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Merge pull request #2525 from vcmi/battle-fast-targets
Battle fast targets
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commit
654489d5d3
@ -254,6 +254,13 @@ void CBattleAI::yourTacticPhase(int distance)
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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}
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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void 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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@ -261,6 +268,8 @@ void CBattleAI::activeStack( const CStack * stack )
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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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auto start = std::chrono::high_resolution_clock::now();
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try
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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@ -276,6 +285,8 @@ void CBattleAI::activeStack( const CStack * stack )
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attemptCastingSpell();
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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if(cb->battleIsFinished() || !stack->alive())
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{
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//spellcast may finish battle or kill active stack
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@ -312,6 +323,8 @@ void CBattleAI::activeStack( const CStack * stack )
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movesSkippedByDefense = 0;
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}
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logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
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cb->battleMakeUnitAction(result);
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}
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@ -494,7 +507,12 @@ void CBattleAI::attemptCastingSpell()
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{
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spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
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for(auto & target : temp.findPotentialTargets())
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if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
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continue;
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const bool FAST = true;
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for(auto & target : temp.findPotentialTargets(FAST))
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{
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PossibleSpellcast ps;
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ps.dest = target;
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@ -600,6 +600,8 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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if(unit->isTurret())
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continue;
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auto unitSpeed = unit->speed(turn);
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if(turnBattle.battleCanShoot(unit))
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{
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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@ -614,7 +616,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool reachable = unitReachability.distances[hex] <= unit->speed(turn);
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bool reachable = unitReachability.distances[hex] <= unitSpeed;
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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@ -624,7 +626,7 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unit->speed(turn);
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reachable = unitReachability.distances[neighbor] <= unitSpeed;
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if(reachable) break;
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}
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@ -84,17 +84,6 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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{
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return lhs.damageDiff() > rhs.damageDiff();
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});
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if (!possibleAttacks.empty())
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{
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auto & bestAp = possibleAttacks[0];
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logGlobal->debug("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
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bestAp.attack.attacker->unitType()->getJsonKey(),
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state.battleGetUnitByPos(bestAp.dest)->unitType()->getJsonKey(),
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
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}
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}
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int64_t PotentialTargets::bestActionValue() const
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@ -590,7 +590,7 @@ std::vector<AimType> BattleSpellMechanics::getTargetTypes() const
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return ret;
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}
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std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current) const
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std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const
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{
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//TODO: BattleSpellMechanics::getPossibleDestinations
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@ -602,19 +602,66 @@ std::vector<Destination> BattleSpellMechanics::getPossibleDestinations(size_t in
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switch(aimType)
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{
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case AimType::CREATURE:
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case AimType::LOCATION:
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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auto stacks = battle()->battleGetAllStacks();
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for(auto stack : stacks)
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{
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BattleHex dest(i);
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if(dest.isAvailable())
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Target tmp = current;
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tmp.emplace_back(stack->getPosition());
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detail::ProblemImpl ignored;
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if(canBeCastAt(tmp, ignored))
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ret.emplace_back(stack->getPosition());
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}
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break;
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}
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case AimType::LOCATION:
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if(fast)
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{
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auto stacks = battle()->battleGetAllStacks();
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std::set<BattleHex> hexesToCheck;
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for(auto stack : stacks)
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{
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Target tmp = current;
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tmp.emplace_back(dest);
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hexesToCheck.insert(stack->getPosition());
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detail::ProblemImpl ignored;
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for(auto adjacent : stack->getPosition().neighbouringTiles())
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hexesToCheck.insert(adjacent);
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}
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if(canBeCastAt(tmp, ignored))
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ret.emplace_back(dest);
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for(auto hex : hexesToCheck)
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{
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if(hex.isAvailable())
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{
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Target tmp = current;
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tmp.emplace_back(hex);
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detail::ProblemImpl ignored;
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if(canBeCastAt(tmp, ignored))
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ret.emplace_back(hex);
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}
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}
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}
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else
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{
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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{
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BattleHex dest(i);
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if(dest.isAvailable())
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{
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Target tmp = current;
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tmp.emplace_back(dest);
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detail::ProblemImpl ignored;
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if(canBeCastAt(tmp, ignored))
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ret.emplace_back(dest);
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}
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}
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}
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break;
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@ -50,7 +50,7 @@ public:
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/// Returns vector of all possible destinations for specified aim type
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/// index - ???
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/// current - ???
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std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current) const override final;
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std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast) const override final;
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/// Returns true if spell can be cast on unit
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bool isReceptive(const battle::Unit * target) const override;
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@ -326,7 +326,7 @@ bool BattleCast::castIfPossible(ServerCallback * server, Target target)
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return false;
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}
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std::vector<Target> BattleCast::findPotentialTargets() const
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std::vector<Target> BattleCast::findPotentialTargets(bool fast) const
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{
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//TODO: for more than 2 destinations per target much more efficient algorithm is required
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@ -354,7 +354,7 @@ std::vector<Target> BattleCast::findPotentialTargets() const
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if(previous.empty())
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{
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Target empty;
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty);
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), empty, fast);
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for(auto & destination : destinations)
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{
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@ -367,7 +367,7 @@ std::vector<Target> BattleCast::findPotentialTargets() const
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{
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for(const Target & current : previous)
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{
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), current);
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destinations = m->getPossibleDestinations(index, targetTypes.at(index), current, fast);
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for(auto & destination : destinations)
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{
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@ -139,7 +139,7 @@ public:
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///cast with silent check for permitted cast
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bool castIfPossible(ServerCallback * server, Target target);
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std::vector<Target> findPotentialTargets() const;
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std::vector<Target> findPotentialTargets(bool fast = false) const;
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private:
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///spell school level
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@ -199,7 +199,7 @@ public:
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virtual std::vector<AimType> getTargetTypes() const = 0;
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virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current) const = 0;
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virtual std::vector<Destination> getPossibleDestinations(size_t index, AimType aimType, const Target & current, bool fast = false) const = 0;
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virtual const Spell * getSpell() const = 0;
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@ -34,7 +34,7 @@ public:
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MOCK_CONST_METHOD1(isReceptive, bool(const battle::Unit * ));
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MOCK_CONST_METHOD0(getTargetTypes, std::vector<AimType>());
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MOCK_CONST_METHOD3(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &));
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MOCK_CONST_METHOD4(getPossibleDestinations, std::vector<Destination>(size_t, AimType, const Target &, bool));
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MOCK_CONST_METHOD0(getSpell, const Spell *());
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