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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

BattleAI: fix dragonbreath retaliation

This commit is contained in:
Andrii Danylchenko 2024-07-28 14:41:21 +03:00
parent da46d5d01b
commit 9edb0afff8
4 changed files with 294 additions and 23 deletions

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@ -268,11 +268,11 @@ AttackPossibility AttackPossibility::evaluate(
std::vector<const battle::Unit *> affectedUnits;
if (attackInfo.shooting)
defenderUnits = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
else
{
defenderUnits = state->getAttackedBattleUnits(attacker, defHex, false, hex);
retaliatedUnits = state->getAttackedBattleUnits(defender, hex, false, defender->getPosition());
defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
// attacker can not melle-attack itself but still can hit that place where it was before moving
vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });

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@ -1235,19 +1235,40 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
return ret;
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
const battle::Unit * attacker,
BattleHex destinationTile,
BattleHex attackerPos) const
{
const auto * defender = battleGetUnitByPos(destinationTile, true);
if(!defender)
return AttackableTiles(); // can't attack thin air
return getPotentiallyAttackableHexes(
attacker,
defender,
destinationTile,
attackerPos,
defender->getPosition());
}
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(
const battle::Unit* attacker,
const battle::Unit * defender,
BattleHex destinationTile,
BattleHex attackerPos,
BattleHex defenderPos) const
{
//does not return hex attacked directly
AttackableTiles at;
RETURN_IF_NOT_BATTLE(at);
BattleHex attackOriginHex = (attackerPos != BattleHex::INVALID) ? attackerPos : attacker->getPosition(); //real or hypothetical (cursor) position
const auto * defender = battleGetUnitByPos(destinationTile, true);
if (!defender)
return at; // can't attack thin air
bool reverse = isToReverse(attacker, defender, attackOriginHex, destinationTile);
defenderPos = (defenderPos != BattleHex::INVALID) ? defenderPos : defender->getPosition(); //real or hypothetical (cursor) position
bool reverse = isToReverse(attacker, defender, attackerPos, defenderPos);
if(reverse && attacker->doubleWide())
{
attackOriginHex = attacker->occupiedHex(attackOriginHex); //the other hex stack stands on
@ -1291,20 +1312,27 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes(const battle:
else if(attacker->hasBonusOfType(BonusType::TWO_HEX_ATTACK_BREATH))
{
auto direction = BattleHex::mutualPosition(attackOriginHex, destinationTile);
if(direction == BattleHex::NONE
&& defender->doubleWide()
&& attacker->doubleWide()
&& defenderPos == destinationTile)
{
direction = BattleHex::mutualPosition(attackOriginHex, defender->occupiedHex(defenderPos));
}
if(direction != BattleHex::NONE) //only adjacent hexes are subject of dragon breath calculation
{
BattleHex nextHex = destinationTile.cloneInDirection(direction, false);
if ( defender->doubleWide() )
{
auto secondHex = destinationTile == defender->getPosition() ?
defender->occupiedHex():
defender->getPosition();
auto secondHex = destinationTile == defenderPos ? defender->occupiedHex(defenderPos) : defenderPos;
// if targeted double-wide creature is attacked from above or below ( -> second hex is also adjacent to attack origin)
// then dragon breath should target tile on the opposite side of targeted creature
/*if(BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
nextHex = secondHex.cloneInDirection(direction, false);*/
if(BattleHex::mutualPosition(attackOriginHex, secondHex) != BattleHex::NONE)
nextHex = secondHex.cloneInDirection(direction, false);
}
if (nextHex.isValid())
@ -1335,17 +1363,29 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::
return at;
}
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(
const battle::Unit * attacker,
const battle::Unit * defender,
BattleHex destinationTile,
bool rangedAttack,
BattleHex attackerPos,
BattleHex defenderPos) const
{
std::vector<const battle::Unit*> units;
RETURN_IF_NOT_BATTLE(units);
if(attackerPos == BattleHex::INVALID)
attackerPos = attacker->getPosition();
if(defenderPos == BattleHex::INVALID)
defenderPos = defender->getPosition();
AttackableTiles at;
if (rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
at = getPotentiallyAttackableHexes(attacker, defender, destinationTile, attackerPos, defenderPos);
units = battleGetUnitsIf([=](const battle::Unit * unit)
{
@ -1371,7 +1411,7 @@ std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack*
RETURN_IF_NOT_BATTLE(attackedCres);
AttackableTiles at;
if(rangedAttack)
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
else
@ -1424,15 +1464,22 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
if(isHexInFront(attackerHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
auto defenderOtherHex = defenderHex;
auto attackerOtherHex = defenderHex;
if (defender->doubleWide())
{
if(isHexInFront(attackerHex, defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
defenderOtherHex = battle::Unit::occupiedHex(defenderHex, true, defender->unitSide());
if(isHexInFront(attackerHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
if (attacker->doubleWide())
{
if(isHexInFront(attacker->occupiedHex(), defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
attackerOtherHex = battle::Unit::occupiedHex(attackerHex, true, attacker->unitSide());
if(isHexInFront(attackerOtherHex, defenderHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
@ -1440,7 +1487,7 @@ bool CBattleInfoCallback::isToReverse(const battle::Unit * attacker, const battl
// but this is how H3 handles it which is important, e.g. for direction of dragon breath attacks
if (attacker->doubleWide() && defender->doubleWide())
{
if(isHexInFront(attacker->occupiedHex(), defender->occupiedHex(), static_cast<BattleSide::Type>(attacker->unitSide())))
if(isHexInFront(attackerOtherHex, defenderOtherHex, static_cast<BattleSide::Type>(attacker->unitSide())))
return false;
}
return true;

