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Merge pull request #4306 from vcmi/battle-ai-bait-archers

BattleAI: fix bait for archers when need to go long way
This commit is contained in:
Andrii Danylchenko 2024-08-22 19:57:57 +03:00 committed by GitHub
commit 9d18a2269c
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GPG Key ID: B5690EEEBB952194
13 changed files with 487 additions and 211 deletions

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@ -201,6 +201,8 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
if(attackInfo.shooting)
return 0;
std::set<uint32_t> checkedUnits;
auto attacker = attackInfo.attacker;
auto hexes = attacker->getSurroundingHexes(hex);
for(BattleHex tile : hexes)
@ -208,9 +210,13 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
auto st = state->battleGetUnitByPos(tile, true);
if(!st || !state->battleMatchOwner(st, attacker))
continue;
if(vstd::contains(checkedUnits, st->unitId()))
continue;
if(!state->battleCanShoot(st))
continue;
checkedUnits.insert(st->unitId());
// FIXME: provide distance info for Jousting bonus
BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
rangeAttackInfo.defenderPos = hex;
@ -220,9 +226,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(
auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
res += gain;
res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
}
return res;

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@ -23,6 +23,7 @@
#include "../../lib/battle/BattleAction.h"
#include "../../lib/battle/BattleStateInfoForRetreat.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/StartInfo.h"
#include "../../lib/CStack.h" // TODO: remove
// Eventually only IBattleInfoCallback and battle::Unit should be used,
// CUnitState should be private and CStack should be removed completely
@ -122,6 +123,11 @@ static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, BattleSid
return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
}
int getSimulationTurnsCount(const StartInfo * startInfo)
{
return startInfo->difficulty < 4 ? 2 : 10;
}
void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
@ -154,7 +160,10 @@ void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
logAi->trace("Build evaluator and targets");
#endif
BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
BattleEvaluator evaluator(
env, cb, stack, playerID, battleID, side,
getStrengthRatio(cb->getBattle(battleID), side),
getSimulationTurnsCount(env->game()->getStartInfo()));
result = evaluator.selectStackAction(stack);

