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Some changes to make the battle AI smarter
- the AI will now consider attacking multiple units - the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone - attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
This commit is contained in:
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604246bc7a
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be10694b73
@ -1,97 +1,188 @@
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/*
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* AttackPossibility.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AttackPossibility.h"
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AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_)
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: tile(tile_),
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attack(attack_)
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{
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}
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int64_t AttackPossibility::damageDiff() const
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{
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//TODO: use target priority from HypotheticBattle
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const auto dealtDmgValue = damageDealt;
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const auto receivedDmgValue = damageReceived;
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int64_t diff = 0;
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//friendly fire or not
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if(attack.attacker->unitSide() == attack.defender->unitSide())
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diff = -dealtDmgValue - receivedDmgValue;
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else
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diff = dealtDmgValue - receivedDmgValue;
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//mind control
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auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker));
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if(actualSide && actualSide.get() != attack.attacker->unitSide())
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diff = -diff;
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return diff;
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}
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int64_t AttackPossibility::attackValue() const
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{
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return damageDiff() + tacticImpact;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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AttackPossibility ap(hex, attackInfo);
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ap.attackerState = attackInfo.attacker->acquireState();
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const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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if(!attackInfo.shooting)
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ap.attackerState->setPosition(hex);
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auto defenderState = attackInfo.defender->acquireState();
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ap.affectedUnits.push_back(defenderState);
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for(int i = 0; i < totalAttacks; i++)
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/*
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* AttackPossibility.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AttackPossibility.h"
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#include "../../lib/CStack.h"//todo: remove
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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: from(from), dest(dest), attack(attack)
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{
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}
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int64_t AttackPossibility::damageDiff() const
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{
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return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
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}
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int64_t AttackPossibility::attackValue() const
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{
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return damageDiff();
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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{
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int64_t res = 0;
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if(attackInfo.shooting)
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return 0;
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auto attacker = attackInfo.attacker;
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auto hexes = attacker->getSurroundingHexes(hex);
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for(BattleHex tile : hexes)
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{
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auto st = state->battleGetUnitByPos(tile, true);
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if(!st || !state->battleMatchOwner(st, attacker))
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continue;
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if(!state->battleCanShoot(st))
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continue;
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BattleAttackInfo rangeAttackInfo(st, attacker, true);
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rangeAttackInfo.defenderPos = hex;
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BattleAttackInfo meleeAttackInfo(st, attacker, false);
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meleeAttackInfo.defenderPos = hex;
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auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
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int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
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res += gain;
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}
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return res;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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{
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auto attacker = attackInfo.attacker;
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auto defender = attackInfo.defender;
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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const bool mindControlled = [&](const battle::Unit *attacker) -> bool
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{
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TDmgRange retaliation(0,0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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ap.damageDealt += (attackDmg.first + attackDmg.second) / 2;
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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ap.damageReceived += (retaliation.first + retaliation.second) / 2;
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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ap.attackerState->damage(ap.damageReceived);
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defenderState->damage(ap.damageDealt);
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if(!ap.attackerState->alive() || !defenderState->alive())
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break;
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}
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//TODO other damage related to attack (eg. fire shield and other abilities)
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return ap;
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}
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auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
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if (actualSide && actualSide.get() != attacker->unitSide())
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return true;
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return false;
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} (attacker);
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AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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std::vector<BattleHex> defenderHex;
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if(attackInfo.shooting) {
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defenderHex = defender->getHexes();
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} else {
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defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
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}
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for(BattleHex defHex : defenderHex) {
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if(defHex == hex) {
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// should be impossible but check anyway
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continue;
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}
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AttackPossibility ap(hex, defHex, attackInfo);
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ap.attackerState = attacker->acquireState();
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ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
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const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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if (!attackInfo.shooting)
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ap.attackerState->setPosition(hex);
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std::vector<const battle::Unit*> units;
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if (attackInfo.shooting)
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units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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else
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units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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// ensure the defender is also affected
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bool addDefender = true;
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for(auto unit : units) {
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if (unit->unitId() == defender->unitId()) {
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addDefender = false;
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break;
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}
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}
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if(addDefender) {
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units.push_back(defender);
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}
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for(auto u : units) {
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if(!ap.attackerState->alive()) {
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break;
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}
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assert(u->unitId() != attacker->unitId());
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auto defenderState = u->acquireState();
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ap.affectedUnits.push_back(defenderState);
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for(int i = 0; i < totalAttacks; i++) {
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si64 damageDealt, damageReceived;
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TDmgRange retaliation(0, 0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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damageDealt = (attackDmg.first + attackDmg.second) / 2;
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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damageReceived = 0;
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = (retaliation.first + retaliation.second) / 2;
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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bool isEnemy = state->battleMatchOwner(attacker, u) && !mindControlled;
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if(isEnemy)
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ap.damageDealt += damageDealt;
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else // friendly fire
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ap.collateralDamage += damageDealt;
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if(u->unitId() == defender->unitId() ||
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ?
