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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:
		| @@ -1,97 +1,188 @@ | ||||
| /* | ||||
|  * AttackPossibility.cpp, part of VCMI engine | ||||
|  * | ||||
|  * Authors: listed in file AUTHORS in main folder | ||||
|  * | ||||
|  * License: GNU General Public License v2.0 or later | ||||
|  * Full text of license available in license.txt file, in main folder | ||||
|  * | ||||
|  */ | ||||
| #include "StdInc.h" | ||||
| #include "AttackPossibility.h" | ||||
|  | ||||
| AttackPossibility::AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_) | ||||
| 	: tile(tile_), | ||||
| 	attack(attack_) | ||||
| { | ||||
| } | ||||
|  | ||||
|  | ||||
| int64_t AttackPossibility::damageDiff() const | ||||
| { | ||||
| 	//TODO: use target priority from HypotheticBattle | ||||
| 	const auto dealtDmgValue = damageDealt; | ||||
| 	const auto receivedDmgValue = damageReceived; | ||||
|  | ||||
| 	int64_t diff = 0; | ||||
|  | ||||
| 	//friendly fire or not | ||||
| 	if(attack.attacker->unitSide() == attack.defender->unitSide()) | ||||
| 		diff = -dealtDmgValue - receivedDmgValue; | ||||
| 	else | ||||
| 		diff = dealtDmgValue - receivedDmgValue; | ||||
|  | ||||
| 	//mind control | ||||
| 	auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attack.attacker)); | ||||
| 	if(actualSide && actualSide.get() != attack.attacker->unitSide()) | ||||
| 		diff = -diff; | ||||
| 	return diff; | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::attackValue() const | ||||
| { | ||||
| 	return damageDiff() + tacticImpact; | ||||
| } | ||||
|  | ||||
| AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex) | ||||
| { | ||||
| 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION"; | ||||
| 	static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION); | ||||
|  | ||||
| 	const bool counterAttacksBlocked = attackInfo.attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation); | ||||
|  | ||||
| 	AttackPossibility ap(hex, attackInfo); | ||||
|  | ||||
| 	ap.attackerState = attackInfo.attacker->acquireState(); | ||||
|  | ||||
| 	const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting); | ||||
|  | ||||
| 	if(!attackInfo.shooting) | ||||
| 		ap.attackerState->setPosition(hex); | ||||
|  | ||||
| 	auto defenderState = attackInfo.defender->acquireState(); | ||||
| 	ap.affectedUnits.push_back(defenderState); | ||||
|  | ||||
| 	for(int i = 0; i < totalAttacks; i++) | ||||
| /* | ||||
|  * AttackPossibility.cpp, part of VCMI engine | ||||
|  * | ||||
|  * Authors: listed in file AUTHORS in main folder | ||||
|  * | ||||
|  * License: GNU General Public License v2.0 or later | ||||
|  * Full text of license available in license.txt file, in main folder | ||||
|  * | ||||
|  */ | ||||
| #include "StdInc.h" | ||||
| #include "AttackPossibility.h" | ||||
| #include "../../lib/CStack.h"//todo: remove | ||||
|  | ||||
| AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack) | ||||
| 	: from(from), dest(dest), attack(attack) | ||||
| { | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::damageDiff() const | ||||
| { | ||||
| 	return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg; | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::attackValue() const | ||||
| { | ||||
| 	return damageDiff(); | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state) | ||||
| { | ||||
| 	int64_t res = 0; | ||||
|  | ||||
| 	if(attackInfo.shooting) | ||||
| 		return 0; | ||||
|  | ||||
| 	auto attacker = attackInfo.attacker; | ||||
| 	auto hexes = attacker->getSurroundingHexes(hex); | ||||
| 	for(BattleHex tile : hexes) | ||||
| 	{ | ||||
| 		auto st = state->battleGetUnitByPos(tile, true); | ||||
| 		if(!st || !state->battleMatchOwner(st, attacker)) | ||||
| 			continue; | ||||
| 		if(!state->battleCanShoot(st)) | ||||
| 			continue; | ||||
|  | ||||
| 		BattleAttackInfo rangeAttackInfo(st, attacker, true); | ||||
| 		rangeAttackInfo.defenderPos = hex; | ||||
|  | ||||
| 		BattleAttackInfo meleeAttackInfo(st, attacker, false); | ||||
| 		meleeAttackInfo.defenderPos = hex; | ||||
|  | ||||
| 		auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo); | ||||
| 		auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo); | ||||
|  | ||||