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@ -49,6 +49,45 @@ SpellTypes spellType(const CSpell * spell)
return SpellTypes::OTHER;
}
BattleEvaluator::BattleEvaluator(
std::shared_ptr<Environment> env,
std::shared_ptr<CBattleCallback> cb,
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
BattleSide side,
float strengthRatio,
int simulationTurnsCount)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
cachedAttack(), playerID(playerID), side(side), env(env),
cb(cb), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
{
hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
damageCache.buildDamageCache(hb, side);
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
BattleEvaluator::BattleEvaluator(
std::shared_ptr<Environment> env,
std::shared_ptr<CBattleCallback> cb,
std::shared_ptr<HypotheticBattle> hb,
DamageCache & damageCache,
const battle::Unit * activeStack,
PlayerColor playerID,
BattleID battleID,
BattleSide side,
float strengthRatio,
int simulationTurnsCount)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb),
damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
{
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
{
std::vector<BattleHex> result;
@ -167,7 +206,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
score
);
if (moveTarget.scorePerTurn <= score)
if (moveTarget.score <= score)
{
if(evaluationResult.wait)
{
@ -197,7 +236,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
}
//ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
if(moveTarget.scorePerTurn > score)
if(moveTarget.score > score)
{
score = moveTarget.score;
cachedAttack = moveTarget.cachedAttack;
@ -206,14 +245,13 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
if(stack->waited())
{
logAi->debug(
"Moving %s towards hex %s[%d], score: %2f/%2f",
"Moving %s towards hex %s[%d], score: %2f",
stack->getDescription(),
moveTarget.cachedAttack->attack.defender->getDescription(),
moveTarget.cachedAttack->attack.defender->getPosition().hex,
moveTarget.score,
moveTarget.scorePerTurn);
moveTarget.score);
return goTowardsNearest(stack, moveTarget.positions);
return goTowardsNearest(stack, moveTarget.positions, *targets);
}
else
{
@ -235,7 +273,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
else
return goTowardsNearest(stack, brokenWallMoat);
return goTowardsNearest(stack, brokenWallMoat, *targets);
}
}
@ -249,7 +287,32 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets)
{
auto additionalScore = 0;
std::optional<AttackPossibility> attackOnTheWay;
for(auto & target : targets.possibleAttacks)
{
if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
{
additionalScore = target.attackValue();
attackOnTheWay = target;
}
}
if(attackOnTheWay)
{
activeActionMade = true;
return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
}
else
{
return BattleAction::makeMove(stack, hex);
}
}
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets)
{
auto reachability = cb->getBattle(battleID)->getReachability(stack);
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
@ -261,49 +324,38 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
std::vector<BattleHex> targetHexes = hexes;
for(int i = 0; i < 5; i++)
{
std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
{
return reachability.distances[h1] < reachability.distances[h2];
});
vstd::erase_if(targetHexes, [](const BattleHex & hex) { return !hex.isValid(); });
for(auto hex : targetHexes)
std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
{
if(vstd::contains(avHexes, hex))
{
return BattleAction::makeMove(stack, hex);
}
if(stack->coversPos(hex))
{
logAi->warn("Warning: already standing on neighbouring tile!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
}
if(reachability.distances[targetHexes.front()] <= GameConstants::BFIELD_SIZE)
{
break;
}
std::vector<BattleHex> copy = targetHexes;
for(auto hex : copy)
vstd::concatenate(targetHexes, hex.allNeighbouringTiles());
vstd::erase_if(targetHexes, [](const BattleHex & hex) {return !hex.isValid();});
vstd::removeDuplicates(targetHexes);
}
return reachability.distances[h1] < reachability.distances[h2];
});
BattleHex bestNeighbor = targetHexes.front();
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
{
logAi->trace("No richable hexes.");
return BattleAction::makeDefend(stack);
}
// this turn
for(auto hex : targetHexes)
{
if(vstd::contains(avHexes, hex))
{
return moveOrAttack(stack, hex, targets);
}
if(stack->coversPos(hex))
{
logAi->warn("Warning: already standing on neighbouring hex!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
}
// not this turn
scoreEvaluator.updateReachabilityMap(hb);
if(stack->hasBonusOfType(BonusType::FLYING))
@ -343,7 +395,7 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
});
return BattleAction::makeMove(stack, *nearestAvailableHex);
return moveOrAttack(stack, *nearestAvailableHex, targets);
}
else
{
@ -357,11 +409,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
if(vstd::contains(avHexes, currentDest)
&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
return BattleAction::makeMove(stack, currentDest);
{
return moveOrAttack(stack, currentDest, targets);
}
currentDest = reachability.predecessors[currentDest];
}
}
logAi->error("We should either detect that hexes are unreachable or make a move!");
return BattleAction::makeDefend(stack);
}
bool BattleEvaluator::canCastSpell()
@ -600,7 +657,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
#endif
PotentialTargets innerTargets(activeStack, innerCache, state);
BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio);
BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio, simulationTurnsCount);
if(!innerTargets.possibleAttacks.empty())
{

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@ -37,16 +37,18 @@ class BattleEvaluator
float cachedScore;
DamageCache damageCache;
float strengthRatio;
int simulationTurnsCount;
public:
BattleAction selectStackAction(const CStack * stack);
bool attemptCastingSpell(const CStack * stack);
bool canCastSpell();
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets);
std::vector<BattleHex> getBrokenWallMoatHexes() const;
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
void print(const std::string & text) const;
BattleAction moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets);
BattleEvaluator(
std::shared_ptr<Environment> env,
@ -55,15 +57,8 @@ public:
PlayerColor playerID,
BattleID battleID,
BattleSide side,
float strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio), battleID(battleID)
{
hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
damageCache.buildDamageCache(hb, side);
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
float strengthRatio,
int simulationTurnsCount);
BattleEvaluator(
std::shared_ptr<Environment> env,
@ -74,10 +69,6 @@ public:
PlayerColor playerID,
BattleID battleID,
BattleSide side,
float strengthRatio)
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID)
{
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
float strengthRatio,
int simulationTurnsCount);
};

