hexes.erase(desiredPosition);
|
||||
}
|
||||
|
||||
if(notRealizedDps > ap.attackValue() && notRealizedDps > attackerValue[ap.attack.attacker->unitId()].value)
|
||||
{
|
||||
dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
}
|
||||
}
|
||||
|
||||
void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
||||
{
|
||||
turnOrder.clear();
|
||||
|
||||
hb.battleGetTurnOrder(turnOrder, 1000, 2);
|
||||
reachabilityMap.clear();
|
||||
|
||||
for(int turn = 0; turn < turnOrder.size(); turn++)
|
||||
{
|
||||
auto & turnQueue = turnOrder[turn];
|
||||
HypotheticBattle turnBattle(env.get(), cb);
|
||||
|
||||
for(const battle::Unit * unit : turnQueue)
|
||||
{
|
||||
auto unitReachability = turnBattle.getReachability(unit);
|
||||
|
||||
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
||||
{
|
||||
bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
||||
|
||||
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
||||
{
|
||||
const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
|
||||
|
||||
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
||||
{
|
||||
for(BattleHex neighbor : hex.neighbouringTiles())
|
||||
{
|
||||
reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
|
||||
|
||||
if(reachable) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(reachable)
|
||||
{
|
||||
reachabilityMap[hex].push_back(unit);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
||||
{
|
||||
int blockingScore = 0;
|
||||
|
||||
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 unitReachability = turnBattle.getReachability(unit);
|
||||
|
||||
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
||||
{
|
||||
bool enemyUnit = false;
|
||||
bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
||||
|
||||
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] <= unit->Speed(turn);
|
||||
|
||||
if(reachable) break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!reachable && vstd::contains(reachabilityMap[hex], unit))
|
||||
{
|
||||
blockingScore += enemyUnit ? 100 : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
logAi->trace("Position %d, blocking score %d", position.hex, blockingScore);
|
||||
|
||||
return blockingScore > 50;
|
||||
}
|
100
AI/BattleAI/BattleExchangeVariant.h
Normal file
100
AI/BattleAI/BattleExchangeVariant.h
Normal file
@@ -0,0 +1,100 @@
|
||||
/*
|
||||
* BattleExchangeVariant.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../../lib/AI_Base.h"
|
||||
#include "../../lib/battle/ReachabilityInfo.h"
|
||||
#include "PotentialTargets.h"
|
||||
#include "StackWithBonuses.h"
|
||||
|
||||
struct AttackerValue
|
||||
{
|
||||
int64_t value;
|
||||
bool isRetalitated;
|
||||
BattleHex position;
|
||||
|
||||
AttackerValue()
|
||||
{
|
||||
value = 0;
|
||||
isRetalitated = false;
|
||||
}
|
||||
};
|
||||
|
||||
class BattleExchangeVariant
|
||||
{
|
||||
public:
|
||||
BattleExchangeVariant()
|
||||
:dpsScore(0), attackerValue()
|
||||
{
|
||||
}
|
||||
|
||||
int64_t trackAttack(const AttackPossibility & ap, HypotheticBattle * state);
|
||||
|
||||
int64_t trackAttack(
|
||||
std::shared_ptr<StackWithBonuses> attacker,
|
||||
std::shared_ptr<StackWithBonuses> defender,
|
||||
bool shooting,
|
||||
bool isOurAttack,
|
||||
std::shared_ptr<CBattleInfoCallback> cb,
|
||||
bool evaluateOnly = false);
|
||||
|
||||
int64_t getScore() const { return dpsScore; }
|
||||
|
||||
void adjustPositions(
