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	BattleAI: rework movement when no targtes
This commit is contained in:
		| @@ -28,6 +28,22 @@ int64_t AttackPossibility::attackValue() const | ||||
| 	return damageDiff(); | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::calculateDpsReduce( | ||||
| 	const battle::Unit * attacker, | ||||
| 	const battle::Unit * defender, | ||||
| 	uint64_t damageDealt, | ||||
| 	std::shared_ptr<CBattleInfoCallback> cb) | ||||
| { | ||||
| 	vstd::amin(damageDealt, defender->getAvailableHealth()); | ||||
|  | ||||
| 	auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot())); | ||||
| 	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0); | ||||
| 	auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2; | ||||
| 	auto dpsPerEnemy = enemyDps / (double)defender->getCount(); | ||||
|  | ||||
| 	return (int64_t)(dpsPerEnemy * (enemiesKilled + damageDealt / (double)defender->MaxHealth()) / 2); | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state) | ||||
| { | ||||
| 	int64_t res = 0; | ||||
| @@ -136,15 +152,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
| 				vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth()); | ||||
|  | ||||
| 				damageDealt = (attackDmg.first + attackDmg.second) / 2; | ||||
| 				enemyDpsReduce = calculateDpsReduce(attacker, defender, damageDealt, getCbc()); | ||||
| 				ap.attackerState->afterAttack(attackInfo.shooting, false); | ||||
|  | ||||
| 				auto enemiesKilled = damageDealt / u->MaxHealth() + (damageDealt % u->MaxHealth() >= u->getFirstHPleft() ? 1 : 0); | ||||
| 				auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2; | ||||
|  | ||||
| 				enemyDpsReduce = enemiesKilled | ||||
| 					? (int64_t)(enemyDps * enemiesKilled / (double)u->getCount()) | ||||
| 					: (int64_t)(enemyDps / (double)u->getCount() * damageDealt / u->getFirstHPleft()); | ||||
|  | ||||
| 				//FIXME: use ranged retaliation | ||||
| 				damageReceived = 0; | ||||
| 				ourDpsReduce = 0; | ||||
| @@ -152,11 +162,8 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
| 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) | ||||
| 				{ | ||||
| 					damageReceived = (retaliation.first + retaliation.second) / 2; | ||||
| 					ourDpsReduce = calculateDpsReduce(defender, attacker, damageReceived, getCbc()); | ||||
| 					defenderState->afterAttack(attackInfo.shooting, true); | ||||
|  | ||||
| 					auto ourUnitsKilled = damageReceived / attacker->MaxHealth() + (damageReceived % attacker->MaxHealth() >= attacker->getFirstHPleft() ? 1 : 0); | ||||
|  | ||||
| 					ourDpsReduce = (int64_t)(damageDealt * ourUnitsKilled / (double)attacker->getCount()); | ||||
| 				} | ||||
|  | ||||
| 				bool isEnemy = state->battleMatchOwner(attacker, u); | ||||
|   | ||||
| @@ -13,6 +13,8 @@ | ||||
| #include "common.h" | ||||
| #include "StackWithBonuses.h" | ||||
|  | ||||
| #define BATTLE_TRACE_LEVEL 0 | ||||
|  | ||||
| class AttackPossibility | ||||
| { | ||||
| public: | ||||
| @@ -36,6 +38,12 @@ public: | ||||
|  | ||||
| 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
|  | ||||
| 	static int64_t calculateDpsReduce( | ||||
| 		const battle::Unit * attacker, | ||||
| 		const battle::Unit * defender, | ||||
| 		uint64_t damageDealt, | ||||
| 		std::shared_ptr<CBattleInfoCallback> cb); | ||||
|  | ||||
| private: | ||||
| 	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
| }; | ||||
|   | ||||
| @@ -94,7 +94,10 @@ void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCa | ||||
| BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| { | ||||
| 	LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()); | ||||
|  | ||||
| 	BattleAction result = BattleAction::makeDefend(stack); | ||||
| 	setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too) | ||||
|  | ||||
| 	try | ||||
| 	{ | ||||
| 		if(stack->type->idNumber == CreatureID::CATAPULT) | ||||
| @@ -162,84 +165,83 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 		 | ||||
| 		PotentialTargets targets(stack, &hb); | ||||
