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BattleAI: remove adjustPositions method as it gives more troubles than usefulness

This commit is contained in:
Andrii Danylchenko
2024-01-14 10:23:44 +02:00
parent f6e0f46040
commit 3602be5eab
3 changed files with 1 additions and 74 deletions

View File

@@ -225,7 +225,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
}
}
return BattleAction::makeDefend(stack);
return stack->waited() ? BattleAction::makeDefend(stack) : BattleAction::makeWait(stack);
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)

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@@ -684,11 +684,6 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
for(auto hex : hexes)
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
if(!ap.attack.shooting)
{
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Exchange score: enemy: %2f, our -%2f", v.getScore().enemyDamageReduce, v.getScore().ourDamageReduce);
#endif
@@ -696,69 +691,6 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
return v.getScore();
}
void BattleExchangeVariant::adjustPositions(
std::vector<const battle::Unit*> attackers,
const AttackPossibility & ap,
std::map<BattleHex, battle::Units> & reachabilityMap)
{
auto hexes = ap.attack.defender->getSurroundingHexes();
boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
{
if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
return true;
if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
return false;
return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
});
vstd::erase_if_present(hexes, ap.from);
vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
float notRealizedDamage = 0;
for(auto unit : attackers)
{
if(unit->unitId() == ap.attack.attacker->unitId())
continue;
if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
{
return vstd::contains(reachabilityMap[h], unit);
}))
{
notRealizedDamage += attackerValue[unit->unitId()].value;
continue;
}
auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> float
{
auto score = vstd::contains(reachabilityMap[h], unit)
? reachabilityMap[h].size()
: 0;
if(unit->doubleWide())
{
auto backHex = unit->occupiedHex(h);
if(vstd::contains(hexes, backHex))
score += reachabilityMap[backHex].size();
}
return score;
});
hexes.erase(desiredPosition);
}
if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
{
dpsScore = BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
}
}
bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
{
for(auto pos : ap.attack.attacker->getSurroundingHexes())

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@@ -106,11 +106,6 @@ public:
const BattleScore & getScore() const { return dpsScore; }
void adjustPositions(
std::vector<const battle::Unit *> attackers,
const AttackPossibility & ap,
std::map<BattleHex, battle::Units> & reachabilityMap);
private:
BattleScore dpsScore;
std::map<uint32_t, AttackerValue> attackerValue;