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BattleAI: damage cache and switch to different model of spells evaluation
This commit is contained in:
parent
4500e59713
commit
274bf739b8
@ -18,6 +18,81 @@ uint64_t averageDmg(const DamageRange & range)
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return (range.min + range.max) / 2;
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}
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void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
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{
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auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
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damageCache[attacker->unitId()][defender->unitId()] = damage / attacker->getCount();
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}
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void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side)
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{
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auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
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{
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return true;
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});
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std::vector<const battle::Unit *> ourUnits, enemyUnits;
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for(auto stack : stacks)
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{
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if(stack->unitSide() == side)
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ourUnits.push_back(stack);
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else
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enemyUnits.push_back(stack);
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}
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for(auto ourUnit : ourUnits)
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{
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if(!ourUnit->alive())
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continue;
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for(auto enemyUnit : enemyUnits)
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{
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if(enemyUnit->alive())
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{
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cacheDamage(ourUnit, enemyUnit, hb);
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cacheDamage(enemyUnit, ourUnit, hb);
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}
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}
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}
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}
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int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
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{
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auto damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
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if(damage == 0)
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{
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cacheDamage(attacker, defender, hb);
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damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
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}
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return static_cast<int64_t>(damage);
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}
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int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
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{
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if(parent)
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{
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auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
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if(attackerDamageMap != parent->damageCache.end())
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{
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auto targetDamage = attackerDamageMap->second.find(defender->unitId());
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if(targetDamage != attackerDamageMap->second.end())
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{
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return static_cast<int64_t>(targetDamage->second * attacker->getCount());
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}
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}
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}
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return getDamage(attacker, defender, hb);
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}
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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: from(from), dest(dest), attack(attack)
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{
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@ -42,7 +117,8 @@ int64_t AttackPossibility::calculateDamageReduce(
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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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const CBattleInfoCallback & cb)
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state)
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{
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const float HEALTH_BOUNTY = 0.5;
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const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
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@ -52,11 +128,11 @@ int64_t AttackPossibility::calculateDamageReduce(
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// FIXME: provide distance info for Jousting bonus
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auto attackerUnitForMeasurement = attacker;
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if(attackerUnitForMeasurement->isTurret())
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if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
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{
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auto ourUnits = cb.battleGetUnitsIf([&](const battle::Unit * u) -> bool
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auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
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{
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return u->unitSide() == attacker->unitSide() && !u->isTurret();
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return u->unitSide() != defender->unitSide() && !u->isTurret();
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});
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if(ourUnits.empty())
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@ -65,15 +141,18 @@ int64_t AttackPossibility::calculateDamageReduce(
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attackerUnitForMeasurement = ourUnits.front();
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}
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auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attackerUnitForMeasurement, 0);
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auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
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auto enemiesKilled = damageDealt / defender->getMaxHealth() + (damageDealt % defender->getMaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
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auto damagePerEnemy = enemyDamage / (double)defender->getCount();
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auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
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return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->getMaxHealth()));
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
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int64_t AttackPossibility::evaluateBlockedShootersDmg(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state)
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{
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int64_t res = 0;
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@ -84,10 +163,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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auto hexes = attacker->getSurroundingHexes(hex);
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for(BattleHex tile : hexes)
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{
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auto st = state.battleGetUnitByPos(tile, true);
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if(!st || !state.battleMatchOwner(st, attacker))
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auto st = state->battleGetUnitByPos(tile, true);
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if(!st || !state->battleMatchOwner(st, attacker))
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continue;
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if(!state.battleCanShoot(st))
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if(!state->battleCanShoot(st))
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continue;
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// FIXME: provide distance info for Jousting bonus
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@ -97,8 +176,8 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
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meleeAttackInfo.defenderPos = hex;