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ap.damageReceived += damageReceived;
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}
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ap.attackerState->damage(damageReceived);
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defenderState->damage(damageDealt);
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if (!ap.attackerState->alive() || !defenderState->alive())
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break;
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}
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}
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if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) {
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bestAp = ap;
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}
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}
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// check how much damage we gain from blocking enemy shooters on this hex
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bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
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VLC->creh->creatures.at(attackInfo.attacker->acquireState()->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(attackInfo.defender->acquireState()->creatureId())->identifier.c_str(),
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
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//TODO other damage related to attack (eg. fire shield and other abilities)
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return bestAp;
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}
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@ -16,7 +16,8 @@
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class AttackPossibility
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{
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public:
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BattleHex tile; //tile from which we attack
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BattleHex from; //tile from which we attack
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BattleHex dest; //tile which we attack
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BattleAttackInfo attack;
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std::shared_ptr<battle::CUnitState> attackerState;
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@ -25,12 +26,16 @@ public:
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int64_t damageDealt = 0;
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int64_t damageReceived = 0; //usually by counter-attack
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int64_t tacticImpact = 0;
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int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks)
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int64_t shootersBlockedDmg = 0;
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AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_);
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AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
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int64_t damageDiff() const;
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int64_t attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex);
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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private:
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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};
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@ -154,7 +154,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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HypotheticBattle hb(getCbc());
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PotentialTargets targets(stack, &hb);
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if(targets.possibleAttacks.size())
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if(!targets.possibleAttacks.empty())
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{
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AttackPossibility bestAttack = targets.bestAction();
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@ -163,8 +164,18 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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else if(bestAttack.attack.shooting)
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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else
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.tile);
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else {
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d",
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VLC->creh->creatures.at(target.attackerState->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier.c_str(),
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(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
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(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true),