| 		int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1; | ||||
| 		res += gain; | ||||
| 	} | ||||
|  | ||||
| 	return res; | ||||
| } | ||||
|  | ||||
| AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state) | ||||
| { | ||||
| 	auto attacker = attackInfo.attacker; | ||||
| 	auto defender = attackInfo.defender; | ||||
| 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION"; | ||||
| 	static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION); | ||||
| 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation); | ||||
| 	const bool mindControlled = [&](const battle::Unit *attacker) -> bool | ||||
| 	{ | ||||
| 		TDmgRange retaliation(0,0); | ||||
| 		auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation); | ||||
|  | ||||
| 		vstd::amin(attackDmg.first, defenderState->getAvailableHealth()); | ||||
| 		vstd::amin(attackDmg.second, defenderState->getAvailableHealth()); | ||||
|  | ||||
| 		vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth()); | ||||
| 		vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth()); | ||||
|  | ||||
| 		ap.damageDealt += (attackDmg.first + attackDmg.second) / 2; | ||||
|  | ||||
| 		ap.attackerState->afterAttack(attackInfo.shooting, false); | ||||
|  | ||||
| 		//FIXME: use ranged retaliation | ||||
| 		if(!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) | ||||
| 		{ | ||||
| 			ap.damageReceived += (retaliation.first + retaliation.second) / 2; | ||||
| 			defenderState->afterAttack(attackInfo.shooting, true); | ||||
| 		} | ||||
|  | ||||
| 		ap.attackerState->damage(ap.damageReceived); | ||||
| 		defenderState->damage(ap.damageDealt); | ||||
|  | ||||
| 		if(!ap.attackerState->alive() || !defenderState->alive()) | ||||
| 			break; | ||||
| 	} | ||||
|  | ||||
| 	//TODO other damage related to attack (eg. fire shield and other abilities) | ||||
|  | ||||
| 	return ap; | ||||
| } | ||||
| 		auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker)); | ||||
| 		if (actualSide && actualSide.get() != attacker->unitSide()) | ||||
| 			return true; | ||||
| 		return false; | ||||
| 	} (attacker); | ||||
|  | ||||
| 	AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo); | ||||
|  | ||||
| 	std::vector<BattleHex> defenderHex; | ||||
| 	if(attackInfo.shooting) { | ||||
| 		defenderHex = defender->getHexes(); | ||||
| 	} else { | ||||
| 		defenderHex = CStack::meleeAttackHexes(attacker, defender, hex); | ||||
| 	} | ||||
|  | ||||
| 	for(BattleHex defHex : defenderHex) { | ||||
| 		if(defHex == hex) { | ||||
| 			// should be impossible but check anyway | ||||
| 			continue; | ||||
| 		} | ||||
|  | ||||
| 		AttackPossibility ap(hex, defHex, attackInfo); | ||||
| 		ap.attackerState = attacker->acquireState(); | ||||
| 		ap.shootersBlockedDmg = bestAp.shootersBlockedDmg; | ||||
|  | ||||
| 		const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting); | ||||
|  | ||||
| 		if (!attackInfo.shooting) | ||||
| 			ap.attackerState->setPosition(hex); | ||||
|  | ||||
| 		std::vector<const battle::Unit*> units; | ||||
|  | ||||
| 		if (attackInfo.shooting) | ||||
| 			units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID); | ||||
| 		else | ||||
| 			units = state->getAttackedBattleUnits(attacker, defHex, false, hex); | ||||
|  | ||||
| 		// ensure the defender is also affected | ||||
| 		bool addDefender = true; | ||||
| 		for(auto unit : units) { | ||||
| 			if (unit->unitId() == defender->unitId()) { | ||||
| 				addDefender = false; | ||||
| 				break; | ||||
| 			} | ||||
| 		} | ||||
| 		if(addDefender) { | ||||
| 			units.push_back(defender); | ||||
| 		} | ||||
|  | ||||
| 		for(auto u : units) { | ||||
| 			if(!ap.attackerState->alive()) { | ||||
| 				break; | ||||
| 			} | ||||
|  | ||||
| 			assert(u->unitId() != attacker->unitId()); | ||||
|  | ||||
| 			auto defenderState = u->acquireState(); | ||||
| 			ap.affectedUnits.push_back(defenderState); | ||||
|  | ||||
| 			for(int i = 0; i < totalAttacks; i++) { | ||||
| 				si64 damageDealt, damageReceived; | ||||
|  | ||||
| 				TDmgRange retaliation(0, 0); | ||||
| 				auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation); | ||||
|  | ||||
| 				vstd::amin(attackDmg.first, defenderState->getAvailableHealth()); | ||||
| 				vstd::amin(attackDmg.second, defenderState->getAvailableHealth()); | ||||