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auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
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auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
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int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
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res += gain;
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@ -107,13 +186,17 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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return res;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
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AttackPossibility AttackPossibility::evaluate(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state)
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{
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auto attacker = attackInfo.attacker;
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auto defender = attackInfo.defender;
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
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const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker));
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const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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@ -141,9 +224,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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std::vector<const battle::Unit*> units;
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if (attackInfo.shooting)
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units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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else
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units = state.getAttackedBattleUnits(attacker, defHex, false, hex);
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units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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// ensure the defender is also affected
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bool addDefender = true;
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@ -172,7 +255,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
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DamageEstimation retaliation;
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auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
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auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
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@ -181,7 +264,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
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damageDealt = averageDmg(attackDmg.damage);
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defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
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defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, damageCache, state);
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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@ -191,11 +274,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = averageDmg(retaliation.damage);
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attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
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attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, damageCache, state);
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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bool isEnemy = state.battleMatchOwner(attacker, u);
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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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@ -225,7 +308,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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}
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// check how much damage we gain from blocking enemy shooters on this hex
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bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
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@ -15,6 +15,22 @@
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#define BATTLE_TRACE_LEVEL 0
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class DamageCache
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{
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private:
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std::unordered_map<uint32_t, std::unordered_map<uint32_t, float>> damageCache;
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DamageCache * parent;
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public:
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DamageCache() : parent(nullptr) {}
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DamageCache(DamageCache * parent) : parent(parent) {}
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void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side);
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};
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/// <summary>
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/// Evaluate attack value of one particular attack taking into account various effects like
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/// retaliation, 2-hex breath, collateral damage, shooters blocked damage
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@ -40,14 +56,23 @@ public:
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int64_t damageDiff() const;
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int64_t attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
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static AttackPossibility evaluate(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state);
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static int64_t calculateDamageReduce(
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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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const CBattleInfoCallback & cb);
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> cb);
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private:
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
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static int64_t evaluateBlockedShootersDmg(
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const BattleAttackInfo & attackInfo,
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BattleHex hex,
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DamageCache & damageCache,
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std::shared_ptr<CBattleInfoCallback> state);
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};
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@ -44,7 +44,55 @@ SpellTypes spellType(const CSpell * spell)
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return SpellTypes::OTHER;
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}
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std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
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class BattleEvaluator
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{
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std::unique_ptr<PotentialTargets> targets;
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std::shared_ptr<HypotheticBattle> hb;
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BattleExchangeEvaluator scoreEvaluator;
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std::shared_ptr<CBattleCallback> cb;
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std::shared_ptr<Environment> env;
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bool activeActionMade = false;
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std::optional<AttackPossibility> cachedAttack;
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PlayerColor playerID;
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int side;
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int64_t cachedScore;
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DamageCache damageCache;
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public:
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BattleAction selectStackAction(const CStack * stack);
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void attemptCastingSpell(const CStack * stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
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BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
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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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BattleEvaluator(std::shared_ptr<Environment> env, std::shared_ptr<CBattleCallback> cb, const battle::Unit * activeStack, PlayerColor playerID, int side)
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:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
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{
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hb = std::make_shared<HypotheticBattle>(env.get(), cb);
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damageCache.buildDamageCache(hb, side);
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targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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}
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BattleEvaluator(
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std::shared_ptr<Environment> env,
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std::shared_ptr<CBattleCallback> cb,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache,