|
||||
std::vector<const battle::Unit *> attackers,
|
||||
const AttackPossibility & ap,
|
||||
std::map<BattleHex, battle::Units> & reachabilityMap);
|
||||
|
||||
private:
|
||||
int64_t dpsScore;
|
||||
std::map<uint32_t, AttackerValue> attackerValue;
|
||||
|
||||
int64_t calculateDpsReduce(
|
||||
const battle::Unit * attacker,
|
||||
const battle::Unit * defender,
|
||||
uint64_t damageDealt,
|
||||
std::shared_ptr<CBattleInfoCallback> cb) const;
|
||||
};
|
||||
|
||||
struct EvaluationResult
|
||||
{
|
||||
static const int64_t INEFFECTIVE_SCORE = -1000000;
|
||||
|
||||
AttackPossibility bestAttack;
|
||||
bool wait;
|
||||
int64_t score;
|
||||
bool defend;
|
||||
|
||||
EvaluationResult(AttackPossibility & ap)
|
||||
:wait(false), score(0), bestAttack(ap), defend(false)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
class BattleExchangeEvaluator
|
||||
{
|
||||
private:
|
||||
std::shared_ptr<CBattleInfoCallback> cb;
|
||||
std::shared_ptr<Environment> env;
|
||||
std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
|
||||
std::vector<battle::Units> turnOrder;
|
||||
|
||||
public:
|
||||
BattleExchangeEvaluator(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env)
|
||||
:cb(cb), reachabilityMap(), env(env), turnOrder()
|
||||
{
|
||||
}
|
||||
|
||||
EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
|
||||
int64_t calculateExchange(const AttackPossibility & ap);
|
||||
void updateReachabilityMap(HypotheticBattle & hb);
|
||||
std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap);
|
||||
bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
|
||||
};
|
@@ -10,6 +10,7 @@ set(battleAI_SRCS
|
||||
PotentialTargets.cpp
|
||||
StackWithBonuses.cpp
|
||||
ThreatMap.cpp
|
||||
BattleExchangeVariant.cpp
|
||||
)
|
||||
|
||||
set(battleAI_HEADERS
|
||||
@@ -23,6 +24,7 @@ set(battleAI_HEADERS
|
||||
PossibleSpellcast.h
|
||||
StackWithBonuses.h
|
||||
ThreatMap.h
|
||||
BattleExchangeVariant.h
|
||||
)
|
||||
|
||||
assign_source_group(${battleAI_SRCS} ${battleAI_HEADERS})
|
||||
|
@@ -199,6 +199,21 @@ void StackWithBonuses::removeUnitBonus(const CSelector & selector)
|
||||
vstd::erase_if(bonusesToUpdate, [&](const Bonus & b){return selector(&b);});
|
||||
}
|
||||
|
||||
std::string StackWithBonuses::getDescription() const
|
||||
{
|
||||
std::ostringstream oss;
|
||||
oss << unitOwner().getStr();
|
||||
oss << " battle stack [" << unitId() << "]: " << getCount() << " of ";
|
||||
if(type)
|
||||
oss << type->namePl;
|
||||
else
|
||||
oss << "[UNDEFINED TYPE]";
|
||||
|
||||
oss << " from slot " << slot;
|
||||
|
||||
return oss.str();
|
||||
}
|
||||
|
||||
void StackWithBonuses::spendMana(ServerCallback * server, const int spellCost) const
|
||||
{
|
||||
//TODO: evaluate cast use
|
||||
@@ -284,7 +299,6 @@ int32_t HypotheticBattle::getActiveStackID() const
|
||||
void HypotheticBattle::nextRound(int32_t roundNr)
|
||||
{
|
||||
//TODO:HypotheticBattle::nextRound
|
||||
|
||||
for(auto unit : battleAliveUnits())
|
||||
{
|
||||
auto forUpdate = getForUpdate(unit->unitId());
|
||||
|
@@ -85,6 +85,7 @@ public:
|
||||
void removeUnitBonus(const CSelector & selector);
|
||||
|
||||
void spendMana(ServerCallback * server, const int spellCost) const override;
|
||||
std::string getDescription() const override;
|
||||
|
||||
private:
|
||||
const IBonusBearer * origBearer;
|
||||
|
Reference in New Issue
Block a user