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@ -130,9 +130,28 @@ public:
bool isInTacticRange(BattleHex dest) const;
si8 battleGetTacticDist() const; //returns tactic distance for calling player or 0 if this player is not in tactic phase (for ALL_KNOWING actual distance for tactic side)
AttackableTiles getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
AttackableTiles getPotentiallyAttackableHexes(
const battle::Unit* attacker,
const battle::Unit* defender,
BattleHex destinationTile,
BattleHex attackerPos,
BattleHex defenderPos) const; //TODO: apply rotation to two-hex attacker
AttackableTiles getPotentiallyAttackableHexes(
const battle::Unit * attacker,
BattleHex destinationTile,
BattleHex attackerPos) const;
AttackableTiles getPotentiallyShootableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
std::vector<const battle::Unit *> getAttackedBattleUnits(const battle::Unit* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
std::vector<const battle::Unit *> getAttackedBattleUnits(
const battle::Unit* attacker,
const battle::Unit * defender,
BattleHex destinationTile,
bool rangedAttack,
BattleHex attackerPos = BattleHex::INVALID,
BattleHex defenderPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
std::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
bool isToReverse(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerHex = BattleHex::INVALID, BattleHex defenderHex = BattleHex::INVALID) const; //determines if attacker standing at attackerHex should reverse in order to attack defender