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const battle::Unit * activeStack,
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PlayerColor playerID,
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int side)
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:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
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{
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targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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}
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};
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std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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{
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std::vector<BattleHex> result;
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@ -110,7 +158,7 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
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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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std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
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std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
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{
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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@ -141,40 +189,37 @@ std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *
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return std::nullopt;
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}
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BattleAction CBattleAI::selectStackAction(const CStack * stack)
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BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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{
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//evaluate casting spell for spellcasting stack
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std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
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HypotheticBattle hb(env.get(), cb);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
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auto score = EvaluationResult::INEFFECTIVE_SCORE;
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PotentialTargets targets(stack, hb);
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BattleExchangeEvaluator scoreEvaluator(cb, env);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
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int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
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if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
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if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
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{
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movesSkippedByDefense = 0;
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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if(!targets.possibleAttacks.empty())
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if(!targets->possibleAttacks.empty())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating attack for %s", stack->getDescription());
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#endif
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auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
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auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
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auto & bestAttack = evaluationResult.bestAttack;
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cachedAttack = bestAttack;
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cachedScore = evaluationResult.score;
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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.has_value() && bestSpellcast->value > bestAttack.damageDiff())
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{
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// return because spellcast value is damage dealt and score is dps reduce
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movesSkippedByDefense = 0;
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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@ -194,7 +239,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
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bestAttack.attackerDamageReduce, bestAttack.attackValue()
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);
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if (moveTarget.score <= score)
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if (moveTarget.scorePerTurn <= score)
|
||||
{
|
||||
if(evaluationResult.wait)
|
||||
{
|
||||
@ -202,12 +247,12 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
|
||||
}
|
||||
else if(bestAttack.attack.shooting)
|
||||
{
|
||||
movesSkippedByDefense = 0;
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
|
||||
}
|
||||
else
|
||||
{
|
||||
movesSkippedByDefense = 0;
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
|
||||
}
|
||||
}
|
||||
@ -215,9 +260,11 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
|
||||
}
|
||||
|
||||
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
|
||||
if(moveTarget.score > score)
|
||||
if(moveTarget.scorePerTurn > score)
|
||||
{
|
||||
score = moveTarget.score;
|
||||
cachedAttack = moveTarget.cachedAttack;
|
||||
cachedScore = score;
|
||||
|
||||
if(stack->waited())
|
||||
{
|
||||
@ -238,7 +285,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
|
||||
|
||||
if(brokenWallMoat.size())
|
||||
{
|
||||
movesSkippedByDefense = 0;
|
||||
activeActionMade = true;
|
||||
|
||||
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
|
||||
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
|
||||
@ -284,7 +331,11 @@ void CBattleAI::activeStack( const CStack * stack )
|
||||
return;
|
||||
}
|
||||
|
||||
if (attemptCastingSpell())
|
||||
BattleEvaluator evaluator(env, cb, stack, playerID, side);
|
||||
|
||||
result = evaluator.selectStackAction(stack);
|
||||
|
||||
if(evaluator.attemptCastingSpell(stack))
|
||||
return;
|
||||
|
||||
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
|
||||
@ -294,8 +345,6 @@ void CBattleAI::activeStack( const CStack * stack )
|
||||
cb->battleMakeUnitAction(*action);
|
||||
return;
|
||||
}
|
||||
|
||||
result = selectStackAction(stack);
|
||||
}
|
||||
catch(boost::thread_interrupted &)
|
||||
{
|
||||
@ -320,7 +369,7 @@ void CBattleAI::activeStack( const CStack * stack )
|
||||
cb->battleMakeUnitAction(result);
|
||||
}
|
||||
|
||||
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
|
||||
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
|
||||
{
|
||||
auto reachability = cb->getReachability(stack);
|
||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
||||
@ -357,9 +406,6 @@ 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(BonusType::FLYING))
|
||||
@ -371,7 +417,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
|
||||
obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
|
||||
};
|
||||
|
||||
const auto & obstacles = hb.battleGetAllObstacles();
|
||||
const auto & obstacles = hb->battleGetAllObstacles();
|
||||
|
||||
for (const auto & obst: obstacles) {
|
||||
|
||||
@ -396,7 +442,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
|
||||
if(vstd::contains(obstacleHexes, hex))
|
||||
distance += NEGATIVE_OBSTACLE_PENALTY;
|
||||
|
||||
return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
|
||||
return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
|
||||
});
|
||||
|
||||
return BattleAction::makeMove(stack, *nearestAvailableHex);
|
||||
@ -412,7 +458,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
|
||||
}
|
||||
|
||||
if(vstd::contains(avHexes, currentDest)
|
||||
&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
|
||||
&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
|
||||
return BattleAction::makeMove(stack, currentDest);
|
||||
|
||||
currentDest = reachability.predecessors[currentDest];
|
||||
@ -468,7 +514,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
|
||||
return attack;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
bool CBattleAI::attemptCastingSpell()
|
||||
=======
|
||||
void BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
||||
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
||||
{
|
||||
auto hero = cb->battleGetMyHero();
|
||||
if(!hero)
|
||||
@ -488,7 +538,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
|
||||
vstd::erase_if(possibleSpells, [](const CSpell *s)
|
||||
{
|
||||
return spellType(s) != SpellTypes::BATTLE;
|
||||
return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
|
||||
});
|
||||
|
||||
LOGFL("I know how %d of them works.", possibleSpells.size());
|
||||
@ -499,7 +549,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
{
|
||||
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
||||
|
||||
if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
|
||||
if(spell->getTargetType() == spells::AimType::LOCATION)
|
||||
continue;
|
||||
|
||||
const bool FAST = true;
|
||||
@ -518,7 +568,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
||||
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
||||
{
|
||||
bool firstRound = true;
|
||||
bool enemyHadTurn = false;
|
||||
@ -529,7 +579,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
for(auto & round : queue)
|
||||
{
|
||||
if(!firstRound)
|
||||
state.nextRound(0);//todo: set actual value?
|
||||
state->nextRound(0);//todo: set actual value?
