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Merge remote-tracking branch 'upstream/develop' into develop
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commit
9361278f81
@ -12,6 +12,10 @@
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#include "../../lib/CStack.h" // TODO: remove
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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// CUnitState should be private and CStack should be removed completely
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/spells/ObstacleCasterProxy.h"
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#include "../../lib/battle/CObstacleInstance.h"
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uint64_t averageDmg(const DamageRange & range)
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{
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@ -25,9 +29,57 @@ void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit
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damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
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}
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void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
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{
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for(const auto & obst : hb->battleGetAllObstacles(side))
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{
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auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
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if(!spellObstacle || !obst->triggersEffects())
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continue;
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auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
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auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
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if(!triggerIsNegative)
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continue;
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const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
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auto caster = spells::ObstacleCasterProxy(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
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auto affectedHexes = obst->getAffectedTiles();
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auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
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return u->alive() && !u->isTurret() && u->getPosition().isValid();
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});
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for(auto stack : stacks)
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{
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std::shared_ptr<HypotheticBattle> inner = std::make_shared<HypotheticBattle>(hb->env, hb);
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auto cast = spells::BattleCast(hb.get(), &caster, spells::Mode::PASSIVE, obst->getTrigger().toSpell());
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auto updated = inner->getForUpdate(stack->unitId());
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spells::Target target;
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target.push_back(spells::Destination(updated.get()));
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cast.castEval(inner->getServerCallback(), target);
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auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
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for(auto hex : affectedHexes)
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{
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obstacleDamage[hex][stack->unitId()] = damageDealt;
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}
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}
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}
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}
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void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
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{
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if(parent == nullptr)
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{
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buildObstacleDamageCache(hb, side);
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}
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auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
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{
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return u->isValidTarget();
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@ -70,6 +122,23 @@ int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit
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return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
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}
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int64_t DamageCache::getObstacleDamage(BattleHex hex, const battle::Unit * defender)
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{
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if(parent)
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return parent->getObstacleDamage(hex, defender);
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auto damages = obstacleDamage.find(hex);
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if(damages == obstacleDamage.end())
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return 0;
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auto damage = damages->second.find(defender->unitId());
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return damage == damages->second.end()
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? 0
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: damage->second;
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}
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int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
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{
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if(parent)
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@ -288,6 +357,15 @@ AttackPossibility AttackPossibility::evaluate(
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{
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retaliatedUnits.push_back(attacker);
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}
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auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
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if(obstacleDamage > 0)
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{
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ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
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ap.attackerState->damage(obstacleDamage);
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}
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}
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// ensure the defender is also affected
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@ -18,14 +18,18 @@ class DamageCache
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{
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private:
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std::unordered_map<uint32_t, std::unordered_map<uint32_t, float>> damageCache;
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std::map<BattleHex, std::unordered_map<uint32_t, int64_t>> obstacleDamage;
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DamageCache * parent;
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void buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side);
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public:
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DamageCache() : parent(nullptr) {}
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DamageCache(DamageCache * parent) : parent(parent) {}
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void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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int64_t getObstacleDamage(BattleHex hex, const battle::Unit * defender);
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int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
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void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side);
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};
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@ -226,11 +226,36 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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{
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return BattleAction::makeDefend(stack);
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}
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else
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auto enemyMellee = hb->getUnitsIf([this](const battle::Unit * u) -> bool
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{
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return u->unitSide() == BattleSide::ATTACKER && !hb->battleCanShoot(u);
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});
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bool isTargetOutsideFort = bestAttack.dest.getY() < GameConstants::BFIELD_WIDTH - 4;
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bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
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&& !bestAttack.attack.shooting
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&& hb->battleGetFortifications().hasMoat
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&& !enemyMellee.empty()
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&& isTargetOutsideFort;
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if(siegeDefense)
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{
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activeActionMade = true;
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defenderPos, bestAttack.from);
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logAi->trace("Evaluating exchange at %d self-defense", stack->getPosition().hex);
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BattleAttackInfo bai(stack, stack, 0, false);
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AttackPossibility apDefend(stack->getPosition(), stack->getPosition(), bai);
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float defenseValue = scoreEvaluator.evaluateExchange(apDefend, 0, *targets, damageCache, hb);
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if((defenseValue > score && score <= 0) || (defenseValue > 2 * score && score > 0))
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{
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return BattleAction::makeDefend(stack);
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}
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}
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activeActionMade = true;
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defenderPos, bestAttack.from);
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}
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}
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}
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@ -28,6 +28,12 @@ float BattleExchangeVariant::trackAttack(
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache)
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{
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if(!ap.attackerState)
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{
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logAi->trace("Skipping fake ap attack");
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return 0;
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}
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auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
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float attackValue = ap.attackValue();
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@ -485,15 +491,18 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
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}
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for(auto hex : ap.attack.attacker->getHexes())
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if(!ap.attack.attacker->isTurret())
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{
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auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
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for(auto unit : unitsReachingAttacker)
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for(auto hex : ap.attack.attacker->getHexes())
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{
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if(unit->unitSide() != ap.attack.attacker->unitSide())
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auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
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for(auto unit : unitsReachingAttacker)
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{
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allReachableUnits.push_back(unit);
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result.enemyUnitsReachingAttacker.insert(unit->unitId());
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if(unit->unitSide() != ap.attack.attacker->unitSide())
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{
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allReachableUnits.push_back(unit);
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result.enemyUnitsReachingAttacker.insert(unit->unitId());
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}
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}
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}
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}
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@ -10,6 +10,7 @@
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#include "StdInc.h"
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#include "PotentialTargets.h"
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#include "../../lib/CStack.h"//todo: remove
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#include "../../lib/mapObjects/CGTownInstance.h"
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PotentialTargets::PotentialTargets(
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const battle::Unit * attacker,
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@ -68,10 +68,15 @@ void RecruitHero::accept(AIGateway * ai)
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throw cannotFulfillGoalException("Town " + t->nodeName() + " is occupied. Cannot recruit hero!");
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cb->recruitHero(t, heroToHire);
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ai->nullkiller->heroManager->update();
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ai->nullkiller->objectClusterizer->reset();
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if(t->visitingHero)
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{
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std::unique_lock lockGuard(ai->nullkiller->aiStateMutex);
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ai->nullkiller->heroManager->update();
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ai->nullkiller->objectClusterizer->reset();
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}
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if(t->visitingHero)A
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ai->moveHeroToTile(t->visitablePos(), t->visitingHero.get());
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}
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