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BattleAI: positive/negative effect multiplier
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03395a3d8a
commit
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@ -103,6 +103,12 @@ int64_t AttackPossibility::damageDiff() const
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return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
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}
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int64_t AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
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{
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return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
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- negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
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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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@ -121,9 +127,6 @@ int64_t AttackPossibility::calculateDamageReduce(
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std::shared_ptr<CBattleInfoCallback> state)
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{
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const float HEALTH_BOUNTY = 0.5;
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const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
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vstd::amin(damageDealt, defender->getAvailableHealth());
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// FIXME: provide distance info for Jousting bonus
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auto attackerUnitForMeasurement = attacker;
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@ -146,11 +149,21 @@ int64_t AttackPossibility::calculateDamageReduce(
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attackerUnitForMeasurement = ourUnits.front();
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}
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auto maxHealth = defender->getMaxHealth();
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auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
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vstd::amin(damageDealt, availableHealth);
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auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
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auto enemiesKilled = damageDealt / defender->getMaxHealth() + (damageDealt % defender->getMaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
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auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
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return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->getMaxHealth()));
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// lets use cached maxHealth here instead of getAvailableHealth
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auto firstUnitHpLeft = (availableHealth - damageDealt) % maxHealth;
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auto firstUnitHealthRatio = firstUnitHpLeft == 0 ? 1 : static_cast<float>(firstUnitHpLeft) / maxHealth;
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auto firstUnitKillValue = (1 - firstUnitHealthRatio) * (1 - firstUnitHealthRatio);
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return (int64_t)(damagePerEnemy * (enemiesKilled + firstUnitKillValue * HEALTH_BOUNTY));
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(
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@ -55,6 +55,7 @@ public:
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int64_t damageDiff() const;
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int64_t attackValue() const;
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int64_t damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const;
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static AttackPossibility evaluate(
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const BattleAttackInfo & attackInfo,
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@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "BattleAI.h"
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#include "BattleEvaluator.h"
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#include "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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@ -29,90 +30,6 @@
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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enum class SpellTypes
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{
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ADVENTURE, BATTLE, OTHER
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};
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SpellTypes spellType(const CSpell * spell)
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{
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if(!spell->isCombat() || spell->isCreatureAbility())
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return SpellTypes::OTHER;
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if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
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return SpellTypes::BATTLE;
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return SpellTypes::OTHER;
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}
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class BattleEvaluator
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{
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std::unique_ptr<PotentialTargets> targets;
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std::shared_ptr<HypotheticBattle> hb;
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BattleExchangeEvaluator scoreEvaluator;
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std::shared_ptr<CBattleCallback> cb;
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std::shared_ptr<Environment> env;
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bool activeActionMade = false;
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std::optional<AttackPossibility> cachedAttack;
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PlayerColor playerID;
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int side;
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int64_t cachedScore;
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DamageCache damageCache;
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public:
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BattleAction selectStackAction(const CStack * stack);
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void attemptCastingSpell(const CStack * stack);
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std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
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BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
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std::vector<BattleHex> getBrokenWallMoatHexes() const;
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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void print(const std::string & text) const;
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BattleEvaluator(std::shared_ptr<Environment> env, std::shared_ptr<CBattleCallback> cb, const battle::Unit * activeStack, PlayerColor playerID, int side)
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:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
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{
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hb = std::make_shared<HypotheticBattle>(env.get(), cb);
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damageCache.buildDamageCache(hb, side);
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targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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}
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BattleEvaluator(
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std::shared_ptr<Environment> env,
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std::shared_ptr<CBattleCallback> cb,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache,
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const battle::Unit * activeStack,
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PlayerColor playerID,
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int side)
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:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
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{
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targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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}
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};
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std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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{
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std::vector<BattleHex> result;
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for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
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{
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auto state = cb->battleGetWallState(wallPart);
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if(state != EWallState::DESTROYED)
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continue;
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auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
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auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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result.push_back(moatHex);
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}
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return result;
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}
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CBattleAI::CBattleAI()
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: side(-1),
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wasWaitingForRealize(false),
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@ -159,160 +76,21 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
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{
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
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{
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const CSpell * spell = creatureSpellToCast.toSpell();
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if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
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{
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std::vector<PossibleSpellcast> possibleCasts;
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spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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evaluateCreatureSpellcast(stack, ps);
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possibleCasts.push_back(ps);
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}
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std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
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if(!possibleCasts.empty() && possibleCasts.front().value > 0)
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{
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return possibleCasts.front();
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}
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}
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}
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return std::nullopt;
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}
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BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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{
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//evaluate casting spell for spellcasting stack