|
||||
for(auto unit : round)
|
||||
{
|
||||
if(!vstd::contains(values, unit->unitId()))
|
||||
@ -538,11 +588,11 @@ bool CBattleAI::attemptCastingSpell()
|
||||
if(!unit->alive())
|
||||
continue;
|
||||
|
||||
if(state.battleGetOwner(unit) != playerID)
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
{
|
||||
enemyHadTurn = true;
|
||||
|
||||
if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
|
||||
if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
|
||||
{
|
||||
//enemy could counter our spell at this point
|
||||
//anyway, we do not know what enemy will do
|
||||
@ -556,15 +606,15 @@ bool CBattleAI::attemptCastingSpell()
|
||||
ourTurnSpan++;
|
||||
}
|
||||
|
||||
state.nextTurn(unit->unitId());
|
||||
state->nextTurn(unit->unitId());
|
||||
|
||||
PotentialTargets pt(unit, state);
|
||||
PotentialTargets pt(unit, damageCache, state);
|
||||
|
||||
if(!pt.possibleAttacks.empty())
|
||||
{
|
||||
AttackPossibility ap = pt.bestAction();
|
||||
|
||||
auto swb = state.getForUpdate(unit->unitId());
|
||||
auto swb = state->getForUpdate(unit->unitId());
|
||||
*swb = *ap.attackerState;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
@ -574,7 +624,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
|
||||
for(auto affected : ap.affectedUnits)
|
||||
{
|
||||
swb = state.getForUpdate(affected->unitId());
|
||||
swb = state->getForUpdate(affected->unitId());
|
||||
*swb = *affected;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
@ -587,7 +637,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
auto bav = pt.bestActionValue();
|
||||
|
||||
//best action is from effective owner`s point if view, we need to convert to our point if view
|
||||
if(state.battleGetOwner(unit) != playerID)
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
bav = -bav;
|
||||
values[unit->unitId()] += bav;
|
||||
}
|
||||
@ -638,13 +688,13 @@ bool CBattleAI::attemptCastingSpell()
|
||||
{
|
||||
bool enemyHadTurn = false;
|
||||
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
||||
|
||||
if(!enemyHadTurn)
|
||||
{
|
||||
auto battleIsFinishedOpt = state.battleIsFinished();
|
||||
auto battleIsFinishedOpt = state->battleIsFinished();
|
||||
|
||||
if(battleIsFinishedOpt)
|
||||
{
|
||||
@ -661,74 +711,60 @@ bool CBattleAI::attemptCastingSpell()
|
||||
|
||||
auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
|
||||
{
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
|
||||
cast.castEval(state.getServerCallback(), ps->dest);
|
||||
ValueMap newHealthOfStack;
|
||||
ValueMap newValueOfStack;
|
||||
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps->spell);
|
||||
cast.castEval(state->getServerCallback(), ps->dest);
|
||||
|
||||
size_t ourUnits = 0;
|
||||
auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool{ return true; });
|
||||
|
||||
std::set<uint32_t> unitIds;
|
||||
|
||||
state.battleGetUnitsIf([&](const battle::Unit * u)->bool
|
||||
{
|
||||
if(!u->isGhost() && !u->isTurret())
|
||||
unitIds.insert(u->unitId());
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
for(auto unitId : unitIds)
|
||||
{
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
||||
newValueOfStack[unitId] = 0;
|
||||
|
||||
if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
|
||||
ourUnits++;
|
||||
}
|
||||
|
||||
size_t minTurnSpan = ourUnits/3; //todo: tweak this
|
||||
|
||||
std::vector<battle::Units> newTurnOrder;
|
||||
|
||||
state.battleGetTurnOrder(newTurnOrder, amount, 2);
|
||||
|
||||
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
|
||||
|
||||
if(turnSpanOK || castNow)
|
||||
{
|
||||
int64_t totalGain = 0;
|
||||
|
||||
for(auto unitId : unitIds)
|
||||
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
auto original = cb->battleGetUnitByID(u->unitId());
|
||||
return !original || u->speed() != original->speed();
|
||||
});
|
||||
|
||||
auto newValue = getValOr(newValueOfStack, unitId, 0);
|
||||
auto oldValue = getValOr(valueOfStack, unitId, 0);
|
||||
DamageCache innerCache(&damageCache);
|
||||
innerCache.buildDamageCache(state, side);
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
if(needFullEval || !cachedAttack)
|
||||
{
|
||||
PotentialTargets innerTargets(activeStack, damageCache, state);
|
||||
BattleExchangeEvaluator innerEvaluator(state, env);
|
||||
|
||||
if(localUnit->unitOwner() != playerID)
|
||||
healthDiff = -healthDiff;
|
||||
if(!innerTargets.possibleAttacks.empty())
|
||||
{
|
||||
innerEvaluator.updateReachabilityMap(state);
|
||||
|
||||
if(healthDiff < 0)
|
||||
{
|
||||
ps->value = -1;
|
||||
return; //do not damage own units at all
|
||||
}
|
||||
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
|
||||
|
||||
totalGain += (newValue - oldValue + healthDiff);
|
||||
ps->value = newStackAction.score;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps->value = 0;
|
||||
}
|
||||
|
||||
ps->value = totalGain;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps->value = -1;
|
||||
ps->value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
|
||||
}
|
||||
|
||||
for(auto unit : allUnits)
|
||||
{
|
||||
auto newHealth = unit->getAvailableHealth();
|
||||
auto oldHealth = healthOfStack[unit->unitId()];
|
||||
|
||||
if(oldHealth != newHealth)
|
||||
{
|
||||
auto damage = std::abs(oldHealth - newHealth);
|
||||
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