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(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue()
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);
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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}
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}
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else if(bestSpellcast.is_initialized())
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{
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@ -53,7 +53,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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if(hex.isValid() && !shooting)
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bai.chargedFields = reachability.distances[hex];
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return AttackPossibility::evaluate(bai, hex);
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return AttackPossibility::evaluate(bai, hex, state);
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};
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if(forceTarget)
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@ -69,21 +69,45 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
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}
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else
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{
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for(BattleHex hex : avHexes)
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if(CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
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possibleAttacks.push_back(GenerateAttackInfo(false, hex));
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for(BattleHex hex : avHexes) {
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if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
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continue;
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auto bai = GenerateAttackInfo(false, hex);
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if(!bai.affectedUnits.empty())
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possibleAttacks.push_back(bai);
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}
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if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); }))
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unreachableEnemies.push_back(defender);
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}
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}
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boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool
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{
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if(lhs.collateralDamage < rhs.collateralDamage)
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return false;
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if(lhs.collateralDamage > rhs.collateralDamage)
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return true;
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return (lhs.damageDealt + lhs.shootersBlockedDmg + lhs.damageReceived > rhs.damageDealt + rhs.shootersBlockedDmg + rhs.damageReceived);
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});
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if (!possibleAttacks.empty())
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{
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auto &bestAp = possibleAttacks[0];
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logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
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VLC->creh->creatures.at(bestAp.attackerState->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(state->battleGetUnitByPos(bestAp.dest)->creatureId())->identifier.c_str(),
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
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}
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}
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int PotentialTargets::bestActionValue() const
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int64_t PotentialTargets::bestActionValue() const
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{
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if(possibleAttacks.empty())
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return 0;
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return bestAction().attackValue();
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}
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@ -91,6 +115,6 @@ AttackPossibility PotentialTargets::bestAction() const
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{
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if(possibleAttacks.empty())
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throw std::runtime_error("No best action, since we don't have any actions");
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return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