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@ -18,7 +18,7 @@ AttackerValue::AttackerValue()
}
MoveTarget::MoveTarget()
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE), scorePerTurn(EvaluationResult::INEFFECTIVE_SCORE)
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE)
{
turnsToRich = 1;
}
@ -42,7 +42,7 @@ float BattleExchangeVariant::trackAttack(
for(auto affectedUnit : affectedUnits)
{
auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
auto damageDealt = unitToUpdate->getTotalHealth() - affectedUnit->getTotalHealth();
auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();
if(damageDealt > 0)
{
@ -58,7 +58,7 @@ float BattleExchangeVariant::trackAttack(
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap retaliation, %s, dps: %lld",
ap.attack.defender->getDescription(),
hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),
ap.attack.attacker->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
damageDealt);
@ -277,6 +277,36 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(
return result;
}
ReachabilityInfo getReachabilityWithEnemyBypass(
const battle::Unit * activeStack,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> state)
{
ReachabilityInfo::Parameters params(activeStack, activeStack->getPosition());
if(!params.flying)
{
for(const auto * unit : state->battleAliveUnits())
{
if(unit->unitSide() == activeStack->unitSide())
continue;
auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);
auto turnsToKill = unit->getAvailableHealth() / dmg;
vstd::amin(turnsToKill, 100);
for(auto & hex : unit->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
params.destructibleEnemyTurns[hex] = turnsToKill * unit->getMovementRange();
}
params.bypassEnemyStacks = true;
}
return state->getReachability(params);
}
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
const battle::Unit * activeStack,
PotentialTargets & targets,
@ -286,6 +316,8 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
MoveTarget result;
BattleExchangeVariant ev;
logAi->trace("Find move towards unreachable. Enemies count %d", targets.unreachableEnemies.size());
if(targets.unreachableEnemies.empty())
return result;
@ -296,17 +328,17 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
updateReachabilityMap(hb);
auto dists = cb->getReachability(activeStack);
auto dists = getReachabilityWithEnemyBypass(activeStack, damageCache, hb);
auto flying = activeStack->hasBonusOfType(BonusType::FLYING);
for(const battle::Unit * enemy : targets.unreachableEnemies)
{
std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
{
return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
});
logAi->trace(
"Checking movement towards %d of %s",
enemy->getCount(),
enemy->creatureId().toCreature()->getNameSingularTranslated());
auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
auto distance = dists.distToNearestNeighbour(activeStack, enemy);
if(distance >= GameConstants::BFIELD_SIZE)
continue;
@ -315,30 +347,84 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
continue;
auto turnsToRich = (distance - 1) / speed + 1;
auto hexes = closestStack->getSurroundingHexes();
auto enemySpeed = closestStack->getMovementRange();
auto hexes = enemy->getSurroundingHexes();
auto enemySpeed = enemy->getMovementRange();
auto speedRatio = speed / static_cast<float>(enemySpeed);
auto multiplier = speedRatio > 1 ? 1 : speedRatio;
if(enemy->canShoot())
multiplier *= 1.5f;
for(auto hex : hexes)
for(auto & hex : hexes)
{
// FIXME: provide distance info for Jousting bonus
auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
auto bai = BattleAttackInfo(activeStack, enemy, 0, cb->battleCanShoot(activeStack));
auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
auto scorePerTurn = BattleScore(score.enemyDamageReduce * std::sqrt(multiplier / turnsToRich), score.ourDamageReduce);
if(result.scorePerTurn < scoreValue(scorePerTurn))
score.enemyDamageReduce *= multiplier;
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));
#endif
if(result.score < scoreValue(score)
|| (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))
{
result.scorePerTurn = scoreValue(scorePerTurn);
result.score = scoreValue(score);
result.positions = closestStack->getAttackableHexes(activeStack);
result.positions.clear();
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score");
#endif
for(BattleHex enemyHex : enemy->getAttackableHexes(activeStack))
{
while(!flying && dists.distances[enemyHex] > speed)
{
enemyHex = dists.predecessors.at(enemyHex);
if(dists.accessibility[enemyHex] == EAccessibility::ALIVE_STACK)
{
auto defenderToBypass = hb->battleGetUnitByPos(enemyHex);
if(defenderToBypass)
{
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Found target to bypass at %d", enemyHex.hex);
#endif
auto attackHex = dists.predecessors[enemyHex];
auto baiBypass = BattleAttackInfo(activeStack, defenderToBypass, 0, cb->battleCanShoot(activeStack));