|
||||
auto dpsReduce = AttackPossibility::calculateDamageReduce(nullptr, originalDefender ? originalDefender : unit, damage, innerCache, state);
|
||||
auto ourUnit = unit->unitSide() == side ? 1 : -1;
|
||||
auto goodEffect = newHealth > oldHealth ? 1 : -1;
|
||||
|
||||
ps->value += ourUnit * goodEffect * dpsReduce;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
@ -767,7 +803,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
};
|
||||
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
||||
|
||||
if(castToPerform.value > 0)
|
||||
if(castToPerform.value > cachedScore)
|
||||
{
|
||||
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
||||
BattleAction spellcast;
|
||||
@ -777,8 +813,12 @@ bool CBattleAI::attemptCastingSpell()
|
||||
spellcast.side = side;
|
||||
spellcast.stackNumber = (!side) ? -1 : -2;
|
||||
cb->battleMakeSpellAction(spellcast);
|
||||
<<<<<<< HEAD
|
||||
movesSkippedByDefense = 0;
|
||||
return true;
|
||||
=======
|
||||
activeActionMade = true;
|
||||
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -788,7 +828,7 @@ bool CBattleAI::attemptCastingSpell()
|
||||
}
|
||||
|
||||
//Below method works only for offensive spells
|
||||
void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
||||
void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
||||
{
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
@ -849,6 +889,11 @@ void CBattleAI::print(const std::string &text) const
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
void BattleEvaluator::print(const std::string & text) const
|
||||
{
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
||||
{
|
||||
BattleStateInfoForRetreat bs;
|
||||
|
@ -68,9 +68,6 @@ public:
|
||||
~CBattleAI();
|
||||
|
||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
bool attemptCastingSpell();
|
||||
|
||||
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
|
||||
|
||||
void activeStack(const CStack * stack) override; //called when it's turn of that stack
|
||||
void yourTacticPhase(int distance) override;
|
||||
@ -80,8 +77,6 @@ public:
|
||||
void print(const std::string &text) const;
|
||||
BattleAction useCatapult(const CStack *stack);
|
||||
BattleAction useHealingTent(const CStack *stack);
|
||||
BattleAction selectStackAction(const CStack * stack);
|
||||
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
|
||||
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
|
||||
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||
@ -98,8 +93,4 @@ public:
|
||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
|
||||
private:
|
||||
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const;
|
||||
std::vector<BattleHex> getBrokenWallMoatHexes() const;
|
||||
};
|
||||
|
@ -18,9 +18,11 @@ AttackerValue::AttackerValue()
|
||||
}
|
||||
|
||||
MoveTarget::MoveTarget()
|
||||
: positions()
|
||||
: positions(), cachedAttack()
|
||||
{
|
||||
score = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
scorePerTurn = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
turnsToRich = 1;
|
||||
}
|
||||
|
||||
int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
|
||||
@ -61,14 +63,14 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
std::shared_ptr<StackWithBonuses> defender,
|
||||
bool shooting,
|
||||
bool isOurAttack,
|
||||
const CBattleInfoCallback & cb,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb,
|
||||
bool evaluateOnly)
|
||||
{
|
||||
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
|
||||
static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
|
||||
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
|
||||
|
||||
DamageEstimation retaliation;
|
||||
// FIXME: provide distance info for Jousting bonus
|
||||
BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
|
||||
|
||||
@ -77,9 +79,8 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
bai.attackerPos.setXY(8, 5);
|
||||
}
|
||||
|
||||
auto attack = cb.battleEstimateDamage(bai, &retaliation);
|
||||
int64_t attackDamage = (attack.damage.min + attack.damage.max) / 2;
|
||||
int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
|
||||
int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
|
||||
int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
|
||||
int64_t attackerDamageReduce = 0;
|
||||
|
||||
if(!evaluateOnly)
|
||||
@ -108,36 +109,33 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
|
||||
if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
|
||||
{
|
||||
if(retaliation.damage.max != 0)
|
||||
{
|
||||
auto retaliationDamage = (retaliation.damage.min + retaliation.damage.max) / 2;
|
||||
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
|
||||
auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
|
||||
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
|
||||
|
||||
if(!evaluateOnly)
|
||||
{
|
||||
if(!evaluateOnly)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace(
|
||||
"%s -> %s, retaliation, dps: %lld, %lld",
|
||||
defender->getDescription(),
|
||||
attacker->getDescription(),
|
||||
retaliationDamage,
|
||||
attackerDamageReduce);
|
||||
logAi->trace(
|
||||
"%s -> %s, retaliation, dps: %lld, %lld",
|
||||
defender->getDescription(),
|
||||
attacker->getDescription(),
|
||||
retaliationDamage,
|
||||
attackerDamageReduce);
|
||||
#endif
|
||||
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore -= attackerDamageReduce;
