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BattleAI: rework movement when no targtes
This commit is contained in:
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033a585e4b
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601ced3749
@ -28,6 +28,22 @@ int64_t AttackPossibility::attackValue() const
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return damageDiff();
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}
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int64_t AttackPossibility::calculateDpsReduce(
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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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std::shared_ptr<CBattleInfoCallback> cb)
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{
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vstd::amin(damageDealt, defender->getAvailableHealth());
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auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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auto dpsPerEnemy = enemyDps / (double)defender->getCount();
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return (int64_t)(dpsPerEnemy * (enemiesKilled + damageDealt / (double)defender->MaxHealth()) / 2);
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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{
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int64_t res = 0;
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@ -136,15 +152,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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damageDealt = (attackDmg.first + attackDmg.second) / 2;
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enemyDpsReduce = calculateDpsReduce(attacker, defender, damageDealt, getCbc());
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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auto enemiesKilled = damageDealt / u->MaxHealth() + (damageDealt % u->MaxHealth() >= u->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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enemyDpsReduce = enemiesKilled
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? (int64_t)(enemyDps * enemiesKilled / (double)u->getCount())
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: (int64_t)(enemyDps / (double)u->getCount() * damageDealt / u->getFirstHPleft());
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//FIXME: use ranged retaliation
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damageReceived = 0;
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ourDpsReduce = 0;
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@ -152,11 +162,8 @@ 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 = (retaliation.first + retaliation.second) / 2;
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ourDpsReduce = calculateDpsReduce(defender, attacker, damageReceived, getCbc());
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defenderState->afterAttack(attackInfo.shooting, true);
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auto ourUnitsKilled = damageReceived / attacker->MaxHealth() + (damageReceived % attacker->MaxHealth() >= attacker->getFirstHPleft() ? 1 : 0);
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ourDpsReduce = (int64_t)(damageDealt * ourUnitsKilled / (double)attacker->getCount());
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}
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bool isEnemy = state->battleMatchOwner(attacker, u);
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@ -13,6 +13,8 @@
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#include "common.h"
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#include "StackWithBonuses.h"
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#define BATTLE_TRACE_LEVEL 0
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class AttackPossibility
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{
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public:
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@ -36,6 +38,12 @@ public:
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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static int64_t calculateDpsReduce(
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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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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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};
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@ -94,7 +94,10 @@ void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCa
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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BattleAction result = BattleAction::makeDefend(stack);
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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try
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{
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if(stack->type->idNumber == CreatureID::CATAPULT)
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@ -162,84 +165,83 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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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())
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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 & bestAttack = evaluationResult.bestAttack;
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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.is_initialized() && 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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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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if(evaluationResult.wait)
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{
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return BattleAction::makeWait(stack);
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}
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if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE)
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if(evaluationResult.score > score)
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{
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return BattleAction::makeDefend(stack);
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}
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auto & target = bestAttack;
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score = evaluationResult.score;
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std::string action;
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if(bestAttack.attack.shooting)
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{
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld",
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target.attackerState->unitType()->identifier,
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target.affectedUnits[0]->unitType()->identifier,
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(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
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if(evaluationResult.wait)
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{
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result = BattleAction::makeWait(stack);
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action = "wait";
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}
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else if(bestAttack.attack.shooting)
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{
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result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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action = "shot";
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}
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else
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{
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result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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action = "mellee";
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}
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logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: %lld %lld %lld",
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bestAttack.attackerState->unitType()->identifier,
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bestAttack.affectedUnits[0]->unitType()->identifier,
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(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
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target.damageDealt, target.damageReceived, target.attackValue()
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bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue()
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);
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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}
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else
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{
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s x %d, mellee, from %d curpos %d dist %d speed %d: %lld %lld %lld",
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target.attackerState->unitType()->identifier,
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target.affectedUnits[0]->unitType()->identifier,
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(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
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target.damageDealt, target.damageReceived, target.attackValue()
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);
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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}
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}
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else if(bestSpellcast.is_initialized())
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{
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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else
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//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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if(moveTarget.score > score)
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{
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score = moveTarget.score;
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if(stack->waited())
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{
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//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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auto dists = cb->getReachability(stack);
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if(!targets.unreachableEnemies.empty())
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{
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auto closestEnemy = vstd::minElementByFun(targets.unreachableEnemies, [&](const battle::Unit * enemy) -> int
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{
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return dists.distToNearestNeighbour(stack, enemy);
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});
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if(dists.distToNearestNeighbour(stack, *closestEnemy) < GameConstants::BFIELD_SIZE)
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{
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return goTowardsNearest(stack, (*closestEnemy)->getAttackableHexes(stack));
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}
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}
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result = goTowardsNearest(stack, moveTarget.positions);
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}
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else
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{
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return BattleAction::makeWait(stack);
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result = BattleAction::makeWait(stack);
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}
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}
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if(score > EvaluationResult::INEFFECTIVE_SCORE)
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{
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return result;
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}