auto attackBypass = AttackPossibility::evaluate(baiBypass, attackHex, damageCache, hb);
auto adjacentStacks = getAdjacentUnits(enemy);
adjacentStacks.push_back(defenderToBypass);
vstd::removeDuplicates(adjacentStacks);
auto bypassScore = calculateExchange(
attackBypass,
dists.distances[attackHex],
targets,
damageCache,
hb,
adjacentStacks);
if(scoreValue(bypassScore) > result.score)
{
result.score = scoreValue(bypassScore);
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score after bypass %f", scoreValue(bypassScore));
#endif
}
}
}
}
result.positions.push_back(enemyHex);
}
result.cachedAttack = attack;
result.turnsToRich = turnsToRich;
}
@ -382,7 +468,8 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
const AttackPossibility & ap,
uint8_t turn,
PotentialTargets & targets,
std::shared_ptr<HypotheticBattle> hb) const
std::shared_ptr<HypotheticBattle> hb,
std::vector<const battle::Unit *> additionalUnits) const
{
ReachabilityData result;
@ -390,13 +477,26 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
if(!ap.attack.shooting) hexes.push_back(ap.from);
std::vector<const battle::Unit *> allReachableUnits;
std::vector<const battle::Unit *> allReachableUnits = additionalUnits;
for(auto hex : hexes)
{
vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
}
for(auto hex : ap.attack.attacker->getHexes())
{
auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
for(auto unit : unitsReachingAttacker)
{
if(unit->unitSide() != ap.attack.attacker->unitSide())
{
allReachableUnits.push_back(unit);
result.enemyUnitsReachingAttacker.insert(unit->unitId());
}
}
}
vstd::removeDuplicates(allReachableUnits);
auto copy = allReachableUnits;
@ -432,7 +532,7 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
for(auto unit : allReachableUnits)
{
auto accessible = !unit->canShoot();
auto accessible = !unit->canShoot() || vstd::contains(additionalUnits, unit);
if(!accessible)
{
@ -456,14 +556,14 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
for(auto unit : turnOrder[turn])
{
if(vstd::contains(allReachableUnits, unit))
result.units.push_back(unit);
result.units[turn].push_back(unit);
}
}
vstd::erase_if(result.units, [&](const battle::Unit * u) -> bool
{
return !hb->battleGetUnitByID(u->unitId())->alive();
});
vstd::erase_if(result.units[turn], [&](const battle::Unit * u) -> bool
{
return !hb->battleGetUnitByID(u->unitId())->alive();
});
}
return result;
}
@ -494,7 +594,8 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
uint8_t turn,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb) const
std::shared_ptr<HypotheticBattle> hb,
std::vector<const battle::Unit *> additionalUnits) const
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
@ -513,7 +614,7 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
enemyStacks.push_back(ap.attack.defender);
ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb);
ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb, additionalUnits);
if(exchangeUnits.units.empty())
{
@ -523,22 +624,25 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
BattleExchangeVariant v;
for(auto unit : exchangeUnits.units)
for(int exchangeTurn = 0; exchangeTurn < exchangeUnits.units.size(); exchangeTurn++)
{
if(unit->isTurret())
continue;
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
auto u = exchangeBattle->getForUpdate(unit->unitId());
if(u->alive() && !vstd::contains(attackerQueue, unit))
for(auto unit : exchangeUnits.units.at(exchangeTurn))
{
attackerQueue.push_back(unit);
if(unit->isTurret())
continue;
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
auto u = exchangeBattle->getForUpdate(unit->unitId());
if(u->alive() && !vstd::contains(attackerQueue, unit))
{
attackerQueue.push_back(unit);
#if BATTLE_TRACE_LEVEL
logAi->trace("Exchanging: %s", u->getDescription());
logAi->trace("Exchanging: %s", u->getDescription());
#endif
}
}
}
@ -552,122 +656,166 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
bool canUseAp = true;
for(auto activeUnit : exchangeUnits.units)
std::set<uint32_t> blockedShooters;
int totalTurnsCount = simulationTurnsCount >= turn + turnOrder.size()
? simulationTurnsCount
: turn + turnOrder.size();
for(int exchangeTurn = 0; exchangeTurn < simulationTurnsCount; exchangeTurn++)
{
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
bool isMovingTurm = exchangeTurn < turn;
int queueTurn = exchangeTurn >= exchangeUnits.units.size()
? exchangeUnits.units.size() - 1
: exchangeTurn;
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
if(!attacker->alive())
for(auto activeUnit : exchangeUnits.units.at(queueTurn))
{
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
auto shooting = exchangeBattle->battleCanShoot(attacker.get())
&& !vstd::contains(blockedShooters, attacker->unitId());
if(!attacker->alive())
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace( "Attacker is dead");
logAi->trace("Attacker is dead");
#endif
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
{