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std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
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auto score = EvaluationResult::INEFFECTIVE_SCORE;
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if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
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{
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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if(!targets->possibleAttacks.empty())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating attack for %s", stack->getDescription());
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#endif
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auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
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auto & bestAttack = evaluationResult.bestAttack;
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cachedAttack = bestAttack;
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cachedScore = evaluationResult.score;
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//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
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if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
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{
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// return because spellcast value is damage dealt and score is dps reduce
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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if(evaluationResult.score > score)
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{
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score = evaluationResult.score;
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logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
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bestAttack.attackerState->unitType()->getJsonKey(),
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bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
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(int)bestAttack.affectedUnits[0]->getCount(),
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(int)bestAttack.from,
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(int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargeDistance,
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bestAttack.attack.attacker->speed(0, true),
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bestAttack.defenderDamageReduce,
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bestAttack.attackerDamageReduce, bestAttack.attackValue()
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);
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if (moveTarget.scorePerTurn <= score)
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{
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if(evaluationResult.wait)
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{
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return BattleAction::makeWait(stack);
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}
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else if(bestAttack.attack.shooting)
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{
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activeActionMade = true;
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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}
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else
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{
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activeActionMade = true;
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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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}
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}
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//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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if(moveTarget.scorePerTurn > score)
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{
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score = moveTarget.score;
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cachedAttack = moveTarget.cachedAttack;
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cachedScore = score;
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if(stack->waited())
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{
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return goTowardsNearest(stack, moveTarget.positions);
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}
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else
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{
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return BattleAction::makeWait(stack);
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}
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}
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if(score <= EvaluationResult::INEFFECTIVE_SCORE
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&& !stack->hasBonusOfType(BonusType::FLYING)
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&& stack->unitSide() == BattleSide::ATTACKER
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&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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{
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auto brokenWallMoat = getBrokenWallMoatHexes();
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if(brokenWallMoat.size())
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{
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activeActionMade = true;
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if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
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return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
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else
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return goTowardsNearest(stack, brokenWallMoat);
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}
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}
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return BattleAction::makeDefend(stack);
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}
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void CBattleAI::yourTacticPhase(int distance)
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{
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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}
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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void CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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void CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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};
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BattleAction result = BattleAction::makeDefend(stack);
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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@ -332,13 +110,20 @@ void CBattleAI::activeStack( const CStack * stack )
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return;
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}
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BattleEvaluator evaluator(env, cb, stack, playerID, side);
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BattleEvaluator evaluator(env, cb, stack, playerID, side, strengthRatio);
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result = evaluator.selectStackAction(stack);
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if(evaluator.attemptCastingSpell(stack))
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if(!skipCastUntilNextBattle && evaluator.canCastSpell())
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{
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auto spelCasted = evaluator.attemptCastingSpell(stack);
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if(spelCasted)
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return;
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skipCastUntilNextBattle = true;
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}
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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if(auto action = considerFleeingOrSurrendering())
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@ -370,103 +155,6 @@ void CBattleAI::activeStack( const CStack * stack )
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cb->battleMakeUnitAction(result);
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}
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BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
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if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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{
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return BattleAction::makeDefend(stack);
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}
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std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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return reachability.distances[h1] < reachability.distances[h2];
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});
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for(auto hex : hexes)
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{
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if(vstd::contains(avHexes, hex))
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{
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return BattleAction::makeMove(stack, hex);
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}
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if(stack->coversPos(hex))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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}
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BattleHex bestNeighbor = hexes.front();
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if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
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{
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return BattleAction::makeDefend(stack);
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}
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scoreEvaluator.updateReachabilityMap(hb);
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if(stack->hasBonusOfType(BonusType::FLYING))
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{
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std::set<BattleHex> obstacleHexes;
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auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
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auto affectedHexes = spellObst.getAffectedTiles();
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obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
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};
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const auto & obstacles = hb->battleGetAllObstacles();
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for (const auto & obst: obstacles) {
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if(obst->triggersEffects())
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{
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auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
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auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
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if(triggerIsNegative)
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insertAffected(*obst, obstacleHexes);
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}
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}
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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// We just check all available hexes and pick the one closest to the target.
