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BattleAI refactoring
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8cdfa26fb5
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@ -249,6 +249,31 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets)
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{
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auto additionalScore = 0;
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std::optional<AttackPossibility> attackOnTheWay;
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for(auto & target : targets.possibleAttacks)
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{
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if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
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{
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additionalScore = target.attackValue();
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attackOnTheWay = target;
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}
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}
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if(attackOnTheWay)
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{
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activeActionMade = true;
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return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
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}
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else
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{
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return BattleAction::makeMove(stack, hex);
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}
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}
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BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets)
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{
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auto reachability = cb->getBattle(battleID)->getReachability(stack);
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@ -261,69 +286,38 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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std::vector<BattleHex> targetHexes = hexes;
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for(int i = 0; i < 5; i++)
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{
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std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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return reachability.distances[h1] < reachability.distances[h2];
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});
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vstd::erase_if(targetHexes, [](const BattleHex & hex) { return !hex.isValid(); });
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for(auto hex : targetHexes)
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std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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if(vstd::contains(avHexes, hex))
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{
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auto additionalScore = 0;
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std::optional<AttackPossibility> attackOnTheWay;
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for(auto & target : targets.possibleAttacks)
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{
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if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
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{
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additionalScore = target.attackValue();
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attackOnTheWay = target;
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}
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}
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if(attackOnTheWay)
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{
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activeActionMade = true;
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return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
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}
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else
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{
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return BattleAction::makeMove(stack, hex);
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}
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}
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if(stack->coversPos(hex))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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}
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if(reachability.distances[targetHexes.front()] <= GameConstants::BFIELD_SIZE)
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{
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break;
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}
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std::vector<BattleHex> copy = targetHexes;
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for(auto hex : copy)
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vstd::concatenate(targetHexes, hex.allNeighbouringTiles());
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vstd::erase_if(targetHexes, [](const BattleHex & hex) {return !hex.isValid();});
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vstd::removeDuplicates(targetHexes);
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}
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return reachability.distances[h1] < reachability.distances[h2];
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});
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BattleHex bestNeighbor = targetHexes.front();
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if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
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{
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logAi->trace("No richable hexes.");
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return BattleAction::makeDefend(stack);
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}
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// this turn
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for(auto hex : targetHexes)
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{
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if(vstd::contains(avHexes, hex))
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{
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return moveOrAttack(stack, hex, targets);
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}
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if(stack->coversPos(hex))
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{
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logAi->warn("Warning: already standing on neighbouring hex!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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}
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// not this turn
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scoreEvaluator.updateReachabilityMap(hb);
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if(stack->hasBonusOfType(BonusType::FLYING))
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@ -363,7 +357,7 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
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});
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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return moveOrAttack(stack, *nearestAvailableHex, targets);
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}
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else
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{
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@ -377,11 +371,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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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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{
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return moveOrAttack(stack, currentDest, targets);
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}
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currentDest = reachability.predecessors[currentDest];
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}
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}
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logAi->error("We should either detect that hexes are unreachable or make a move!");
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return BattleAction::makeDefend(stack);
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}
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bool BattleEvaluator::canCastSpell()
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@ -47,6 +47,7 @@ public:
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std::vector<BattleHex> getBrokenWallMoatHexes() const;
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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void print(const std::string & text) const;
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BattleAction moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets);
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BattleEvaluator(
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std::shared_ptr<Environment> env,
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