auto estimateAttack = [&](const battle::Unit * u) -> float
{
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
auto score = v.trackAttack(
attacker,
stackWithBonuses,
exchangeBattle->battleCanShoot(stackWithBonuses.get()),
isOur,
damageCache,
hb,
true);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
#endif
return score;
};
auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
{
return vstd::contains(exchangeUnits.shooters, u);
});
if(!unitsInOppositeQueueExceptInaccessible.empty())
{
targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
continue;
}
else
if(isMovingTurm && !shooting
&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
{
auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Attacker is moving");
#endif
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
{
#if BATTLE_TRACE_LEVEL>=2
logAi->trace("Best target selector for %s", attacker->getDescription());
#endif
auto estimateAttack = [&](const battle::Unit * u) -> float
{
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
auto score = v.trackAttack(
attacker,
stackWithBonuses,
exchangeBattle->battleCanShoot(stackWithBonuses.get()),
isOur,
damageCache,
hb,
true);
#if BATTLE_TRACE_LEVEL>=2
logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
#endif
return score;
};
auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
{
if(u->unitSide() == attacker->unitSide())
return false;
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
return false;
if (!u->getPosition().isValid())
return false; // e.g. tower shooters
return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
{
return attacker->unitId() == other->unitId();
});
return vstd::contains(exchangeUnits.shooters, u);
});
if(!reachable.empty())
if(!isOur
&& exchangeTurn == 0
&& exchangeUnits.units.at(exchangeTurn).at(0)->unitId() != ap.attack.attacker->unitId()
&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
{
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u) -> bool
{
return u->unitId() == ap.attack.attacker->unitId();
});
}
if(!unitsInOppositeQueueExceptInaccessible.empty())
{
targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
}
else
{
auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
{
if(u->unitSide() == attacker->unitSide())
return false;
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
return false;
if(!u->getPosition().isValid())
return false; // e.g. tower shooters
return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
{
return attacker->unitId() == other->unitId();
});
});
if(!reachable.empty())
{
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
}
else
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle queue is empty and no reachable enemy.");
logAi->trace("Battle queue is empty and no reachable enemy.");
#endif
continue;
continue;
}
}
}
}
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
auto shooting = exchangeBattle->battleCanShoot(attacker.get());
const int totalAttacks = attacker->getTotalAttacks(shooting);
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
const int totalAttacks = attacker->getTotalAttacks(shooting);
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
&& targetUnit->unitId() == ap.attack.defender->unitId())
{
v.trackAttack(ap, exchangeBattle, damageCache);
}
else
{
for(int i = 0; i < totalAttacks; i++)
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
&& targetUnit->unitId() == ap.attack.defender->unitId())
{
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
if(!attacker->alive() || !defender->alive())
break;
v.trackAttack(ap, exchangeBattle, damageCache);
}
else
{
for(int i = 0; i < totalAttacks; i++)
{
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
if(!attacker->alive() || !defender->alive())
break;
}
}
if(!shooting)
blockedShooters.insert(defender->unitId());
canUseAp = false;
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
}
canUseAp = false;
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
{
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
});
exchangeBattle->nextRound();
}
// avoid blocking path for stronger stack by weaker stack
@ -679,11 +827,28 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
for(auto hex : hexes)
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
auto score = v.getScore();
if(simulationTurnsCount < totalTurnsCount)
{
float scalingRatio = simulationTurnsCount / static_cast<float>(totalTurnsCount);
score.enemyDamageReduce *= scalingRatio;
score.ourDamageReduce *= scalingRatio;
}
if(turn > 0)
{
auto turnMultiplier = 1 - std::min(0.2, 0.05 * turn);
score.enemyDamageReduce *= turnMultiplier;
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Exchange score: enemy: %2f, our -%2f", v.getScore().enemyDamageReduce, v.getScore().ourDamageReduce);
logAi->trace("Exchange score: enemy: %2f, our -%2f", score.enemyDamageReduce, score.ourDamageReduce);
#endif
return v.getScore();
return score;
}
bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)