| 		BattleExchangeEvaluator scoreEvaluator(cb, env); | ||||
| 		auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb); | ||||
|  | ||||
| 		int64_t score = EvaluationResult::INEFFECTIVE_SCORE; | ||||
|  | ||||
| 		if(!targets.possibleAttacks.empty()) | ||||
| 		{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 			logAi->trace("Evaluating attack for %s", stack->getDescription()); | ||||
| #endif | ||||
|  | ||||
| 			auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb); | ||||
| 			auto & bestAttack = evaluationResult.bestAttack; | ||||
| 			 | ||||
|  | ||||
| 			//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc. | ||||
| 			if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff()) | ||||
| 			{ | ||||
| 				// return because spellcast value is damage dealt and score is dps reduce | ||||
| 				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id); | ||||
|  | ||||
| 			if(evaluationResult.wait) | ||||
| 			{ | ||||
| 				return BattleAction::makeWait(stack); | ||||
| 			} | ||||
|  | ||||
| 			if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE) | ||||
| 			if(evaluationResult.score > score) | ||||
| 			{ | ||||
| 				return BattleAction::makeDefend(stack); | ||||
| 			} | ||||
| 			 | ||||
| 			if(bestAttack.attack.shooting) | ||||
| 			{ | ||||
| 				auto &target = bestAttack; | ||||
| 				logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld", | ||||
| 					target.attackerState->unitType()->identifier, | ||||
| 					target.affectedUnits[0]->unitType()->identifier, | ||||
| 					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex, | ||||
| 				auto & target = bestAttack; | ||||
| 				score = evaluationResult.score; | ||||
| 				std::string action; | ||||
|  | ||||
| 				if(evaluationResult.wait) | ||||
| 				{ | ||||
| 					result = BattleAction::makeWait(stack); | ||||
| 					action = "wait"; | ||||
| 				} | ||||
| 				else if(bestAttack.attack.shooting) | ||||
| 				{ | ||||
|  | ||||
| 					result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender); | ||||
| 					action = "shot"; | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from); | ||||
| 					action = "mellee"; | ||||
| 				} | ||||
|  | ||||
| 				logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: %lld %lld %lld", | ||||
| 					bestAttack.attackerState->unitType()->identifier, | ||||
| 					bestAttack.affectedUnits[0]->unitType()->identifier, | ||||
| 					(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex, | ||||
| 					bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true), | ||||
| 					target.damageDealt, target.damageReceived, target.attackValue() | ||||
| 					bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue() | ||||
| 				); | ||||
|  | ||||
| 				return BattleAction::makeShotAttack(stack, bestAttack.attack.defender); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				auto &target = bestAttack; | ||||
| 				logAi->debug("BattleAI: %s -> %s x %d, mellee, from %d curpos %d dist %d speed %d: %lld %lld %lld", | ||||
| 					target.attackerState->unitType()->identifier, | ||||
| 					target.affectedUnits[0]->unitType()->identifier, | ||||
| 					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex, | ||||
| 					bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true), | ||||
| 					target.damageDealt, target.damageReceived, target.attackValue() | ||||
| 				); | ||||
|  | ||||
| 				return BattleAction::makeMeleeAttack(stack,	bestAttack.attack.defender->getPosition(), bestAttack.from); | ||||
| 		} | ||||
| 		} | ||||
| 		else if(bestSpellcast.is_initialized()) | ||||
| 		{ | ||||
| 			return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id); | ||||
| 		} | ||||
| 		else | ||||
|  | ||||
| 			//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code. | ||||
| 		if(moveTarget.score > score) | ||||
| 		{ | ||||
| 			score = moveTarget.score; | ||||
|  | ||||
| 			if(stack->waited()) | ||||
| 			{ | ||||
| 				//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code. | ||||