|  | ||||
| 				vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth()); | ||||
| 				vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth()); | ||||
|  | ||||
| 				damageDealt = (attackDmg.first + attackDmg.second) / 2; | ||||
| 				ap.attackerState->afterAttack(attackInfo.shooting, false); | ||||
|  | ||||
| 				//FIXME: use ranged retaliation | ||||
| 				damageReceived = 0; | ||||
| 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) | ||||
| 				{ | ||||
| 					damageReceived = (retaliation.first + retaliation.second) / 2; | ||||
| 					defenderState->afterAttack(attackInfo.shooting, true); | ||||
| 				} | ||||
|  | ||||
| 				bool isEnemy = state->battleMatchOwner(attacker, u) && !mindControlled; | ||||
| 				if(isEnemy) | ||||
| 					ap.damageDealt += damageDealt; | ||||
| 				else // friendly fire | ||||
| 					ap.collateralDamage += damageDealt; | ||||
|  | ||||
| 				if(u->unitId() == defender->unitId() ||  | ||||
| 					(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ? | ||||
| 					ap.damageReceived += damageReceived; | ||||
| 				} | ||||
|  | ||||
| 				ap.attackerState->damage(damageReceived); | ||||
| 				defenderState->damage(damageDealt); | ||||
|  | ||||
| 				if (!ap.attackerState->alive() || !defenderState->alive()) | ||||
| 					break; | ||||
| 			} | ||||
| 		} | ||||
|  | ||||
| 		if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) { | ||||
| 			bestAp = ap; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	// check how much damage we gain from blocking enemy shooters on this hex | ||||
| 	bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state); | ||||
|  | ||||
| 	logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %d %d %d %s", | ||||
| 		VLC->creh->creatures.at(attackInfo.attacker->acquireState()->creatureId())->identifier.c_str(), | ||||
| 		VLC->creh->creatures.at(attackInfo.defender->acquireState()->creatureId())->identifier.c_str(), | ||||
| 		(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(), | ||||
| 		(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg); | ||||
|  | ||||
| 	//TODO other damage related to attack (eg. fire shield and other abilities) | ||||
| 	return bestAp; | ||||
| } | ||||
|   | ||||
| @@ -16,7 +16,8 @@ | ||||
| class AttackPossibility | ||||
| { | ||||
| public: | ||||
| 	BattleHex tile; //tile from which we attack | ||||
| 	BattleHex from; //tile from which we attack | ||||
| 	BattleHex dest; //tile which we attack | ||||
| 	BattleAttackInfo attack; | ||||
|  | ||||
| 	std::shared_ptr<battle::CUnitState> attackerState; | ||||
| @@ -25,12 +26,16 @@ public: | ||||
|  | ||||
| 	int64_t damageDealt = 0; | ||||
| 	int64_t damageReceived = 0; //usually by counter-attack | ||||
| 	int64_t tacticImpact = 0; | ||||
| 	int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks) | ||||
| 	int64_t shootersBlockedDmg = 0; | ||||
|  | ||||
| 	AttackPossibility(BattleHex tile_, const BattleAttackInfo & attack_); | ||||
| 	AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_); | ||||
|  | ||||
| 	int64_t damageDiff() const; | ||||
| 	int64_t attackValue() const; | ||||
|  | ||||
| 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex); | ||||
| 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
|  | ||||
| private: | ||||
| 	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
| }; | ||||
|   | ||||
| @@ -154,7 +154,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 		HypotheticBattle hb(getCbc()); | ||||
|  | ||||
| 		PotentialTargets targets(stack, &hb); | ||||
| 		if(targets.possibleAttacks.size()) | ||||
|  | ||||
| 		if(!targets.possibleAttacks.empty()) | ||||
| 		{ | ||||
| 			AttackPossibility bestAttack = targets.bestAction(); | ||||
|  | ||||
| @@ -163,8 +164,18 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id); | ||||
| 			else if(bestAttack.attack.shooting) | ||||
| 				return BattleAction::makeShotAttack(stack, bestAttack.attack.defender); | ||||
| 			else | ||||
| 				return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.tile); | ||||
| 			else { | ||||
| 				auto &target = bestAttack; | ||||
| 				logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d", | ||||
| 					VLC->creh->creatures.at(target.attackerState->creatureId())->identifier.c_str(), | ||||