View File

@ -54,7 +54,6 @@ struct AttackerValue
struct MoveTarget
{
float score;
float scorePerTurn;
std::vector<BattleHex> positions;
std::optional<AttackPossibility> cachedAttack;
uint8_t turnsToRich;
@ -64,7 +63,7 @@ struct MoveTarget
struct EvaluationResult
{
static const int64_t INEFFECTIVE_SCORE = -10000;
static const int64_t INEFFECTIVE_SCORE = -100000000;
AttackPossibility bestAttack;
MoveTarget bestMove;
@ -113,13 +112,15 @@ private:
struct ReachabilityData
{
std::vector<const battle::Unit *> units;
std::map<int, std::vector<const battle::Unit *>> units;
// shooters which are within mellee attack and mellee units
std::vector<const battle::Unit *> melleeAccessible;
// far shooters
std::vector<const battle::Unit *> shooters;
std::set<uint32_t> enemyUnitsReachingAttacker;
};
class BattleExchangeEvaluator
@ -131,6 +132,7 @@ private:
std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
std::vector<battle::Units> turnOrder;
float negativeEffectMultiplier;
int simulationTurnsCount;
float scoreValue(const BattleScore & score) const;
@ -139,7 +141,8 @@ private:
uint8_t turn,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb) const;
std::shared_ptr<HypotheticBattle> hb,
std::vector<const battle::Unit *> additionalUnits = {}) const;
bool canBeHitThisTurn(const AttackPossibility & ap);
@ -147,7 +150,8 @@ public:
BattleExchangeEvaluator(
std::shared_ptr<CBattleInfoCallback> cb,
std::shared_ptr<Environment> env,
float strengthRatio): cb(cb), env(env) {
float strengthRatio,
int simulationTurnsCount): cb(cb), env(env), simulationTurnsCount(simulationTurnsCount){
negativeEffectMultiplier = strengthRatio >= 1 ? 1 : strengthRatio * strengthRatio;
}
@ -171,7 +175,8 @@ public:
const AttackPossibility & ap,
uint8_t turn,
PotentialTargets & targets,
std::shared_ptr<HypotheticBattle> hb) const;
std::shared_ptr<HypotheticBattle> hb,
std::vector<const battle::Unit *> additionalUnits = {}) const;
bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);

View File

@ -89,6 +89,14 @@ void DangerHitMapAnalyzer::updateHitMap()
heroes[hero->tempOwner][hero] = HeroRole::MAIN;
}
if(obj->ID == Obj::TOWN)
{
auto town = dynamic_cast<const CGTownInstance *>(obj);
if(town->garrisonHero)
heroes[town->garrisonHero->tempOwner][town->garrisonHero] = HeroRole::MAIN;
}
}
auto ourTowns = cb->getTownsInfo();

View File

@ -56,7 +56,7 @@ public:
// //various
virtual int getDate(Date mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
// const StartInfo * getStartInfo(bool beforeRandomization = false)const;
virtual const StartInfo * getStartInfo(bool beforeRandomization = false) const = 0;
virtual bool isAllowed(SpellID id) const = 0;
virtual bool isAllowed(ArtifactID id) const = 0;
virtual bool isAllowed(SecondarySkill id) const = 0;
@ -143,7 +143,7 @@ protected:
public:
//various
int getDate(Date mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual const StartInfo * getStartInfo(bool beforeRandomization = false)const;
const StartInfo * getStartInfo(bool beforeRandomization = false) const override;
bool isAllowed(SpellID id) const override;
bool isAllowed(ArtifactID id) const override;
bool isAllowed(SecondarySkill id) const override;