|
||||
attackerValue[attacker->unitId()].isRetalitated = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
dpsScore += attackerDamageReduce;
|
||||
attackerValue[defender->unitId()].value += attackerDamageReduce;
|
||||
}
|
||||
|
||||
attacker->damage(retaliationDamage);
|
||||
defender->afterAttack(false, true);
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore -= attackerDamageReduce;
|
||||
attackerValue[attacker->unitId()].isRetalitated = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
dpsScore += attackerDamageReduce;
|
||||
attackerValue[defender->unitId()].value += attackerDamageReduce;
|
||||
}
|
||||
|
||||
attacker->damage(retaliationDamage);
|
||||
defender->afterAttack(false, true);
|
||||
}
|
||||
}
|
||||
|
||||
@ -153,7 +151,11 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
return score;
|
||||
}
|
||||
|
||||
EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
|
||||
EvaluationResult BattleExchangeEvaluator::findBestTarget(
|
||||
const battle::Unit * activeStack,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
EvaluationResult result(targets.bestAction());
|
||||
|
||||
@ -161,7 +163,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
|
||||
|
||||
for(auto & ap : targets.possibleAttacks)
|
||||
{
|
||||
int64_t score = calculateExchange(ap, targets, hb);
|
||||
int64_t score = calculateExchange(ap, targets, damageCache, hb);
|
||||
|
||||
if(score > result.score)
|
||||
{
|
||||
@ -176,14 +178,14 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
|
||||
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
|
||||
#endif
|
||||
|
||||
hb.getForUpdate(activeStack->unitId())->waiting = true;
|
||||
hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
|
||||
hb->getForUpdate(activeStack->unitId())->waiting = true;
|
||||
hb->getForUpdate(activeStack->unitId())->waitedThisTurn = true;
|
||||
|
||||
updateReachabilityMap(hb);
|
||||
|
||||
for(auto & ap : targets.possibleAttacks)
|
||||
{
|
||||
int64_t score = calculateExchange(ap, targets, hb);
|
||||
int64_t score = calculateExchange(ap, targets, damageCache, hb);
|
||||
|
||||
if(score > result.score)
|
||||
{
|
||||
@ -197,7 +199,11 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
|
||||
return result;
|
||||
}
|
||||
|
||||
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
|
||||
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
|
||||
const battle::Unit * activeStack,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
MoveTarget result;
|
||||
BattleExchangeVariant ev;
|
||||
@ -237,16 +243,20 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Uni
|
||||
{
|
||||
// FIXME: provide distance info for Jousting bonus
|
||||
auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
|
||||
auto attack = AttackPossibility::evaluate(bai, hex, hb);
|
||||
auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
|
||||
|
||||
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
|
||||
|
||||
auto score = calculateExchange(attack, targets, hb) / turnsToRich;
|
||||
auto score = calculateExchange(attack, targets, damageCache, hb);
|
||||
auto scorePerTurn = score / turnsToRich;
|
||||
|
||||
if(result.score < score)
|
||||
if(result.scorePerTurn < scorePerTurn)
|
||||
{
|
||||
result.scorePerTurn = scorePerTurn;
|
||||
result.score = score;
|
||||
result.positions = closestStack->getAttackableHexes(activeStack);
|
||||
result.cachedAttack = attack;
|
||||
result.turnsToRich = turnsToRich;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -287,7 +297,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(cons
|
||||
std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
||||
const AttackPossibility & ap,
|
||||
PotentialTargets & targets,
|
||||
HypotheticBattle & hb)
|
||||
std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
auto hexes = ap.attack.defender->getHexes();
|
||||
|
||||
@ -308,7 +318,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
||||
{
|
||||
for(auto adjacentUnit : getAdjacentUnits(unit))
|
||||
{
|
||||
auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
|
||||
auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
|
||||
|
||||
if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
|
||||
&& !vstd::contains(allReachableUnits, unitWithBonuses))
|
||||
@ -349,7 +359,8 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
||||
int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
const AttackPossibility & ap,
|
||||
PotentialTargets & targets,
|
||||
HypotheticBattle & hb)
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
|
||||
@ -374,7 +385,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
return 0;
|
||||
}
|
||||
|
||||
HypotheticBattle exchangeBattle(env.get(), cb);
|
||||
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
|
||||
BattleExchangeVariant v;
|
||||
auto melleeAttackers = ourStacks;
|
||||
|
||||
@ -389,10 +400,9 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
if(unit->isTurret())
|
||||
continue;
|
||||
|
||||
bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
|
||||
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
|
||||
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
|
||||
|
||||
|
||||
if(!vstd::contains(attackerQueue, unit))
|
||||
{
|
||||
attackerQueue.push_back(unit);
|
||||
