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https://github.com/vcmi/vcmi.git
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BattleAI: better retaliation calculation
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parent
ff33fbd3a0
commit
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@ -42,7 +42,7 @@ float BattleExchangeVariant::trackAttack(
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for(auto affectedUnit : affectedUnits)
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{
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auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
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auto damageDealt = unitToUpdate->getTotalHealth() - affectedUnit->getTotalHealth();
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auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();
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if(damageDealt > 0)
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{
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@ -58,7 +58,7 @@ float BattleExchangeVariant::trackAttack(
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap retaliation, %s, dps: %lld",
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ap.attack.defender->getDescription(),
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hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),
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ap.attack.attacker->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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damageDealt);
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@ -456,14 +456,14 @@ ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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for(auto unit : turnOrder[turn])
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{
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if(vstd::contains(allReachableUnits, unit))
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result.units.push_back(unit);
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result.units[turn].push_back(unit);
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}
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}
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vstd::erase_if(result.units, [&](const battle::Unit * u) -> bool
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{
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return !hb->battleGetUnitByID(u->unitId())->alive();
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});
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vstd::erase_if(result.units[turn], [&](const battle::Unit * u) -> bool
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{
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return !hb->battleGetUnitByID(u->unitId())->alive();
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});
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}
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return result;
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}
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@ -523,22 +523,25 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
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BattleExchangeVariant v;
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for(auto unit : exchangeUnits.units)
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for(int turn = 0; turn < exchangeUnits.units.size(); turn++)
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{
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if(unit->isTurret())
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continue;
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto u = exchangeBattle->getForUpdate(unit->unitId());
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if(u->alive() && !vstd::contains(attackerQueue, unit))
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for(auto unit : exchangeUnits.units.at(turn))
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{
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attackerQueue.push_back(unit);
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if(unit->isTurret())
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continue;
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto u = exchangeBattle->getForUpdate(unit->unitId());
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if(u->alive() && !vstd::contains(attackerQueue, unit))
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{
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attackerQueue.push_back(unit);
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#if BATTLE_TRACE_LEVEL
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logAi->trace("Exchanging: %s", u->getDescription());
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logAi->trace("Exchanging: %s", u->getDescription());
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#endif
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}
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}
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}
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@ -552,122 +555,127 @@ BattleScore BattleExchangeEvaluator::calculateExchange(
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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits.units)
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for(int turn = 0; turn < exchangeUnits.units.size(); turn++)
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{
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
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if(!attacker->alive())
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for(auto activeUnit : exchangeUnits.units.at(turn))
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{
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
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if(!attacker->alive())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace( "Attacker is dead");
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logAi->trace("Attacker is dead");
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#endif
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continue;
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}
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auto targetUnit = ap.attack.defender;
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if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
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{
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auto estimateAttack = [&](const battle::Unit * u) -> float
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{
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auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
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auto score = v.trackAttack(
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attacker,
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stackWithBonuses,
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exchangeBattle->battleCanShoot(stackWithBonuses.get()),
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isOur,
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damageCache,
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hb,
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true);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
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#endif
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return score;
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};
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auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
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vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
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{
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return vstd::contains(exchangeUnits.shooters, u);
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});
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if(!unitsInOppositeQueueExceptInaccessible.empty())
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{
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targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
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continue;
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}
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else
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auto targetUnit = ap.attack.defender;
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if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
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{
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auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
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auto estimateAttack = [&](const battle::Unit * u) -> float
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{
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auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
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auto score = v.trackAttack(
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attacker,
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stackWithBonuses,
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exchangeBattle->battleCanShoot(stackWithBonuses.get()),
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isOur,
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damageCache,
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hb,
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true);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
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#endif
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return score;
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};
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auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
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vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
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{
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if(u->unitSide() == attacker->unitSide())
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return false;
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if(!exchangeBattle->getForUpdate(u->unitId())->alive())
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return false;
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if (!u->getPosition().isValid())
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return false; // e.g. tower shooters
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return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
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{
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return attacker->unitId() == other->unitId();
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});
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return vstd::contains(exchangeUnits.shooters, u);
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});
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if(!reachable.empty())
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if(!unitsInOppositeQueueExceptInaccessible.empty())
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{
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targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
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targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
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}
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else
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{
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auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
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{
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if(u->unitSide() == attacker->unitSide())
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return false;
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if(!exchangeBattle->getForUpdate(u->unitId())->alive())
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return false;
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if(!u->getPosition().isValid())
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return false; // e.g. tower shooters
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return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
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{
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return attacker->unitId() == other->unitId();
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});
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});
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if(!reachable.empty())
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{
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targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
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}
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else
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Battle queue is empty and no reachable enemy.");
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logAi->trace("Battle queue is empty and no reachable enemy.");
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#endif
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continue;
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continue;
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}
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}
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}
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}
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auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
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auto shooting = exchangeBattle->battleCanShoot(attacker.get());
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const int totalAttacks = attacker->getTotalAttacks(shooting);
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auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
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auto shooting = exchangeBattle->battleCanShoot(attacker.get());
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const int totalAttacks = attacker->getTotalAttacks(shooting);
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if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
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&& targetUnit->unitId() == ap.attack.defender->unitId())
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{
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v.trackAttack(ap, exchangeBattle, damageCache);
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}
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else
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{
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for(int i = 0; i < totalAttacks; i++)
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if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
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&& targetUnit->unitId() == ap.attack.defender->unitId())
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{
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v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
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if(!attacker->alive() || !defender->alive())
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break;
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v.trackAttack(ap, exchangeBattle, damageCache);
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}
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else
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{
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for(int i = 0; i < totalAttacks; i++)
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{
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v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
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if(!attacker->alive() || !defender->alive())
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break;
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}
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}
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canUseAp = false;
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vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
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});
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vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
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});
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}
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canUseAp = false;
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vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
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});
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vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
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});
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exchangeBattle->nextRound();
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}
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// avoid blocking path for stronger stack by weaker stack
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@ -113,7 +113,7 @@ private:
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struct ReachabilityData
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{
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std::vector<const battle::Unit *> units;
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std::map<int, std::vector<const battle::Unit *>> units;
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// shooters which are within mellee attack and mellee units
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std::vector<const battle::Unit *> melleeAccessible;
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