| 				auto dists = cb->getReachability(stack); | ||||
| 				if(!targets.unreachableEnemies.empty()) | ||||
| 				{ | ||||
| 					auto closestEnemy = vstd::minElementByFun(targets.unreachableEnemies, [&](const battle::Unit * enemy) -> int | ||||
| 					{ | ||||
| 						return dists.distToNearestNeighbour(stack, enemy); | ||||
| 					}); | ||||
|  | ||||
| 					if(dists.distToNearestNeighbour(stack, *closestEnemy) < GameConstants::BFIELD_SIZE) | ||||
| 					{ | ||||
| 						return goTowardsNearest(stack, (*closestEnemy)->getAttackableHexes(stack)); | ||||
| 					} | ||||
| 				} | ||||
| 				result = goTowardsNearest(stack, moveTarget.positions); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				return BattleAction::makeWait(stack); | ||||
| 				result = BattleAction::makeWait(stack); | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		if(score > EvaluationResult::INEFFECTIVE_SCORE) | ||||
| 		{ | ||||
| 			return result; | ||||
| 		} | ||||
|  | ||||
| 		if(!stack->hasBonusOfType(Bonus::FLYING) | ||||
| 			&& stack->unitSide() == BattleSide::ATTACKER | ||||
| 			&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL) | ||||
| @@ -252,7 +254,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 					return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT)); | ||||
| 				else | ||||
| 					return goTowardsNearest(stack, brokenWallMoat); | ||||
| 	} | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 	catch(boost::thread_interrupted &) | ||||
| @@ -264,7 +266,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 		logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what()); | ||||
| 	} | ||||
|  | ||||
| 	return BattleAction::makeDefend(stack); | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const | ||||
| @@ -289,10 +291,10 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl | ||||
|  | ||||
| 		if(stack->coversPos(hex)) | ||||
| 		{ | ||||
| 		logAi->warn("Warning: already standing on neighbouring tile!"); | ||||
| 		//We shouldn't even be here... | ||||
| 		return BattleAction::makeDefend(stack); | ||||
| 	} | ||||
| 			logAi->warn("Warning: already standing on neighbouring tile!"); | ||||
| 			//We shouldn't even be here... | ||||
| 			return BattleAction::makeDefend(stack); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	BattleHex bestNeighbor = hexes.front(); | ||||
|   | ||||
| @@ -11,6 +11,18 @@ | ||||
| #include "BattleExchangeVariant.h" | ||||
| #include "../../lib/CStack.h" | ||||
|  | ||||
| AttackerValue::AttackerValue() | ||||
| { | ||||
| 	value = 0; | ||||
| 	isRetalitated = false; | ||||
| } | ||||
|  | ||||
| MoveTarget::MoveTarget() | ||||
| 	:positions() | ||||
| { | ||||
| 	score = EvaluationResult::INEFFECTIVE_SCORE; | ||||
| } | ||||
|  | ||||
| int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state) | ||||
| { | ||||
| 	auto affectedUnits = ap.affectedUnits; | ||||
| @@ -31,6 +43,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe | ||||
|  | ||||
| 	dpsScore += attackValue; | ||||
|  | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 	logAi->trace( | ||||
| 		"%s -> %s, ap attack, %s, dps: %d, score: %d", | ||||
| 		ap.attack.attacker->getDescription(), | ||||
| @@ -38,6 +51,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe | ||||
| 		ap.attack.shooting ? "shot" : "mellee", | ||||
| 		ap.damageDealt, | ||||
| 		attackValue); | ||||
| #endif | ||||
|  | ||||
| 	return attackValue; | ||||
| } | ||||
| @@ -56,13 +70,20 @@ int64_t BattleExchangeVariant::trackAttack( | ||||
|  | ||||
| 	TDmgRange retalitation; | ||||
| 	BattleAttackInfo bai(attacker.get(), defender.get(), shooting); | ||||
|  | ||||
| 	if(shooting) | ||||
| 	{ | ||||
| 		bai.attackerPos.setXY(8, 5); | ||||
| 	} | ||||
|  | ||||
| 	auto attack = cb->battleEstimateDamage(bai, &retalitation); | ||||
| 	int64_t attackDamage = (attack.first + attack.second) / 2; | ||||
| 	int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb); | ||||