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
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{
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const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
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const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
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auto distance = BattleHex::getDistance(bestNeighbor, hex);
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if(vstd::contains(obstacleHexes, hex))
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distance += NEGATIVE_OBSTACLE_PENALTY;
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return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
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});
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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}
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else
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{
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BattleHex currentDest = bestNeighbor;
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while(1)
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{
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if(!currentDest.isValid())
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{
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return BattleAction::makeDefend(stack);
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}
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if(vstd::contains(avHexes, currentDest)
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&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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currentDest = reachability.predecessors[currentDest];
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}
|
||||
}
|
||||
}
|
||||
|
||||
BattleAction CBattleAI::useCatapult(const CStack * stack)
|
||||
{
|
||||
BattleAction attack;
|
||||
@ -515,348 +203,16 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
|
||||
return attack;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
bool CBattleAI::attemptCastingSpell()
|
||||
=======
|
||||
void BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
||||
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
||||
{
|
||||
auto hero = cb->battleGetMyHero();
|
||||
if(!hero)
|
||||
return false;
|
||||
|
||||
if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
|
||||
return false;
|
||||
|
||||
LOGL("Casting spells sounds like fun. Let's see...");
|
||||
//Get all spells we can cast
|
||||
std::vector<const CSpell*> possibleSpells;
|
||||
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
||||
{
|
||||
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
|
||||
});
|
||||
LOGFL("I can cast %d spells.", possibleSpells.size());
|
||||
|
||||
vstd::erase_if(possibleSpells, [](const CSpell *s)
|
||||
{
|
||||
return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
|
||||
});
|
||||
|
||||
LOGFL("I know how %d of them works.", possibleSpells.size());
|
||||
|
||||
//Get possible spell-target pairs
|
||||
std::vector<PossibleSpellcast> possibleCasts;
|
||||
for(auto spell : possibleSpells)
|
||||
{
|
||||
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
||||
|
||||
if(spell->getTargetType() == spells::AimType::LOCATION)
|
||||
continue;
|
||||
|
||||
const bool FAST = true;
|
||||
|
||||
for(auto & target : temp.findPotentialTargets(FAST))
|
||||
{
|
||||
PossibleSpellcast ps;
|
||||
ps.dest = target;
|
||||
ps.spell = spell;
|
||||
possibleCasts.push_back(ps);
|
||||
}
|
||||
}
|
||||
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
|
||||
if(possibleCasts.empty())
|
||||
return false;
|
||||
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
||||
{
|
||||
bool firstRound = true;
|
||||
bool enemyHadTurn = false;
|
||||
size_t ourTurnSpan = 0;
|
||||
|
||||
bool stop = false;
|
||||
|
||||
for(auto & round : queue)
|
||||
{
|
||||
if(!firstRound)
|
||||
state->nextRound(0);//todo: set actual value?
