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Spellcasting fixes
Allowed the AI to cast spells that are aimed at a location instead of a unit. For example meteor shower. Fixed an issue that caused the AI to not kill unit-stacks with spells due to only considering stacks where at least one unit survives in it's score-calculations.
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@ -392,7 +392,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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vstd::erase_if(possibleSpells, [](const CSpell *s)
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{
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return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
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return spellType(s) != SpellTypes::BATTLE;
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});
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LOGFL("I know how %d of them works.", possibleSpells.size());
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@ -403,9 +403,6 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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{
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spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
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if(spell->getTargetType() == spells::AimType::LOCATION)
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continue;
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const bool FAST = true;
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for(auto & target : temp.findPotentialTargets(FAST))
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@ -574,7 +571,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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auto & ps = possibleCasts[i];
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
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logAi->trace("Evaluating %s to %d", ps.spell->getNameTranslated(), ps.dest.at(0).hexValue.hex );
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#endif
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auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
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@ -582,7 +579,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
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cast.castEval(state->getServerCallback(), ps.dest);
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auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
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auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->isValidTarget(); });
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auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
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{
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@ -621,11 +618,62 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, 0, *targets, innerCache, state);
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}
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for(const auto & unit : allUnits)
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//! Some units may be dead alltogether. So if they existed before but not now, we know they were killed by the spell
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for (const auto& unit : all)
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{
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if (!unit->isValidTarget())
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continue;
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bool isDead = true;
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for (const auto& remainingUnit : allUnits)
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{
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if (remainingUnit->unitId() == unit->unitId())
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isDead = false;
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}
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if (isDead)
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{
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auto newHealth = 0;
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auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0);
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if (oldHealth != newHealth)
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{
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auto damage = std::abs(oldHealth - newHealth);
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auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
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auto dpsReduce = AttackPossibility::calculateDamageReduce(
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nullptr,
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originalDefender && originalDefender->alive() ? originalDefender : unit,
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damage,
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innerCache,
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state);
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auto ourUnit = unit->unitSide() == side ? 1 : -1;
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auto goodEffect = newHealth > oldHealth ? 1 : -1;
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if (ourUnit * goodEffect == 1)
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{
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if (ourUnit && goodEffect && (unit->isClone() || unit->isGhost()))
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continue;
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ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
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}
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else
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ps.value -= dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace(
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"Spell %s to %d affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
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ps.spell->getNameTranslated(),
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ps.dest.at(0).hexValue.hex,
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unit->creatureId().toCreature()->getNameSingularTranslated(),
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unit->getCount(),
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dpsReduce,
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oldHealth,
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newHealth);
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#endif
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}
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}
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}
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for(const auto & unit : allUnits)
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{
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auto newHealth = unit->getAvailableHealth();
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auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0); // old health value may not exist for newly summoned units
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@ -656,10 +704,14 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace(
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"Spell affects %s (%d), dps: %2f",
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"Spell %s to %d affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
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ps.spell->getNameTranslated(),
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ps.dest.at(0).hexValue.hex,
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unit->creatureId().toCreature()->getNameSingularTranslated(),
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unit->getCount(),
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dpsReduce);
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dpsReduce,
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oldHealth,
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newHealth);
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#endif
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}
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}
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