| 	int64_t defenderDpsReduce = AttackPossibility::calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb); | ||||
| 	int64_t attackerDpsReduce = 0; | ||||
|  | ||||
| 	if(!evaluateOnly) | ||||
| 	{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 		logAi->trace( | ||||
| 			"%s -> %s, normal attack, %s, dps: %d, %d", | ||||
| 			attacker->getDescription(), | ||||
| @@ -70,6 +91,7 @@ int64_t BattleExchangeVariant::trackAttack( | ||||
| 			shooting ? "shot" : "mellee", | ||||
| 			attackDamage, | ||||
| 			defenderDpsReduce); | ||||
| #endif | ||||
|  | ||||
| 		if(isOurAttack) | ||||
| 		{ | ||||
| @@ -88,16 +110,18 @@ int64_t BattleExchangeVariant::trackAttack( | ||||
| 		if(retalitation.second != 0) | ||||
| 		{ | ||||
| 			auto retalitationDamage = (retalitation.first + retalitation.second) / 2; | ||||
| 			attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb); | ||||
| 			attackerDpsReduce = AttackPossibility::calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb); | ||||
|  | ||||
| 			if(!evaluateOnly) | ||||
| 			{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 				logAi->trace( | ||||
| 					"%s -> %s, retalitation, dps: %d, %d", | ||||
| 					defender->getDescription(), | ||||
| 					attacker->getDescription(), | ||||
| 					retalitationDamage, | ||||
| 					attackerDpsReduce); | ||||
| #endif | ||||
|  | ||||
| 				if(isOurAttack) | ||||
| 				{ | ||||
| @@ -118,30 +142,16 @@ int64_t BattleExchangeVariant::trackAttack( | ||||
|  | ||||
| 	auto score = defenderDpsReduce - attackerDpsReduce; | ||||
|  | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 	if(!score) | ||||
| 	{ | ||||
| 		logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce); | ||||
| 	} | ||||
| #endif | ||||
|  | ||||
| 	return score; | ||||
| } | ||||
|  | ||||
| int64_t BattleExchangeVariant::calculateDpsReduce( | ||||
| 	const battle::Unit * attacker, | ||||
| 	const battle::Unit * defender, | ||||
| 	uint64_t damageDealt, | ||||
| 	std::shared_ptr<CBattleInfoCallback> cb) const | ||||
| { | ||||
| 	vstd::amin(damageDealt, defender->getAvailableHealth()); | ||||
|  | ||||
| 	auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot())); | ||||
| 	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0); | ||||
| 	auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2; | ||||
|  | ||||
| 	return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount() | ||||
| 		+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth()); | ||||
| }; | ||||
|  | ||||
| EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb) | ||||
| { | ||||
| 	EvaluationResult result(targets.bestAction()); | ||||
| @@ -150,7 +160,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac | ||||
|  | ||||
| 	for(auto & ap : targets.possibleAttacks) | ||||
| 	{ | ||||
| 		int64_t score = calculateExchange(ap); | ||||
| 		int64_t score = calculateExchange(ap, targets, hb); | ||||
|  | ||||
| 		if(score > result.score) | ||||
| 		{ | ||||
| @@ -161,7 +171,9 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac | ||||
|  | ||||
| 	if(!activeStack->waited()) | ||||
| 	{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 		logAi->trace("Evaluating waited attack for %s", activeStack->getDescription()); | ||||
| #endif | ||||
|  | ||||
| 		hb.getForUpdate(activeStack->unitId())->waiting = true; | ||||
| 		hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true; | ||||
| @@ -170,7 +182,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac | ||||
|  | ||||
| 		for(auto & ap : targets.possibleAttacks) | ||||
| 		{ | ||||
| 			int64_t score = calculateExchange(ap); | ||||
| 			int64_t score = calculateExchange(ap, targets, hb); | ||||
|  | ||||
| 			if(score > result.score) | ||||
| 			{ | ||||
| @@ -184,8 +196,94 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb) | ||||
| { | ||||
| 	MoveTarget result; | ||||
| 	BattleExchangeVariant ev; | ||||
|  | ||||
| 	if(targets.unreachableEnemies.empty()) | ||||
| 		return result; | ||||
|  | ||||
| 	updateReachabilityMap(hb); | ||||
|  | ||||
| 	auto dists = cb->getReachability(activeStack); | ||||
| 	auto speed = activeStack->Speed(); | ||||
|  | ||||
| 	for(const battle::Unit * enemy : targets.unreachableEnemies) | ||||
| 	{ | ||||
| 		int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE; | ||||
|  | ||||
| 		std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy); | ||||
| 		auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t | ||||
| 			{ | ||||
| 				return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth(); | ||||
| 			}); | ||||
|  | ||||
| 		auto distance = dists.distToNearestNeighbour(activeStack, closestStack); | ||||
|  | ||||
| 		if(distance >= GameConstants::BFIELD_SIZE) | ||||
| 			continue; | ||||
|  | ||||
| 		if(distance <= speed) | ||||
| 			continue; | ||||
|  | ||||
| 		auto turnsToRich = (distance - 1) / speed + 1; | ||||
| 		auto hexes = closestStack->getSurroundingHexes(); | ||||
|  | ||||
| 		for(auto hex : hexes) | ||||
| 		{ | ||||
| 			auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack)); | ||||
| 			auto attack = AttackPossibility::evaluate(bai, hex, &hb); | ||||
|  | ||||
| 			attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure | ||||
|  | ||||
| 			auto score = calculateExchange(attack, targets, hb) / turnsToRich; | ||||
|  | ||||
| 			if(result.score < score) | ||||
| 			{ | ||||
| 				result.score = score; | ||||
| 				result.positions = closestStack->getAttackableHexes(activeStack); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	return result; | ||||
| } | ||||
|  | ||||
| std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) | ||||
| { | ||||
| 	std::queue<const battle::Unit *> queue; | ||||
| 	std::vector<const battle::Unit *> checkedStacks; | ||||
|  | ||||
| 	queue.push(blockerUnit); | ||||
|  | ||||
| 	while(!queue.empty()) | ||||
| 	{ | ||||
| 		auto stack = queue.front(); | ||||
|  | ||||
| 		queue.pop(); | ||||
| 		checkedStacks.push_back(stack); | ||||
|  | ||||
| 		auto hexes = stack->getSurroundingHexes(); | ||||
| 		for(auto hex : hexes) | ||||
| 		{ | ||||
| 			auto neighbor = cb->battleGetStackByPos(hex); | ||||
|  | ||||
| 			if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor)) | ||||
| 			{ | ||||
| 				queue.push(neighbor); | ||||
| 				checkedStacks.push_back(neighbor); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	return checkedStacks; | ||||
| } | ||||
|  | ||||
| std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits( | ||||
| 	const AttackPossibility & ap) | ||||
| 	const AttackPossibility & ap, | ||||
| 	PotentialTargets & targets, | ||||
| 	HypotheticBattle & hb) | ||||
| { | ||||
| 	auto hexes = ap.attack.defender->getHexes(); | ||||
|  | ||||
| @@ -201,9 +299,33 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits( | ||||
|  | ||||
| 	vstd::removeDuplicates(allReachableUnits); | ||||
|  | ||||
| 	auto copy = allReachableUnits; | ||||
| 	for(auto unit : copy) | ||||
| 	{ | ||||
| 		for(auto adjacentUnit : getAdjacentUnits(unit)) | ||||
| 		{ | ||||
| 			auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId()); | ||||
|  | ||||
| 			if(vstd::contains(targets.unreachableEnemies, adjacentUnit) | ||||
| 				&& !vstd::contains(allReachableUnits, unitWithBonuses)) | ||||
| 			{ | ||||
| 				allReachableUnits.push_back(unitWithBonuses); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	vstd::removeDuplicates(allReachableUnits); | ||||
|  | ||||
| 	if(!vstd::contains(allReachableUnits, ap.attack.attacker)) | ||||
| 	{ | ||||
| 		allReachableUnits.push_back(ap.attack.attacker); | ||||
| 	} | ||||
|  | ||||
| 	if(allReachableUnits.size() < 2) | ||||
| 	{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 		logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size()); | ||||
| #endif | ||||
|  | ||||
| 		return exchangeUnits; | ||||
| 	} | ||||
| @@ -220,16 +342,21 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits( | ||||
| 	return exchangeUnits; | ||||
| } | ||||
|  | ||||
| int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap) | ||||