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if(!stack->hasBonusOfType(Bonus::FLYING)
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&& stack->unitSide() == BattleSide::ATTACKER
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&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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@ -252,7 +254,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
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else
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return goTowardsNearest(stack, brokenWallMoat);
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}
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}
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}
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}
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catch(boost::thread_interrupted &)
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@ -264,7 +266,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
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}
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return BattleAction::makeDefend(stack);
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return result;
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}
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BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
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@ -289,10 +291,10 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
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if(stack->coversPos(hex))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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}
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BattleHex bestNeighbor = hexes.front();
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@ -11,6 +11,18 @@
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#include "BattleExchangeVariant.h"
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#include "../../lib/CStack.h"
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AttackerValue::AttackerValue()
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{
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value = 0;
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isRetalitated = false;
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}
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MoveTarget::MoveTarget()
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:positions()
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{
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score = EvaluationResult::INEFFECTIVE_SCORE;
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}
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int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
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{
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auto affectedUnits = ap.affectedUnits;
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@ -31,6 +43,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
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dpsScore += attackValue;
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#if BATTLE_TRACE_LEVEL==1
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logAi->trace(
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"%s -> %s, ap attack, %s, dps: %d, score: %d",
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ap.attack.attacker->getDescription(),
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@ -38,6 +51,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
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ap.attack.shooting ? "shot" : "mellee",
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ap.damageDealt,
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attackValue);
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#endif
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return attackValue;
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}
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@ -56,13 +70,20 @@ int64_t BattleExchangeVariant::trackAttack(
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TDmgRange retalitation;
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BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
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if(shooting)
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{
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bai.attackerPos.setXY(8, 5);
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}
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auto attack = cb->battleEstimateDamage(bai, &retalitation);
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int64_t attackDamage = (attack.first + attack.second) / 2;
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int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t defenderDpsReduce = AttackPossibility::calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t attackerDpsReduce = 0;
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if(!evaluateOnly)
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{
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#if BATTLE_TRACE_LEVEL==1
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logAi->trace(
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"%s -> %s, normal attack, %s, dps: %d, %d",
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attacker->getDescription(),
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@ -70,6 +91,7 @@ int64_t BattleExchangeVariant::trackAttack(
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shooting ? "shot" : "mellee",
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attackDamage,
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defenderDpsReduce);
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#endif
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if(isOurAttack)
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{
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@ -88,16 +110,18 @@ int64_t BattleExchangeVariant::trackAttack(
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if(retalitation.second != 0)
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{
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auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
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attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
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attackerDpsReduce = AttackPossibility::calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
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if(!evaluateOnly)
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{
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#if BATTLE_TRACE_LEVEL==1
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logAi->trace(
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"%s -> %s, retalitation, dps: %d, %d",
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defender->getDescription(),
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attacker->getDescription(),
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retalitationDamage,
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attackerDpsReduce);
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#endif
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if(isOurAttack)
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{
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@ -118,30 +142,16 @@ int64_t BattleExchangeVariant::trackAttack(
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auto score = defenderDpsReduce - attackerDpsReduce;
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#if BATTLE_TRACE_LEVEL==1
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if(!score)
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{
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logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
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}
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#endif
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return score;
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}
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int64_t BattleExchangeVariant::calculateDpsReduce(
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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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std::shared_ptr<CBattleInfoCallback> cb) const
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{
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vstd::amin(damageDealt, defender->getAvailableHealth());
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auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
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+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
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};
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EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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EvaluationResult result(targets.bestAction());
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@ -150,7 +160,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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int64_t score = calculateExchange(ap, targets, hb);
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if(score > result.score)
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{
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@ -161,7 +171,9 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
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if(!activeStack->waited())
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{
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#if BATTLE_TRACE_LEVEL==1
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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#endif
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hb.getForUpdate(activeStack->unitId())->waiting = true;
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hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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@ -170,7 +182,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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int64_t score = calculateExchange(ap, targets, hb);
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if(score > result.score)
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{
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@ -184,8 +196,94 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
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return result;
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}
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MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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MoveTarget result;
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BattleExchangeVariant ev;
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if(targets.unreachableEnemies.empty())
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return result;
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updateReachabilityMap(hb);
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auto dists = cb->getReachability(activeStack);
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auto speed = activeStack->Speed();
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for(const battle::Unit * enemy : targets.unreachableEnemies)
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{
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int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE;
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std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
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auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
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{
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return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
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});
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auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
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if(distance >= GameConstants::BFIELD_SIZE)
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continue;
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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);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user