|
||||
for(auto unit : round)
|
||||
{
|
||||
if(!vstd::contains(values, unit->unitId()))
|
||||
values[unit->unitId()] = 0;
|
||||
|
||||
if(!unit->alive())
|
||||
continue;
|
||||
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
{
|
||||
enemyHadTurn = true;
|
||||
|
||||
if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
|
||||
{
|
||||
//enemy could counter our spell at this point
|
||||
//anyway, we do not know what enemy will do
|
||||
//just stop evaluation
|
||||
stop = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if(!enemyHadTurn)
|
||||
{
|
||||
ourTurnSpan++;
|
||||
}
|
||||
|
||||
state->nextTurn(unit->unitId());
|
||||
|
||||
PotentialTargets pt(unit, damageCache, state);
|
||||
|
||||
if(!pt.possibleAttacks.empty())
|
||||
{
|
||||
AttackPossibility ap = pt.bestAction();
|
||||
|
||||
auto swb = state->getForUpdate(unit->unitId());
|
||||
*swb = *ap.attackerState;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
if(ap.attackerDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
|
||||
for(auto affected : ap.affectedUnits)
|
||||
{
|
||||
swb = state->getForUpdate(affected->unitId());
|
||||
*swb = *affected;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
}
|
||||
}
|
||||
|
||||
auto bav = pt.bestActionValue();
|
||||
|
||||
//best action is from effective owner`s point if view, we need to convert to our point if view
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
bav = -bav;
|
||||
values[unit->unitId()] += bav;
|
||||
}
|
||||
|
||||
firstRound = false;
|
||||
|
||||
if(stop)
|
||||
break;
|
||||
}
|
||||
|
||||
if(enemyHadTurnOut)
|
||||
*enemyHadTurnOut = enemyHadTurn;
|
||||
|
||||
return ourTurnSpan >= minTurnSpan;
|
||||
};
|
||||
|
||||
ValueMap valueOfStack;
|
||||
ValueMap healthOfStack;
|
||||
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
size_t ourRemainingTurns = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
valueOfStack[unit->unitId()] = 0;
|
||||
|
||||
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
||||
ourRemainingTurns++;
|
||||
}
|
||||
|
||||
LOGFL("I have %d turns left in this round", ourRemainingTurns);
|
||||
|
||||
const bool castNow = ourRemainingTurns <= 1;
|
||||
|
||||
if(castNow)
|
||||
print("I should try to cast a spell now");
|
||||
else
|
||||
print("I could wait better moment to cast a spell");
|
||||
|
||||
auto amount = all.size();
|
||||
|
||||
std::vector<battle::Units> turnOrder;
|
||||
|
||||
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
||||
|
||||
{
|
||||
bool enemyHadTurn = false;
|
||||
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
||||
|
||||
if(!enemyHadTurn)
|
||||
{
|
||||
auto battleIsFinishedOpt = state->battleIsFinished();
|
||||
|
||||
if(battleIsFinishedOpt)
|
||||
{
|
||||
print("No need to cast a spell. Battle will finish soon.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CStopWatch timer;
|
||||
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
|
||||
{
|
||||
for(auto i = r.begin(); i != r.end(); i++)
|
||||
{
|
||||
auto & ps = possibleCasts[i];
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
||||
cast.castEval(state->getServerCallback(), ps.dest);
|
||||
|
||||
auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
|
||||
|
||||
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
auto original = cb->battleGetUnitByID(u->unitId());
|
||||
return !original || u->speed() != original->speed();
|
||||
});
|
||||
|
||||
DamageCache innerCache(&damageCache);
|
||||
innerCache.buildDamageCache(state, side);
|
||||
|
||||
if(needFullEval || !cachedAttack)
|
||||
{
|
||||
PotentialTargets innerTargets(activeStack, damageCache, state);
|
||||
BattleExchangeEvaluator innerEvaluator(state, env);
|
||||
|
||||
if(!innerTargets.possibleAttacks.empty())
|
||||
{
|
||||
innerEvaluator.updateReachabilityMap(state);
|
||||
|
||||
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
|
||||
|
||||