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@ -40,11 +40,32 @@ public:
bonusFake.addNewBonus(b);
}
void addCreatureAbility(BonusType bonusType)
{
addNewBonus(
std::make_shared<Bonus>(
BonusDuration::PERMANENT,
bonusType,
BonusSource::CREATURE_ABILITY,
0,
CreatureID(0)));
}
void makeAlive()
{
EXPECT_CALL(*this, alive()).WillRepeatedly(Return(true));
}
void setupPoisition(BattleHex pos)
{
EXPECT_CALL(*this, getPosition()).WillRepeatedly(Return(pos));
}
void makeDoubleWide()
{
EXPECT_CALL(*this, doubleWide()).WillRepeatedly(Return(true));
}
void makeWarMachine()
{
addNewBonus(std::make_shared<Bonus>(BonusDuration::PERMANENT, BonusType::SIEGE_WEAPON, BonusSource::CREATURE_ABILITY, 1, BonusSourceID()));
@ -183,6 +204,190 @@ public:
}
};
class AttackableHexesTest : public CBattleInfoCallbackTest
{
public:
UnitFake & addRegularMelee(BattleHex hex, uint8_t side)
{
auto & unit = unitsFake.add(side);
unit.makeAlive();
unit.setDefaultState();
unit.setupPoisition(hex);
unit.redirectBonusesToFake();
return unit;
}
UnitFake & addDragon(BattleHex hex, uint8_t side)
{
auto & unit = addRegularMelee(hex, side);
unit.addCreatureAbility(BonusType::TWO_HEX_ATTACK_BREATH);
unit.makeDoubleWide();
return unit;
}
Units getAttackedUnits(UnitFake & attacker, UnitFake & defender, BattleHex defenderHex)
{
startBattle();
redirectUnitsToFake();
return subject.getAttackedBattleUnits(
&attacker, &defender,
defenderHex, false,
attacker.getPosition(),
defender.getPosition());
}
};
TEST_F(AttackableHexesTest, DragonRightRegular_RightHorithontalBreath)
{
// X A D #
UnitFake & attacker = addDragon(35, 0);
UnitFake & defender = addRegularMelee(36, 1);
UnitFake & next = addRegularMelee(37, 1);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonBottomRightHead_BottomRightBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(35, 0);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownHead_VerticalDownBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(35, 0);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), 1);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownHeadReverse_VerticalDownBreathFromHead)
{
// A X
// X D target D
// #
UnitFake & attacker = addDragon(36, 1);
UnitFake & defender = addDragon(attacker.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 0);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), 0);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonVerticalDownBack_VerticalDownBreath)
{
// X A
// D X target X
// #
UnitFake & attacker = addDragon(37, 0);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT), 1);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonDragonHeadBottomRight_BottomRightBreathFromHead)
{
// X A
// D X target D
// #
UnitFake & attacker = addDragon(37, 0);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT), 1);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonVerticalDownDragonBackReverse_VerticalDownBreath)
{
// A X
// X D target X
// #
UnitFake & attacker = addDragon(36, 1);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_RIGHT), 0);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), 0);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonRightBottomDragonHeadReverse_RightBottomBreathFromHeadHex)
{
// A X
// X D target D
UnitFake & attacker = addDragon(36, 1);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_RIGHT), 0);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_LEFT), 0);
auto attacked = getAttackedUnits(attacker, defender, defender.getPosition());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DragonLeftBottomDragonBackToBack_LeftBottomBreathFromBackHex)
{
// X A
// D X target X
// #
UnitFake & attacker = addDragon(8, 0);
UnitFake & defender = addDragon(attacker.occupiedHex().cloneInDirection(BattleHex::BOTTOM_LEFT).cloneInDirection(BattleHex::LEFT), 1);
UnitFake & next = addRegularMelee(defender.getPosition().cloneInDirection(BattleHex::BOTTOM_RIGHT), 1);
auto attacked = getAttackedUnits(attacker, defender, defender.occupiedHex());
EXPECT_TRUE(vstd::contains(attacked, &next));
}
TEST_F(AttackableHexesTest, DefenderPositionOverride_BreathCountsHypoteticDefenderPosition)
{
// # N
// X D target D
// A X
UnitFake & attacker = addDragon(35, 1);
UnitFake & defender = addDragon(8, 0);
UnitFake & next = addDragon(2, 0);
startBattle();
redirectUnitsToFake();
auto attacked = subject.getAttackedBattleUnits(
&attacker,
&defender,
19,
false,
attacker.getPosition(),
19);
EXPECT_TRUE(vstd::contains(attacked, &next));
}
class BattleFinishedTest : public CBattleInfoCallbackTest
{
public: