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BattleAI: rework movement when no targtes

This commit is contained in:
Andrii Danylchenko 2022-04-11 09:12:41 +03:00
parent 033a585e4b
commit 601ced3749
9 changed files with 347 additions and 143 deletions

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@ -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);

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@ -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);
};

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@ -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.score > score)
{
auto & target = bestAttack;
score = evaluationResult.score;
std::string action;
if(evaluationResult.wait)
{
return BattleAction::makeWait(stack);
result = BattleAction::makeWait(stack);
action = "wait";
}
if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE)
else if(bestAttack.attack.shooting)
{
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,
bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
target.damageDealt, target.damageReceived, target.attackValue()
);
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
action = "shot";
}
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()
);
result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
action = "mellee";
}
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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),
bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue()
);
}
}
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)
@ -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

View File

@ -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;
}
@ -283,7 +407,7 @@ 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(
@ -294,10 +418,43 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
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())
{
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
}
else
{
#if BATTLE_TRACE_LEVEL==1
logAi->trace("Battle queue is empty and no reachable enemy.");
#endif
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;
}

View File

@ -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);
};

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@ -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);
@ -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(); } );
}

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@ -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;
};

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@ -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);
}

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@ -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);
}