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Merge pull request #2525 from vcmi/battle-fast-targets

Battle fast targets
This commit is contained in:
DjWarmonger 2023-08-12 09:22:25 +02:00 committed by GitHub
commit 654489d5d3
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 87 additions and 31 deletions

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@ -254,6 +254,13 @@ void CBattleAI::yourTacticPhase(int distance)
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
{
auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
void CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
@ -261,6 +268,8 @@ void CBattleAI::activeStack( const CStack * stack )
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)
auto start = std::chrono::high_resolution_clock::now();
try
{
if(stack->creatureId() == CreatureID::CATAPULT)
@ -276,6 +285,8 @@ void CBattleAI::activeStack( const CStack * stack )
attemptCastingSpell();
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
if(cb->battleIsFinished() || !stack->alive())
{
//spellcast may finish battle or kill active stack
@ -312,6 +323,8 @@ void CBattleAI::activeStack( const CStack * stack )
movesSkippedByDefense = 0;
}
logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
cb->battleMakeUnitAction(result);
}
@ -494,7 +507,12 @@ void CBattleAI::attemptCastingSpell()
{
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
for(auto & target : temp.findPotentialTargets())
if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
continue;
const bool FAST = true;
for(auto & target : temp.findPotentialTargets(FAST))
{
PossibleSpellcast ps;
ps.dest = target;

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@ -600,6 +600,8 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
if(unit->isTurret())
continue;
auto unitSpeed = unit->speed(turn);
if(turnBattle.battleCanShoot(unit))
{
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
@ -614,7 +616,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
{
bool reachable = unitReachability.distances[hex] <= unit->speed(turn);
bool reachable = unitReachability.distances[hex] <= unitSpeed;
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
{
@ -624,7 +626,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
{
for(BattleHex neighbor : hex.neighbouringTiles())
{
reachable = unitReachability.distances[neighbor] <= unit->speed(turn);
reachable = unitReachability.distances[neighbor] <= unitSpeed;
if(reachable) break;
}

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@ -84,17 +84,6 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
{
return lhs.damageDiff() > rhs.damageDiff();
});
if (!possibleAttacks.empty())
{
auto & bestAp = possibleAttacks[0];
logGlobal->debug("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
bestAp.attack.attacker->unitType()->getJsonKey(),
state.battleGetUnitByPos(bestAp.dest)->unitType()->getJsonKey(),
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
}
}
int64_t PotentialTargets::bestActionValue() const

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@ -590,7 +590,7 @@ std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
return ret;
}
std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current) const
std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
{
//TODO: BattleSpellMechanics::getPossibleDestinations
@ -602,19 +602,66 @@ std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t in
switch(aimType)
{
case AimType::CREATURE:
case AimType::LOCATION:
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
auto stacks = battle()->battleGetAllStacks();
for(auto stack : stacks)
{
BattleHex dest(i);
if(dest.isAvailable())
Target tmp = current;
tmp.emplace_back(stack->getPosition());
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(stack->getPosition());
}
break;
}
case AimType::LOCATION:
if(fast)
{
auto stacks = battle()->battleGetAllStacks();
std::set<BattleHex> hexesToCheck;
for(auto stack : stacks)
{
Target tmp = current;
tmp.emplace_back(dest);
hexesToCheck.insert(stack->getPosition());
detail::ProblemImpl ignored;
for(auto adjacent : stack->getPosition().neighbouringTiles())
hexesToCheck.insert(adjacent);
}
if(canBeCastAt(tmp, ignored))
ret.emplace_back(dest);
for(auto hex : hexesToCheck)
{
if(hex.isAvailable())
{
Target tmp = current;
tmp.emplace_back(hex);
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(hex);
}
}
}
else
{
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
{
BattleHex dest(i);
if(dest.isAvailable())
{
Target tmp = current;
tmp.emplace_back(dest);
detail::ProblemImpl ignored;
if(canBeCastAt(tmp, ignored))
ret.emplace_back(dest);
}
}
}
break;

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@ -50,7 +50,7 @@ public:
/// Returns vector of all possible destinations for specified aim type
/// index - ???
/// current - ???
std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current) const override final;
std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const override final;
/// Returns true if spell can be cast on unit
bool isReceptive(const battle::Unit * target) const override;

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@ -326,7 +326,7 @@ bool BattleCast::castIfPossible(ServerCallback * server, Target target)
return false;
}
std::vector<Target> BattleCast::findPotentialTargets() const
std::vector<Target> BattleCast::findPotentialTargets(bool fast) const
{
//TODO: for more than 2 destinations per target much more efficient algorithm is required
@ -354,7 +354,7 @@ std::vector<Target> BattleCast::findPotentialTargets() const
if(previous.empty())
{
Target empty;
destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty);
destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty, fast);
for(auto & destination : destinations)
{
@ -367,7 +367,7 @@ std::vector<Target> BattleCast::findPotentialTargets() const
{
for(const Target & current : previous)
{
destinations = m->getPossibleDestinations(index, targetTypes.at(index), current);
destinations = m->getPossibleDestinations(index, targetTypes.at(index), current, fast);
for(auto & destination : destinations)
{

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@ -139,7 +139,7 @@ public:
///cast with silent check for permitted cast
bool castIfPossible(ServerCallback * server, Target target);
std::vector<Target> findPotentialTargets() const;
std::vector<Target> findPotentialTargets(bool fast = false) const;
private:
///spell school level
@ -199,7 +199,7 @@ public:
virtual std::vector<AimType> getTargetTypes() const = 0;
virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current) const = 0;
virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast = false) const = 0;
virtual const Spell * getSpell() const = 0;

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@ -34,7 +34,7 @@ public:
MOCK_CONST_METHOD1(isReceptive, bool(const battle::Unit * ));
MOCK_CONST_METHOD0(getTargetTypes, std::vector<AimType>());
MOCK_CONST_METHOD3(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &));
MOCK_CONST_METHOD4(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &, bool));
MOCK_CONST_METHOD0(getSpell, const Spell *());