| 					VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier.c_str(), | ||||
| 					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex, | ||||
| 					(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true), | ||||
| 					(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue() | ||||
| 				); | ||||
|  | ||||
| 				return BattleAction::makeMeleeAttack(stack,	bestAttack.attack.defender->getPosition(), bestAttack.from); | ||||
| 			} | ||||
| 		} | ||||
| 		else if(bestSpellcast.is_initialized()) | ||||
| 		{ | ||||
|   | ||||
| @@ -53,7 +53,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet | ||||
| 			if(hex.isValid() && !shooting) | ||||
| 				bai.chargedFields = reachability.distances[hex]; | ||||
|  | ||||
| 			return AttackPossibility::evaluate(bai, hex); | ||||
| 			return AttackPossibility::evaluate(bai, hex, state); | ||||
| 		}; | ||||
|  | ||||
| 		if(forceTarget) | ||||
| @@ -69,21 +69,45 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			for(BattleHex hex : avHexes) | ||||
| 				if(CStack::isMeleeAttackPossible(attackerInfo, defender, hex)) | ||||
| 					possibleAttacks.push_back(GenerateAttackInfo(false, hex)); | ||||
| 			for(BattleHex hex : avHexes) { | ||||
| 				if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex)) | ||||
| 					continue; | ||||
|  | ||||
| 				auto bai = GenerateAttackInfo(false, hex); | ||||
| 				if(!bai.affectedUnits.empty()) | ||||
| 					possibleAttacks.push_back(bai); | ||||
| 			} | ||||
|  | ||||
| 			if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); })) | ||||
| 				unreachableEnemies.push_back(defender); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool | ||||
| 	{ | ||||
| 		if(lhs.collateralDamage < rhs.collateralDamage) | ||||
| 			return false; | ||||
| 		if(lhs.collateralDamage > rhs.collateralDamage) | ||||
| 			return true; | ||||
| 		return (lhs.damageDealt + lhs.shootersBlockedDmg + lhs.damageReceived > rhs.damageDealt + rhs.shootersBlockedDmg + rhs.damageReceived); | ||||
| 	}); | ||||
|  | ||||
| 	if (!possibleAttacks.empty()) | ||||
| 	{ | ||||
| 		auto &bestAp = possibleAttacks[0]; | ||||
|  | ||||
| 		logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %d %d %d %s", | ||||
| 			VLC->creh->creatures.at(bestAp.attackerState->creatureId())->identifier.c_str(), | ||||
| 			VLC->creh->creatures.at(state->battleGetUnitByPos(bestAp.dest)->creatureId())->identifier.c_str(), | ||||
| 			(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(), | ||||
| 			(int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg); | ||||
| 	} | ||||
| } | ||||
|  | ||||
| int PotentialTargets::bestActionValue() const | ||||
| int64_t PotentialTargets::bestActionValue() const | ||||
| { | ||||
| 	if(possibleAttacks.empty()) | ||||
| 		return 0; | ||||
|  | ||||
| 	return bestAction().attackValue(); | ||||
| } | ||||
|  | ||||
| @@ -91,6 +115,6 @@ AttackPossibility PotentialTargets::bestAction() const | ||||
| { | ||||
| 	if(possibleAttacks.empty()) | ||||
| 		throw std::runtime_error("No best action, since we don't have any actions"); | ||||
|  | ||||
| 	return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } ); | ||||
| 	return possibleAttacks[0]; | ||||
| 	//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } ); | ||||
| } | ||||
|   | ||||
| @@ -20,5 +20,5 @@ public: | ||||
| 	PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state); | ||||
|  | ||||
| 	AttackPossibility bestAction() const; | ||||
| 	int bestActionValue() const; | ||||
| 	int64_t bestActionValue() const; | ||||
| }; | ||||
|   | ||||
| @@ -252,22 +252,53 @@ void CStack::prepareAttacked(BattleStackAttacked & bsa, vstd::RNG & rand, std::s | ||||
| 	bsa.newState.operation = UnitChanges::EOperation::RESET_STATE; | ||||
| } | ||||
|  | ||||
| bool CStack::isMeleeAttackPossible(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos) | ||||
| std::vector<BattleHex> CStack::meleeAttackHexes(const battle::Unit * attacker, const battle::Unit * defender, BattleHex attackerPos, BattleHex defenderPos) | ||||
| { | ||||
| 	if(!attackerPos.isValid()) | ||||
| 	int mask = 0; | ||||
| 	std::vector<BattleHex> res; | ||||
|  | ||||
| 	if (!attackerPos.isValid()) | ||||
| 		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 | ||||
|   | ||||
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