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return possibleAttacks[0];
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//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
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}
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@ -20,5 +20,5 @@ public:
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PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state);
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AttackPossibility bestAction() const;
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int bestActionValue() const;
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int64_t bestActionValue() const;
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};
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@ -252,22 +252,53 @@ void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, std::s
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bsa.newState.operation = UnitChanges::EOperation::RESET_STATE;
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}
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bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
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std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
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{
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if(!attackerPos.isValid())
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int mask = 0;
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std::vector<BattleHex> res;
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if (!attackerPos.isValid())
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attackerPos = attacker->getPosition();
|
||||
if(!defenderPos.isValid())
|
||||
if (!defenderPos.isValid())
|
||||
defenderPos = defender->getPosition();
|
||||
|
||||
return
|
||||
(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)//front <=> front
|
||||
|| (attacker->doubleWide()//back <=> front
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1), defenderPos) >= 0)
|
||||
|| (defender->doubleWide()//front <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1)) >= 0)
|
||||
|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1), defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1)) >= 0);
|
||||
BattleHex otherAttackerPos = attackerPos + (attacker->unitSide() == BattleSide::ATTACKER ? -1 : 1);
|
||||
BattleHex otherDefenderPos = defenderPos + (defender->unitSide() == BattleSide::ATTACKER ? -1 : 1);
|
||||
|
||||
if(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0) { //front <=> front
|
||||
if((mask & 1) == 0) {
|
||||
mask |= 1;
|
||||
res.push_back(defenderPos);
|
||||
}
|
||||
}
|
||||
if (attacker->doubleWide() //back <=> front
|
||||
&& BattleHex::mutualPosition(otherAttackerPos, defenderPos) >= 0) {
|
||||
if((mask & 1) == 0) {
|
||||
mask |= 1;
|
||||
res.push_back(defenderPos);
|
||||
}
|
||||
}
|
||||
if (defender->doubleWide()//front <=> back
|
||||
&& BattleHex::mutualPosition(attackerPos, otherDefenderPos) >= 0) {
|
||||
if((mask & 2) == 0) {
|
||||
mask |= 2;
|
||||
res.push_back(otherDefenderPos);
|
||||
}
|
||||
}
|
||||
if (defender->doubleWide() && attacker->doubleWide()//back <=> back
|
||||
&& BattleHex::mutualPosition(otherAttackerPos, otherDefenderPos) >= 0) {
|
||||
if((mask & 2) == 0) {
|
||||
mask |= 2;
|
||||
res.push_back(otherDefenderPos);
|
||||
}
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos)
|
||||
{
|
||||
return !meleeAttackHexes(attacker, defender, attackerPos, defenderPos).empty();
|
||||
}
|
||||
|
||||
std::string CStack::getName() const
|
||||
|
@ -55,6 +55,7 @@ public:
|
||||
std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
|
||||
const CGHeroInstance * getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, nullptr otherwise
|
||||
|
||||
static std::vector<BattleHex> meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
|
||||
static bool isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos = BattleHex::INVALID, BattleHex defenderPos = BattleHex::INVALID);
|
||||
|
||||
BattleHex::EDir destShiftDir() const;
|
||||
|
@ -19,6 +19,8 @@ BattleAttackInfo::BattleAttackInfo(const battle::Unit * Attacker, const battle::
|
||||
chargedFields = 0;
|
||||
additiveBonus = 0.0;
|
||||
multBonus = 1.0;
|
||||
attackerPos = BattleHex::INVALID;
|
||||
defenderPos = BattleHex::INVALID;
|
||||
}
|
||||
|
||||
BattleAttackInfo BattleAttackInfo::reverse() const
|
||||
@ -26,6 +28,7 @@ BattleAttackInfo BattleAttackInfo::reverse() const
|
||||
BattleAttackInfo ret = *this;
|
||||
|
||||
std::swap(ret.attacker, ret.defender);
|
||||
std::swap(ret.defenderPos, ret.attackerPos);
|
||||
|
||||
ret.shooting = false;
|
||||
ret.chargedFields = 0;
|
||||
|
@ -15,11 +15,16 @@ namespace battle
|
||||
class CUnitState;
|
||||
}
|
||||
|
||||
#include "BattleHex.h"
|
||||
|
||||
struct DLL_LINKAGE BattleAttackInfo
|
||||
{
|
||||
const battle::Unit * attacker;
|
||||
const battle::Unit * defender;
|
||||
|
||||
BattleHex attackerPos;
|
||||
BattleHex defenderPos;
|
||||
|
||||