@ -403,11 +413,11 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
for(auto activeUnit : exchangeUnits)
|
||||
{
|
||||
bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
|
||||
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
|
||||
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
|
||||
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
|
||||
|
||||
auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
|
||||
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
|
||||
|
||||
if(!attacker->alive())
|
||||
{
|
||||
@ -420,17 +430,18 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
auto targetUnit = ap.attack.defender;
|
||||
|
||||
if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
|
||||
if(!isOur || !exchangeBattle->getForUpdate(targetUnit->unitId())->alive())
|
||||
{
|
||||
auto estimateAttack = [&](const battle::Unit * u) -> int64_t
|
||||
{
|
||||
auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
|
||||
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
|
||||
auto score = v.trackAttack(
|
||||
attacker,
|
||||
stackWithBonuses,
|
||||
exchangeBattle.battleCanShoot(stackWithBonuses.get()),
|
||||
exchangeBattle->battleCanShoot(stackWithBonuses.get()),
|
||||
isOur,
|
||||
*cb,
|
||||
damageCache,
|
||||
hb,
|
||||
true);
|
||||
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
@ -446,7 +457,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
}
|
||||
else
|
||||
{
|
||||
auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
|
||||
auto reachable = exchangeBattle->battleGetUnitsIf([&](const battle::Unit * u) -> bool
|
||||
{
|
||||
if(!u->alive() || u->unitSide() == attacker->unitSide())
|
||||
return false;
|
||||
@ -472,19 +483,19 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
}
|
||||
}
|
||||
|
||||
auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
|
||||
auto shooting = cb->battleCanShoot(attacker.get());
|
||||
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
|
||||
auto shooting = exchangeBattle->battleCanShoot(attacker.get());
|
||||
const int totalAttacks = attacker->getTotalAttacks(shooting);
|
||||
|
||||
if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
|
||||
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId() && targetUnit->unitId() == ap.attack.defender->unitId())
|
||||
{
|
||||
v.trackAttack(ap, exchangeBattle);
|
||||
v.trackAttack(ap, *exchangeBattle);
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < totalAttacks; i++)
|
||||
{
|
||||
v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
|
||||
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
|
||||
|
||||
if(!attacker->alive() || !defender->alive())
|
||||
break;
|
||||
@ -495,12 +506,12 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
||||
return !exchangeBattle->getForUpdate(u->unitId())->alive();
|
||||
});
|
||||
|
||||
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
||||
return !exchangeBattle->getForUpdate(u->unitId())->alive();
|
||||
});
|
||||
}
|
||||
|
||||
@ -581,13 +592,13 @@ void BattleExchangeVariant::adjustPositions(
|
||||
}
|
||||
}
|
||||
|
||||
void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
||||
void BattleExchangeEvaluator::updateReachabilityMap( std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
const int TURN_DEPTH = 2;
|
||||
|
||||
turnOrder.clear();
|
||||
|
||||
hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
||||
hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
||||
reachabilityMap.clear();
|
||||
|
||||
for(int turn = 0; turn < turnOrder.size(); turn++)
|
||||
|
@ -26,7 +26,10 @@ struct AttackerValue
|
||||
struct MoveTarget
|
||||
{
|
||||
int64_t score;
|
||||
int64_t scorePerTurn;
|
||||
std::vector<BattleHex> positions;
|
||||
std::optional<AttackPossibility> cachedAttack;
|
||||
uint8_t turnsToRich;
|
||||
|
||||
MoveTarget();
|
||||
};
|
||||
@ -65,7 +68,8 @@ public:
|
||||
std::shared_ptr<StackWithBonuses> defender,
|
||||
bool shooting,
|
||||
bool isOurAttack,
|
||||
const CBattleInfoCallback & cb,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb,
|
||||
bool evaluateOnly = false);
|
||||
|
||||
int64_t getScore() const { return dpsScore; }
|
||||
@ -91,11 +95,27 @@ private:
|
||||
public:
|
||||
BattleExchangeEvaluator(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env): cb(cb), env(env) {}
|
||||
|
||||
EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
|
||||
int64_t calculateExchange(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
|
||||
void updateReachabilityMap(HypotheticBattle & hb);
|
||||
std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
|
||||
EvaluationResult findBestTarget(
|
||||
const battle::Unit * activeStack,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
int64_t calculateExchange(
|
||||
const AttackPossibility & ap,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
|
||||
std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, std::shared_ptr<HypotheticBattle> hb);
|
||||
bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
|
||||
MoveTarget findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
|
||||
|
||||
MoveTarget findMoveTowardsUnreachable(
|
||||
const battle::Unit * activeStack,
|
||||
PotentialTargets & targets,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit);
|
||||
};
|
@ -11,11 +11,14 @@
|
||||
#include "PotentialTargets.h"
|
||||
