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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Battle AI 2 turns attacks recalculation

This commit is contained in:
Andrii Danylchenko
2022-01-27 09:00:27 +02:00
parent a2380ebd37
commit 033a585e4b
7 changed files with 682 additions and 12 deletions

View File

@@ -123,10 +123,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
for(int i = 0; i < totalAttacks; i++)
{
si64 damageDealt, damageReceived;
int64_t damageDealt, damageReceived, enemyDpsReduce, ourDpsReduce;
TDmgRange retaliation(0, 0);
auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
TDmgRange enemyDamageBeforeAttack = getCbc()->battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot()));
vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
@@ -137,29 +138,42 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
damageDealt = (attackDmg.first + attackDmg.second) / 2;
ap.attackerState->afterAttack(attackInfo.shooting, false);
auto enemiesKilled = damageDealt / u->MaxHealth() + (damageDealt % u->MaxHealth() >= u->getFirstHPleft() ? 1 : 0);
auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
enemyDpsReduce = enemiesKilled
? (int64_t)(enemyDps * enemiesKilled / (double)u->getCount())
: (int64_t)(enemyDps / (double)u->getCount() * damageDealt / u->getFirstHPleft());
//FIXME: use ranged retaliation
damageReceived = 0;
ourDpsReduce = 0;
if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
{
damageReceived = (retaliation.first + retaliation.second) / 2;
defenderState->afterAttack(attackInfo.shooting, true);
auto ourUnitsKilled = damageReceived / attacker->MaxHealth() + (damageReceived % attacker->MaxHealth() >= attacker->getFirstHPleft() ? 1 : 0);
ourDpsReduce = (int64_t)(damageDealt * ourUnitsKilled / (double)attacker->getCount());
}
bool isEnemy = state->battleMatchOwner(attacker, u);
// this includes enemy units as well as attacker units under enemy's mind control
if(isEnemy)
ap.damageDealt += damageDealt;
ap.damageDealt += enemyDpsReduce;
// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
if(attackerSide == u->unitSide())
ap.collateralDamage += damageDealt;
ap.collateralDamage += enemyDpsReduce;
if(u->unitId() == defender->unitId() ||
(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
{
//FIXME: handle RANGED_RETALIATION ?
ap.damageReceived += damageReceived;
ap.damageReceived += ourDpsReduce;
}
ap.attackerState->damage(damageReceived);

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@@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "BattleAI.h"
#include "BattleExchangeVariant.h"
#include "StackWithBonuses.h"
#include "EnemyInfo.h"
@@ -157,17 +158,33 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
}
HypotheticBattle hb(env.get(), cb);
int turn = 0;
PotentialTargets targets(stack, &hb);
BattleExchangeEvaluator scoreEvaluator(cb, env);
if(!targets.possibleAttacks.empty())
{
AttackPossibility bestAttack = targets.bestAction();
logAi->trace("Evaluating attack for %s", stack->getDescription());
auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
auto & bestAttack = evaluationResult.bestAttack;
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
else if(bestAttack.attack.shooting)
if(evaluationResult.wait)
{
return BattleAction::makeWait(stack);
}
if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE)
{
return BattleAction::makeDefend(stack);
}
if(bestAttack.attack.shooting)
{
auto &target = bestAttack;
logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld",
@@ -285,13 +302,31 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
return BattleAction::makeDefend(stack);
}
BattleExchangeEvaluator scoreEvaluator(cb, env);
HypotheticBattle hb(env.get(), cb);
scoreEvaluator.updateReachabilityMap(hb);
if(stack->hasBonusOfType(Bonus::FLYING))
{
std::set<BattleHex> moatHexes;
if(hb.battleGetSiegeLevel() >= BuildingID::CITADEL)
{
auto townMoat = hb.getDefendedTown()->town->moatHexes;
moatHexes = std::set<BattleHex>(townMoat.begin(), townMoat.end());
}
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
// We just check all available hexes and pick the one closest to the target.
auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
{
return BattleHex::getDistance(bestNeighbor, hex);
auto distance = BattleHex::getDistance(bestNeighbor, hex);
if(vstd::contains(moatHexes, hex))
distance += 100;
return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? 100 + distance : distance;
});
return BattleAction::makeMove(stack, *nearestAvailableHex);
@@ -303,11 +338,11 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
{
if(!currentDest.isValid())
{
logAi->error("CBattleAI::goTowards: internal error");
return BattleAction::makeDefend(stack);
}
if(vstd::contains(avHexes, currentDest))
if(vstd::contains(avHexes, currentDest)
&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];