bool shooting;
|
||||
int chargedFields;
|
||||
|
||||
|
@ -667,37 +667,45 @@ bool CBattleInfoCallback::battleCanAttack(const CStack * stack, const CStack * t
|
||||
return target->alive();
|
||||
}
|
||||
|
||||
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
|
||||
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
|
||||
if(battleTacticDist()) //no shooting during tactics
|
||||
if (battleTacticDist()) //no shooting during tactics
|
||||
return false;
|
||||
|
||||
const battle::Unit * defender = battleGetUnitByPos(dest);
|
||||
|
||||
if(!attacker || !defender)
|
||||
if (!attacker)
|
||||
return false;
|
||||
if (attacker->creatureIndex() == CreatureID::CATAPULT) //catapult cannot attack creatures
|
||||
return false;
|
||||
|
||||
//forgetfulness
|
||||
TBonusListPtr forgetfulList = attacker->getBonuses(Selector::type(Bonus::FORGETFULL));
|
||||
if(!forgetfulList->empty())
|
||||
if (!forgetfulList->empty())
|
||||
{
|
||||
int forgetful = forgetfulList->valOfBonuses(Selector::type(Bonus::FORGETFULL));
|
||||
|
||||
//advanced+ level
|
||||
if(forgetful > 1)
|
||||
if (forgetful > 1)
|
||||
return false;
|
||||
}
|
||||
|
||||
if(attacker->creatureIndex() == CreatureID::CATAPULT && defender) //catapult cannot attack creatures
|
||||
return attacker->canShoot() && (!battleIsUnitBlocked(attacker)
|
||||
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
|
||||
}
|
||||
|
||||
bool CBattleInfoCallback::battleCanShoot(const battle::Unit * attacker, BattleHex dest) const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(false);
|
||||
|
||||
const battle::Unit * defender = battleGetUnitByPos(dest);
|
||||
if(!attacker || !defender)
|
||||
return false;
|
||||
|
||||
return attacker->canShoot()
|
||||
&& battleMatchOwner(attacker, defender)
|
||||
&& defender->alive()
|
||||
&& (!battleIsUnitBlocked(attacker)
|
||||
|| attacker->hasBonusOfType(Bonus::FREE_SHOOTING));
|
||||
if(battleMatchOwner(attacker, defender) && defender->alive())
|
||||
return battleCanShoot(attacker);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info) const
|
||||
@ -897,8 +905,11 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo & info)
|
||||
if(info.shooting)
|
||||
{
|
||||
//wall / distance penalty + advanced air shield
|
||||
const bool distPenalty = battleHasDistancePenalty(attackerBonuses, info.attacker->getPosition(), info.defender->getPosition());
|
||||
const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, info.attacker->getPosition(), info.defender->getPosition());
|
||||
BattleHex attackerPos = info.attackerPos.isValid() ? info.attackerPos : info.attacker->getPosition();
|
||||
BattleHex defenderPos = info.defenderPos.isValid() ? info.defenderPos : info.defender->getPosition();
|
||||
|
||||
const bool distPenalty = battleHasDistancePenalty(attackerBonuses, attackerPos, defenderPos);
|
||||
const bool obstaclePenalty = battleHasWallPenalty(attackerBonuses, attackerPos, defenderPos);
|
||||
|
||||
if(distPenalty || defenderBonuses->hasBonus(isAdvancedAirShield, cachingStrAdvAirShield))
|
||||
multBonus *= 0.5;
|
||||
@ -1340,11 +1351,11 @@ ReachabilityInfo CBattleInfoCallback::getFlyingReachability(const ReachabilityIn
|
||||
return ret;
|
||||
}
|
||||
|
||||
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
||||
AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
||||
{
|
||||
//does not return hex attacked directly
|
||||
//TODO: apply rotation to two-hex attackers
|
||||
bool isAttacker = attacker->side == BattleSide::ATTACKER;
|
||||
bool isAttacker = attacker->unitSide() == BattleSide::ATTACKER;
|
||||
|
||||
AttackableTiles at;
|
||||
RETURN_IF_NOT_BATTLE(at);
|
||||
@ -1369,8 +1380,8 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
|
||||
{
|
||||
if((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1)) //adjacent both to attacker's head and attacked tile
|
||||
{
|
||||
const CStack * st = battleGetStackByPos(tile, true);
|
||||
if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
|
||||
auto st = battleGetUnitByPos(tile, true);
|
||||
if(st && battleMatchOwner(st, attacker)) //only hostile stacks - does it work well with Berserk?
|
||||
{
|
||||
at.hostileCreaturePositions.insert(tile);
|
||||
}
|
||||
@ -1391,45 +1402,50 @@ AttackableTiles CBattleInfoCallback::getPotentiallyAttackableHexes (const CStack
|
||||
for(BattleHex tile : hexes)
|
||||
{
|
||||
//friendly stacks can also be damaged by Dragon Breath
|
||||
if(battleGetStackByPos(tile, true))
|
||||
auto st = battleGetUnitByPos(tile, true);
|
||||
if(st && st != attacker)
|
||||
{
|
||||
if(battleGetStackByPos(tile, true) != attacker)
|
||||
at.friendlyCreaturePositions.insert(tile);
|
||||
at.friendlyCreaturePositions.insert(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH) && BattleHex::mutualPosition(destinationTile, hex) > -1) //only adjacent hexes are subject of dragon breath calculation
|
||||
else if(attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
|
||||
{
|
||||
std::vector<BattleHex> hexes; //only one, in fact
|
||||
int pseudoVector = destinationTile.hex - hex;
|
||||
switch(pseudoVector)
|
||||