#include "../../lib/CStack.h"//todo: remove
|
||||
|
||||
PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state)
|
||||
PotentialTargets::PotentialTargets(
|
||||
const battle::Unit * attacker,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> state)
|
||||
{
|
||||
auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
|
||||
auto reachability = state.getReachability(attackerInfo);
|
||||
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, false);
|
||||
auto attackerInfo = state->battleGetUnitByID(attacker->unitId());
|
||||
auto reachability = state->getReachability(attackerInfo);
|
||||
auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo, false);
|
||||
|
||||
//FIXME: this should part of battleGetAvailableHexes
|
||||
bool forceTarget = false;
|
||||
@ -25,7 +28,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
if(attackerInfo->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE))
|
||||
{
|
||||
forceTarget = true;
|
||||
auto nearest = state.getNearestStack(attackerInfo);
|
||||
auto nearest = state->getNearestStack(attackerInfo);
|
||||
|
||||
if(nearest.first != nullptr)
|
||||
{
|
||||
@ -34,14 +37,14 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
}
|
||||
}
|
||||
|
||||
auto aliveUnits = state.battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
auto aliveUnits = state->battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
{
|
||||
return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
|
||||
});
|
||||
|
||||
for(auto defender : aliveUnits)
|
||||
{
|
||||
if(!forceTarget && !state.battleMatchOwner(attackerInfo, defender))
|
||||
if(!forceTarget && !state->battleMatchOwner(attackerInfo, defender))
|
||||
continue;
|
||||
|
||||
auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
|
||||
@ -49,7 +52,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
int distance = hex.isValid() ? reachability.distances[hex] : 0;
|
||||
auto bai = BattleAttackInfo(attackerInfo, defender, distance, shooting);
|
||||
|
||||
return AttackPossibility::evaluate(bai, hex, state);
|
||||
return AttackPossibility::evaluate(bai, hex, damageCache, state);
|
||||
};
|
||||
|
||||
if(forceTarget)
|
||||
@ -59,7 +62,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
else
|
||||
unreachableEnemies.push_back(defender);
|
||||
}
|
||||
else if(state.battleCanShoot(attackerInfo, defender->getPosition()))
|
||||
else if(state->battleCanShoot(attackerInfo, defender->getPosition()))
|
||||
{
|
||||
possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
|
||||
}
|
||||
|
@ -17,7 +17,10 @@ public:
|
||||
std::vector<const battle::Unit *> unreachableEnemies;
|
||||
|
||||
PotentialTargets(){};
|
||||
PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state);
|
||||
PotentialTargets(
|
||||
const battle::Unit * attacker,
|
||||
DamageCache & damageCache,
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
const AttackPossibility & bestAction() const;
|
||||
int64_t bestActionValue() const;
|
||||
|
@ -124,7 +124,7 @@ TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, c
|
||||
|
||||
for(const Bonus & bonus : bonusesToUpdate)
|
||||
{
|
||||
if(selector(&bonus) && (!limit || !limit(&bonus)))
|
||||
if(selector(&bonus) && (!limit || limit(&bonus)))
|
||||
{
|
||||
if(ret->getFirst(Selector::source(BonusSource::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
|
||||
{
|
||||
@ -150,12 +150,18 @@ TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, c
|
||||
|
||||
int64_t StackWithBonuses::getTreeVersion() const
|
||||
{
|
||||
return owner->getTreeVersion();
|
||||
auto result = owner->getTreeVersion();
|
||||
|
||||
if(bonusesToAdd.empty() && bonusesToUpdate.empty() && bonusesToRemove.empty())
|
||||
return result;
|
||||
else
|
||||
return result + treeVersionLocal;
|
||||
}
|
||||
|
||||
void StackWithBonuses::addUnitBonus(const std::vector<Bonus> & bonus)
|
||||
{
|
||||
vstd::concatenate(bonusesToAdd, bonus);
|
||||
treeVersionLocal++;
|
||||
}
|
||||
|
||||
void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
|
||||
@ -163,6 +169,7 @@ void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
|
||||
//TODO: optimize, actualize to last value
|
||||
|
||||
vstd::concatenate(bonusesToUpdate, bonus);
|
||||
treeVersionLocal++;
|
||||
}
|
||||
|
||||
void StackWithBonuses::removeUnitBonus(const std::vector<Bonus> & bonus)
|
||||
@ -197,6 +204,8 @@ void StackWithBonuses::removeUnitBonus(const CSelector & selector)
|
||||
|
||||
vstd::erase_if(bonusesToAdd, [&](const Bonus & b){return selector(&b);});
|
||||
vstd::erase_if(bonusesToUpdate, [&](const Bonus & b){return selector(&b);});
|
||||
|
||||
treeVersionLocal++;
|
||||
}
|
||||
|
||||
std::string StackWithBonuses::getDescription() const
|
||||
|
@ -47,6 +47,7 @@ public:
|
||||
std::vector<Bonus> bonusesToAdd;
|
||||
std::vector<Bonus> bonusesToUpdate;
|
||||
std::set<std::shared_ptr<Bonus>> bonusesToRemove;
|
||||
int treeVersionLocal;
|
||||
|
||||
StackWithBonuses(const HypotheticBattle * Owner, const battle::CUnitState * Stack);
|
||||
|
||||
|
@ -138,8 +138,8 @@ void Nullkiller::updateAiState(int pass, bool fast)
|
||||
{
|
||||
memory->removeInvisibleObjects(cb.get());
|
||||
|
||||
dangerHitMap->calculateTileOwners();
|
||||
dangerHitMap->updateHitMap();
|
||||
dangerHitMap->calculateTileOwners();
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user