View File

@ -18,9 +18,19 @@ VCMI_LIB_NAMESPACE_BEGIN
bool AccessibilityInfo::tileAccessibleWithGate(BattleHex tile, BattleSide side) const
{
//at(otherHex) != EAccessibility::ACCESSIBLE && (at(otherHex) != EAccessibility::GATE || side != BattleSide::DEFENDER)
if(at(tile) != EAccessibility::ACCESSIBLE)
if(at(tile) != EAccessibility::GATE || side != BattleSide::DEFENDER)
auto accessibility = at(tile);
if(accessibility == EAccessibility::ALIVE_STACK)
{
auto destructible = destructibleEnemyTurns.find(tile);
return destructible != destructibleEnemyTurns.end();
}
if(accessibility != EAccessibility::ACCESSIBLE)
if(accessibility != EAccessibility::GATE || side != BattleSide::DEFENDER)
return false;
return true;
}

View File

@ -35,6 +35,8 @@ using TAccessibilityArray = std::array<EAccessibility, GameConstants::BFIELD_SIZ
struct DLL_LINKAGE AccessibilityInfo : TAccessibilityArray
{
std::map<BattleHex, ui8> destructibleEnemyTurns;
public:
bool accessible(BattleHex tile, const battle::Unit * stack) const; //checks for both tiles if stack is double wide
bool accessible(BattleHex tile, bool doubleWide, BattleSide side) const; //checks for both tiles if stack is double wide

View File

@ -1052,16 +1052,29 @@ ReachabilityInfo CBattleInfoCallback::makeBFS(const AccessibilityInfo &accessibi
continue;
const int costToNeighbour = ret.distances[curHex.hex] + 1;
for(BattleHex neighbour : BattleHex::neighbouringTilesCache[curHex.hex])
{
if(neighbour.isValid())
{
auto additionalCost = 0;
if(params.bypassEnemyStacks)
{
auto enemyToBypass = params.destructibleEnemyTurns.find(neighbour);
if(enemyToBypass != params.destructibleEnemyTurns.end())
{
additionalCost = enemyToBypass->second;
}
}
const int costFoundSoFar = ret.distances[neighbour.hex];
if(accessibleCache[neighbour.hex] && costToNeighbour < costFoundSoFar)
if(accessibleCache[neighbour.hex] && costToNeighbour + additionalCost < costFoundSoFar)
{
hexq.push(neighbour);
ret.distances[neighbour.hex] = costToNeighbour;
ret.distances[neighbour.hex] = costToNeighbour + additionalCost;
ret.predecessors[neighbour.hex] = curHex;
}
}
@ -1236,7 +1249,13 @@ ReachabilityInfo CBattleInfoCallback::getReachability(const ReachabilityInfo::Pa
if(params.flying)
return getFlyingReachability(params);
else
return makeBFS(getAccessibility(params.knownAccessible), params);
{
auto accessibility = getAccessibility(params.knownAccessible);
accessibility.destructibleEnemyTurns = params.destructibleEnemyTurns;
return makeBFS(accessibility, params);
}
}
ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityInfo::Parameters &params) const

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@ -29,7 +29,9 @@ struct DLL_LINKAGE ReachabilityInfo
bool doubleWide = false;
bool flying = false;
bool ignoreKnownAccessible = false; //Ignore obstacles if it is in accessible hexes
bool bypassEnemyStacks = false; // in case of true will count amount of turns needed to kill enemy and thus move forward
std::vector<BattleHex> knownAccessible; //hexes that will be treated as accessible, even if they're occupied by stack (by default - tiles occupied by stack we do reachability for, so it doesn't block itself)
std::map<BattleHex, ui8> destructibleEnemyTurns; // hom many turns it is needed to kill enemy on specific hex
BattleHex startPosition; //assumed position of stack
BattleSide perspective = BattleSide::ALL_KNOWING; //some obstacles (eg. quicksands) may be invisible for some side

View File

@ -17,6 +17,7 @@ class IGameInfoCallbackMock : public IGameInfoCallback
public:
//various
MOCK_CONST_METHOD1(getDate, int(Date));
MOCK_CONST_METHOD1(getStartInfo, const StartInfo *(bool));
MOCK_CONST_METHOD1(isAllowed, bool(SpellID));
MOCK_CONST_METHOD1(isAllowed, bool(ArtifactID));