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@@ -0,0 +1,504 @@
/*
* 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"
int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
{
auto affectedUnits = ap.affectedUnits;
affectedUnits.push_back(ap.attackerState);
for(auto affectedUnit : affectedUnits)
{
auto unitToUpdate = state->getForUpdate(affectedUnit->unitId());
unitToUpdate->health = affectedUnit->health;
unitToUpdate->shots = affectedUnit->shots;
unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
}
auto attackValue = ap.attackValue();
dpsScore += attackValue;
logAi->trace(
"%s -> %s, ap attack, %s, dps: %d, score: %d",
ap.attack.attacker->getDescription(),
ap.attack.defender->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
ap.damageDealt,
attackValue);
return attackValue;
}
int64_t BattleExchangeVariant::trackAttack(
std::shared_ptr<StackWithBonuses> attacker,
std::shared_ptr<StackWithBonuses> defender,
bool shooting,
bool isOurAttack,
std::shared_ptr<CBattleInfoCallback> cb,
bool evaluateOnly)
{
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
TDmgRange retalitation;
BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
auto attack = cb->battleEstimateDamage(bai, &retalitation);
int64_t attackDamage = (attack.first + attack.second) / 2;
int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
int64_t attackerDpsReduce = 0;
if(!evaluateOnly)
{
logAi->trace(
"%s -> %s, normal attack, %s, dps: %d, %d",
attacker->getDescription(),
defender->getDescription(),
shooting ? "shot" : "mellee",
attackDamage,
defenderDpsReduce);
if(isOurAttack)
{
dpsScore += defenderDpsReduce;
attackerValue[attacker->unitId()].value += defenderDpsReduce;
}
else
dpsScore -= defenderDpsReduce;
defender->damage(attackDamage);
attacker->afterAttack(shooting, false);
}
if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
{
if(retalitation.second != 0)
{
auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
if(!evaluateOnly)
{
logAi->trace(
"%s -> %s, retalitation, dps: %d, %d",
defender->getDescription(),
attacker->getDescription(),
retalitationDamage,
attackerDpsReduce);
if(isOurAttack)
{
dpsScore -= attackerDpsReduce;
attackerValue[attacker->unitId()].isRetalitated = true;
}
else
{
dpsScore += attackerDpsReduce;
attackerValue[defender->unitId()].value += attackerDpsReduce;
}
attacker->damage(retalitationDamage);
defender->afterAttack(false, true);
}
}
}
auto score = defenderDpsReduce - attackerDpsReduce;
if(!score)
{
logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
}
return score;
}
int64_t BattleExchangeVariant::calculateDpsReduce(
const battle::Unit * attacker,
const battle::Unit * defender,
uint64_t damageDealt,
std::shared_ptr<CBattleInfoCallback> cb) const
{
vstd::amin(damageDealt, defender->getAvailableHealth());
auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
};
EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
{
EvaluationResult result(targets.bestAction());
updateReachabilityMap(hb);
for(auto & ap : targets.possibleAttacks)
{
int64_t score = calculateExchange(ap);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
}
}
if(!activeStack->waited())
{
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
hb.getForUpdate(activeStack->unitId())->waiting = true;
hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
updateReachabilityMap(hb);
for(auto & ap : targets.possibleAttacks)
{
int64_t score = calculateExchange(ap);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
result.wait = true;
}
}
}
return result;
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
const AttackPossibility & ap)
{
auto hexes = ap.attack.defender->getHexes();
if(!ap.attack.shooting) hexes.push_back(ap.from);
std::vector<const battle::Unit *> exchangeUnits;
std::vector<const battle::Unit *> allReachableUnits;
for(auto hex : hexes)
{
vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
}
vstd::removeDuplicates(allReachableUnits);
if(allReachableUnits.size() < 2)
{
logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
return exchangeUnits;
}
for(int turn = 0; turn < turnOrder.size(); turn++)
{
for(auto unit : turnOrder[turn])
{
if(vstd::contains(allReachableUnits, unit))
exchangeUnits.push_back(unit);
}
}
return exchangeUnits;
}
int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
{
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
std::vector<const battle::Unit *> ourStacks;
std::vector<const battle::Unit *> enemyStacks;
enemyStacks.push_back(ap.attack.defender);
std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap);
if(exchangeUnits.empty())
{
return 0;
}
HypotheticBattle exchangeBattle(env.get(), cb);
BattleExchangeVariant v;
auto melleeAttackers = ourStacks;
vstd::removeDuplicates(melleeAttackers);
vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
{
return !cb->battleCanShoot(u);
});
for(auto unit : exchangeUnits)
{
bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
auto & oppositeQueue = isOur ? enemyStacks : ourStacks;
if(!vstd::contains(attackerQueue, unit))
{
attackerQueue.push_back(unit);
}
}
bool canUseAp = true;
for(auto activeUnit : exchangeUnits)
{
bool isOur = cb->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() || oppositeQueue.empty())
{
logAi->trace(
"Attacker [%s] dead(%d) or opposite queue empty(%d)",
attacker->getDescription(),
attacker->alive() ? 0 : 1,
oppositeQueue.size());
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
{
targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t
{
auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
auto score = v.trackAttack(
attacker,
stackWithBonuses,
exchangeBattle.battleCanShoot(stackWithBonuses.get()),
isOur,
cb,
true);
logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
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;
}

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@@ -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);
};

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@@ -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})

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@@ -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());

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@@ -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;