int pos = BattleHex::mutualPosition(destinationTile, hex);
|
||||
if (pos > -1) //only adjacent hexes are subject of dragon breath calculation
|
||||
{
|
||||
case 1:
|
||||
case -1:
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
|
||||
break;
|
||||
case WN: //17 //left-down or right-down
|
||||
case -WN: //-17 //left-up or right-up
|
||||
case WN + 1: //18 //right-down
|
||||
case -WN + 1: //-16 //right-up
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
|
||||
break;
|
||||
case WN - 1: //16 //left-down
|
||||
case -WN - 1: //-18 //left-up
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
|
||||
break;
|
||||
}
|
||||
for(BattleHex tile : hexes)
|
||||
{
|
||||
//friendly stacks can also be damaged by Dragon Breath
|
||||
if(battleGetStackByPos(tile, true))
|
||||
at.friendlyCreaturePositions.insert(tile);
|
||||
std::vector<BattleHex> hexes; //only one, in fact
|
||||
int pseudoVector = destinationTile.hex - hex;
|
||||
switch (pseudoVector)
|
||||
{
|
||||
case 1:
|
||||
case -1:
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
|
||||
break;
|
||||
case WN: //17 //left-down or right-down
|
||||
case -WN: //-17 //left-up or right-up
|
||||
case WN + 1: //18 //right-down
|
||||
case -WN + 1: //-16 //right-up
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : -1), hexes);
|
||||
break;
|
||||
case WN - 1: //16 //left-down
|
||||
case -WN - 1: //-18 //left-up
|
||||
BattleHex::checkAndPush(destinationTile.hex + pseudoVector + (((hex / WN) % 2) ? 1 : 0), hexes);
|
||||
break;
|
||||
}
|
||||
for (BattleHex tile : hexes)
|
||||
{
|
||||
//friendly stacks can also be damaged by Dragon Breath
|
||||
auto st = battleGetUnitByPos(tile, true);
|
||||
if (st != nullptr)
|
||||
at.friendlyCreaturePositions.insert(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
return at;
|
||||
}
|
||||
|
||||
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack * attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
||||
AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::Unit * attacker, BattleHex destinationTile, BattleHex attackerPos) const
|
||||
{
|
||||
//does not return hex attacked directly
|
||||
AttackableTiles at;
|
||||
@ -1445,6 +1461,37 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const CStack *
|
||||
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*> units;
|
||||
RETURN_IF_NOT_BATTLE(units);
|
||||
|
||||
AttackableTiles at;
|
||||
|
||||
if (rangedAttack)
|
||||
at = getPotentiallyShootableHexes(attacker, destinationTile, attackerPos);
|
||||
else
|
||||
at = getPotentiallyAttackableHexes(attacker, destinationTile, attackerPos);
|
||||
|
||||
units = battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
{
|
||||
if (unit->isGhost() || !unit->alive()) {
|
||||
return false;
|
||||
}
|
||||
for (BattleHex hex : battle::Unit::getHexes(unit->getPosition(), unit->doubleWide(), unit->unitSide())) {
|
||||
if (vstd::contains(at.hostileCreaturePositions, hex)) {
|
||||
return true;
|
||||
}
|
||||
if (vstd::contains(at.friendlyCreaturePositions, hex)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
});
|
||||
|
||||
return units;
|
||||
}
|
||||
|
||||
std::set<const CStack*> CBattleInfoCallback::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos) const
|
||||
{
|
||||
std::set<const CStack*> attackedCres;
|
||||
|
@ -89,6 +89,7 @@ public:
|
||||
|
||||
bool battleCanAttack(const CStack * stack, const CStack * target, BattleHex dest) const; //determines if stack with given ID can attack target at the selected destination
|
||||
bool battleCanShoot(const battle::Unit * attacker, BattleHex dest) const; //determines if stack with given ID shoot at the selected destination
|
||||
bool battleCanShoot(const battle::Unit * attacker) const; //determines if stack with given ID shoot in principle
|
||||
bool battleIsUnitBlocked(const battle::Unit * unit) const; //returns true if there is neighboring enemy stack
|
||||
std::set<const battle::Unit *> battleAdjacentUnits(const battle::Unit * unit) const;
|
||||
|
||||
@ -123,8 +124,9 @@ 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 CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
|
||||
AttackableTiles getPotentiallyShootableHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos) const;
|
||||
AttackableTiles getPotentiallyAttackableHexes(const battle::Unit* attacker, BattleHex destinationTile, BattleHex attackerPos) const; //TODO: apply rotation to two-hex attacker
|
||||
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::set<const CStack*> getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, bool rangedAttack, BattleHex attackerPos = BattleHex::INVALID) const; //calculates range of multi-hex attacks
|
||||
bool isToReverse(BattleHex hexFrom, BattleHex hexTo, bool curDir /*if true, creature is in attacker's direction*/, bool toDoubleWide, bool toDir) const; //determines if creature should be reversed (it stands on hexFrom and should 'see' hexTo)
|
||||
bool isToReverseHlp(BattleHex hexFrom, BattleHex hexTo, bool curDir) const; //helper for isToReverse
|
||||
|
Loading…
x
Reference in New Issue
Block a user