| int64_t BattleExchangeEvaluator::calculateExchange( | ||||
| 	const AttackPossibility & ap, | ||||
| 	PotentialTargets & targets, | ||||
| 	HypotheticBattle & hb) | ||||
| { | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 	logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from); | ||||
| #endif | ||||
|  | ||||
| 	std::vector<const battle::Unit *> ourStacks; | ||||
| 	std::vector<const battle::Unit *> enemyStacks; | ||||
|  | ||||
| 	enemyStacks.push_back(ap.attack.defender); | ||||
|  | ||||
| 	std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap); | ||||
| 	std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb); | ||||
|  | ||||
| 	if(exchangeUnits.empty()) | ||||
| 	{ | ||||
| @@ -250,7 +377,6 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap) | ||||
| 	{ | ||||
| 		bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true); | ||||
| 		auto & attackerQueue = isOur ? ourStacks : enemyStacks; | ||||
| 		auto & oppositeQueue = isOur ? enemyStacks : ourStacks; | ||||
|  | ||||
| 		if(!vstd::contains(attackerQueue, unit)) | ||||
| 		{ | ||||
| @@ -268,13 +394,11 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap) | ||||
|  | ||||
| 		auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId()); | ||||
|  | ||||
| 		if(!attacker->alive() || oppositeQueue.empty()) | ||||
| 		if(!attacker->alive()) | ||||
| 		{ | ||||
| 			logAi->trace( | ||||
| 				"Attacker [%s] dead(%d) or opposite queue empty(%d)", | ||||
| 				attacker->getDescription(), | ||||
| 				attacker->alive() ? 0 : 1, | ||||
| 				oppositeQueue.size()); | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 			logAi->trace(	"Attacker is dead"); | ||||
| #endif | ||||
|  | ||||
| 			continue; | ||||
| 		} | ||||
| @@ -283,21 +407,54 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap) | ||||
|  | ||||
| 		if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive()) | ||||
| 		{ | ||||
| 			targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t | ||||
| 			auto estimateAttack = [&](const battle::Unit * u) -> int64_t | ||||
| 			{ | ||||
| 				auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId()); | ||||
| 				auto score = v.trackAttack( | ||||
| 					attacker, | ||||
| 					stackWithBonuses, | ||||
| 					exchangeBattle.battleCanShoot(stackWithBonuses.get()), | ||||
| 					isOur, | ||||
| 					cb, | ||||
| 					true); | ||||
|  | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 				logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score); | ||||
| #endif | ||||
|  | ||||
| 				return score; | ||||
| 			}; | ||||
|  | ||||
| 			if(!oppositeQueue.empty()) | ||||
| 			{ | ||||
| 				targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool | ||||
| 					{ | ||||
| 						if(!u->alive() || u->unitSide() == attacker->unitSide()) | ||||
| 							return false; | ||||
|  | ||||
| 						return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool | ||||
| 							{ | ||||
| 								return attacker->unitId() == other->unitId(); | ||||
| 							}); | ||||
| 					}); | ||||
|  | ||||
| 				if(!reachable.empty()) | ||||
| 				{ | ||||
| 					auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId()); | ||||
| 					auto score = v.trackAttack( | ||||
| 						attacker, | ||||
| 						stackWithBonuses, | ||||
| 						exchangeBattle.battleCanShoot(stackWithBonuses.get()), | ||||
| 						isOur, | ||||
| 						cb, | ||||
| 						true); | ||||
| 					targetUnit = *vstd::maxElementByFun(reachable, estimateAttack); | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 					logAi->trace("Battle queue is empty and no reachable enemy."); | ||||
| #endif | ||||
|  | ||||
| 					logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score); | ||||
|  | ||||
| 					return score; | ||||
| 				}); | ||||
| 					continue; | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		auto defender = exchangeBattle.getForUpdate(targetUnit->unitId()); | ||||
| @@ -334,7 +491,9 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap) | ||||
|  | ||||
| 	v.adjustPositions(melleeAttackers, ap, reachabilityMap); | ||||
|  | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 	logAi->trace("Exchange score: %ld", v.getScore()); | ||||
| #endif | ||||
|  | ||||
| 	return v.getScore(); | ||||
| } | ||||
| @@ -419,6 +578,16 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb) | ||||
|  | ||||
| 		for(const battle::Unit * unit : turnQueue) | ||||
| 		{ | ||||
| 			if(turnBattle.battleCanShoot(unit)) | ||||
| 			{ | ||||
| 				for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1) | ||||
| 				{ | ||||
| 					reachabilityMap[hex].push_back(unit); | ||||
| 				} | ||||
|  | ||||
| 				continue; | ||||
| 			} | ||||
|  | ||||
| 			auto unitReachability = turnBattle.getReachability(unit); | ||||
|  | ||||
| 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1) | ||||
| @@ -453,6 +622,8 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb | ||||
| { | ||||
| 	int blockingScore = 0; | ||||
|  | ||||
| 	auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount(); | ||||
|  | ||||
| 	for(int turn = 0; turn < turnOrder.size(); turn++) | ||||
| 	{ | ||||
| 		auto & turnQueue = turnOrder[turn]; | ||||
| @@ -466,6 +637,11 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb | ||||
| 			if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false)) | ||||
| 				continue; | ||||
|  | ||||
| 			auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount(); | ||||
|  | ||||
| 			if(blockedUnitDamage < activeUnitDamage) | ||||
| 				continue; | ||||
|  | ||||
| 			auto unitReachability = turnBattle.getReachability(unit); | ||||
|  | ||||
| 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1) | ||||
| @@ -498,7 +674,9 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| 	logAi->trace("Position %d, blocking score %d", position.hex, blockingScore); | ||||
| #endif | ||||
|  | ||||
| 	return blockingScore > 50; | ||||
| } | ||||
|   | ||||
| @@ -20,10 +20,30 @@ struct AttackerValue | ||||
| 	bool isRetalitated; | ||||
| 	BattleHex position; | ||||
|  | ||||
| 	AttackerValue() | ||||
| 	AttackerValue(); | ||||
| }; | ||||
|  | ||||
| struct MoveTarget | ||||
| { | ||||
| 	int64_t score; | ||||
| 	std::vector<BattleHex> positions; | ||||
|  | ||||
| 	MoveTarget(); | ||||
| }; | ||||
|  | ||||
| struct EvaluationResult | ||||
| { | ||||
| 	static const int64_t INEFFECTIVE_SCORE = -1000000; | ||||
|  | ||||
| 	AttackPossibility bestAttack; | ||||
| 	MoveTarget bestMove; | ||||
| 	bool wait; | ||||
| 	int64_t score; | ||||
| 	bool defend; | ||||
|  | ||||
| 	EvaluationResult(const AttackPossibility & ap) | ||||
| 		:wait(false), score(0), bestAttack(ap), defend(false) | ||||
| 	{ | ||||
| 		value = 0; | ||||
| 		isRetalitated = false; | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| @@ -55,27 +75,6 @@ public: | ||||
| private: | ||||
| 	int64_t dpsScore; | ||||
| 	std::map<uint32_t, AttackerValue> attackerValue; | ||||
|  | ||||
| 	int64_t calculateDpsReduce( | ||||
| 		const battle::Unit * attacker, | ||||
| 		const battle::Unit * defender, | ||||
| 		uint64_t damageDealt, | ||||
| 		std::shared_ptr<CBattleInfoCallback> cb) const; | ||||
| }; | ||||
|  | ||||
| struct EvaluationResult | ||||
| { | ||||
| 	static const int64_t INEFFECTIVE_SCORE = -1000000; | ||||
|  | ||||
| 	AttackPossibility bestAttack; | ||||
| 	bool wait; | ||||
| 	int64_t score; | ||||
| 	bool defend; | ||||
|  | ||||
| 	EvaluationResult(AttackPossibility & ap) | ||||
| 		:wait(false), score(0), bestAttack(ap), defend(false) | ||||
| 	{ | ||||
| 	} | ||||
| }; | ||||
|  | ||||
| class BattleExchangeEvaluator | ||||
| @@ -93,8 +92,10 @@ public: | ||||
| 	} | ||||
|  | ||||
| 	EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb); | ||||
| 	int64_t calculateExchange(const AttackPossibility & ap); | ||||
| 	int64_t calculateExchange(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb); | ||||
| 	void updateReachabilityMap(HypotheticBattle & hb); | ||||
| 	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap); | ||||
| 	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb); | ||||
| 	bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position); | ||||
| 	MoveTarget findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb); | ||||
| 	std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit); | ||||
| }; | ||||
| @@ -13,9 +13,7 @@ | ||||
|  | ||||
| PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state) | ||||
| { | ||||
| 	auto attIter = state->stackStates.find(attacker->unitId()); | ||||
| 	const battle::Unit * attackerInfo = (attIter == state->stackStates.end()) ? attacker : attIter->second.get(); | ||||
|  | ||||
| 	auto attackerInfo = state->battleGetUnitByID(attacker->unitId()); | ||||
| 	auto reachability = state->getReachability(attackerInfo); | ||||
| 	auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo); | ||||
|  | ||||
| @@ -95,7 +93,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet | ||||
|  | ||||
| 	if (!possibleAttacks.empty()) | ||||
| 	{ | ||||
| 		auto &bestAp = possibleAttacks[0]; | ||||
| 		auto & bestAp = possibleAttacks[0]; | ||||
|  | ||||
| 		logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld", | ||||
| 			bestAp.attack.attacker->unitType()->identifier, | ||||
| @@ -112,10 +110,10 @@ int64_t PotentialTargets::bestActionValue() const | ||||
| 	return bestAction().attackValue(); | ||||
| } | ||||
|  | ||||
| AttackPossibility PotentialTargets::bestAction() const | ||||
| const AttackPossibility & PotentialTargets::bestAction() const | ||||
| { | ||||
| 	if(possibleAttacks.empty()) | ||||
| 		throw std::runtime_error("No best action, since we don't have any actions"); | ||||
| 	return possibleAttacks[0]; | ||||
| 	return possibleAttacks.at(0); | ||||
| 	//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } ); | ||||
| } | ||||
|   | ||||
| @@ -19,6 +19,6 @@ public: | ||||
| 	PotentialTargets(){}; | ||||
| 	PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state); | ||||
|  | ||||
| 	AttackPossibility bestAction() const; | ||||
| 	const AttackPossibility & bestAction() const; | ||||
| 	int64_t bestActionValue() const; | ||||
| }; | ||||
|   | ||||
| @@ -27,7 +27,9 @@ | ||||
| namespace NKAI | ||||
| { | ||||
|  | ||||
| // our to enemy strength ratio constants | ||||
| const float SAFE_ATTACK_CONSTANT = 1.2; | ||||
| const float RETREAT_THRESHOLD = 0.3; | ||||
|  | ||||
| //one thread may be turn of AI and another will be handling a side effect for AI2 | ||||
| boost::thread_specific_ptr<CCallback> cb; | ||||
| @@ -202,6 +204,9 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic | ||||
| 			logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr()); | ||||
| 		} | ||||
|  | ||||
| 		// some whitespace to flush stream | ||||
| 		logAi->debug(std::string(200, ' ')); | ||||
|  | ||||
| 		finish(); | ||||
| 	} | ||||
| } | ||||
| @@ -498,7 +503,7 @@ boost::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision( | ||||
| 	double fightRatio = battleState.getOurStrength() / (double)battleState.getEnemyStrength(); | ||||
|  | ||||
| 	// if we have no towns - things are already bad, so retreat is not an option. | ||||
| 	if(cb->getTownsInfo().size() && fightRatio < 0.3 && battleState.canFlee) | ||||
| 	if(cb->getTownsInfo().size() && fightRatio < RETREAT_THRESHOLD && battleState.canFlee) | ||||
| 	{ | ||||
| 		return BattleAction::makeRetreat(battleState.ourSide); | ||||
| 	} | ||||
|   | ||||
| @@ -70,7 +70,12 @@ int ReachabilityInfo::distToNearestNeighbour( | ||||
| 	const battle::Unit * defender, | ||||
| 	BattleHex * chosenHex) const | ||||
| { | ||||
| 	auto attackableHexes = defender->getAttackableHexes(attacker); | ||||
| 	auto attackableHexes = defender->getHexes(); | ||||
|  | ||||
| 	if(attacker->doubleWide()) | ||||
| 	{ | ||||
| 		vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->occupiedHex(), true, attacker->unitSide())); | ||||
| 	} | ||||
|  | ||||
| 	return distToNearestNeighbour(attackableHexes, chosenHex); | ||||
| } | ||||
|   | ||||
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