ps.value = newStackAction.score;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps.value = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps.value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
|
||||
}
|
||||
|
||||
for(auto unit : allUnits)
|
||||
{
|
||||
auto newHealth = unit->getAvailableHealth();
|
||||
auto oldHealth = healthOfStack[unit->unitId()];
|
||||
|
||||
if(oldHealth != newHealth)
|
||||
{
|
||||
auto damage = std::abs(oldHealth - newHealth);
|
||||
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
|
||||
auto dpsReduce = AttackPossibility::calculateDamageReduce(nullptr, originalDefender ? originalDefender : unit, damage, innerCache, state);
|
||||
auto ourUnit = unit->unitSide() == side ? 1 : -1;
|
||||
auto goodEffect = newHealth > oldHealth ? 1 : -1;
|
||||
|
||||
ps.value += ourUnit * goodEffect * dpsReduce;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
LOGFL("Evaluation took %d ms", timer.getDiff());
|
||||
|
||||
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
||||
{
|
||||
return ps.value;
|
||||
};
|
||||
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
||||
|
||||
if(castToPerform.value > cachedScore)
|
||||
{
|
||||
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
||||
BattleAction spellcast;
|
||||
spellcast.actionType = EActionType::HERO_SPELL;
|
||||
spellcast.spell = castToPerform.spell->getId();
|
||||
spellcast.setTarget(castToPerform.dest);
|
||||
spellcast.side = side;
|
||||
spellcast.stackNumber = (!side) ? -1 : -2;
|
||||
cb->battleMakeSpellAction(spellcast);
|
||||
<<<<<<< HEAD
|
||||
movesSkippedByDefense = 0;
|
||||
return true;
|
||||
=======
|
||||
activeActionMade = true;
|
||||
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
||||
}
|
||||
else
|
||||
{
|
||||
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
//Below method works only for offensive spells
|
||||
void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
||||
{
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
RNGStub rngStub;
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
ValueMap healthOfStack;
|
||||
ValueMap newHealthOfStack;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
}
|
||||
|
||||
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
|
||||
cast.castEval(state.getServerCallback(), ps.dest);
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
||||
}
|
||||
|
||||
int64_t totalGain = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
|
||||
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
||||
healthDiff = -healthDiff;
|
||||
|
||||
if(healthDiff < 0)
|
||||
{
|
||||
ps.value = -1;
|
||||
return; //do not damage own units at all
|
||||
}
|
||||
|
||||
totalGain += healthDiff;
|
||||
}
|
||||
|
||||
ps.value = totalGain;
|
||||
}
|
||||
|
||||
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
||||
{
|
||||
LOG_TRACE(logAi);
|
||||
side = Side;
|
||||
strengthRatio = static_cast<float>(army1->getArmyStrength()) / static_cast<float>(army2->getArmyStrength());
|
||||
|
||||
if(side == 1)
|
||||
strengthRatio = 1 / strengthRatio;
|
||||
|
||||
skipCastUntilNextBattle = false;
|
||||
}
|
||||
|
||||
void CBattleAI::print(const std::string &text) const
|
||||
@ -864,11 +220,6 @@ void CBattleAI::print(const std::string &text) const
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
void BattleEvaluator::print(const std::string & text) const
|
||||
{
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
||||
{
|
||||
BattleStateInfoForRetreat bs;
|
||||
|
@ -62,6 +62,8 @@ class CBattleAI : public CBattleGameInterface
|
||||
bool wasWaitingForRealize;
|
||||
bool wasUnlockingGs;
|
||||
int movesSkippedByDefense;
|
||||
float strengthRatio;
|
||||
bool skipCastUntilNextBattle;
|
||||
|
||||
public:
|
||||
CBattleAI();
|
||||
|
679
AI/BattleAI/BattleEvaluator.cpp
Normal file
679
AI/BattleAI/BattleEvaluator.cpp
Normal file
@ -0,0 +1,679 @@
|
||||
/*
|
||||
* BattleAI.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 "BattleEvaluator.h"
|
||||
#include "BattleExchangeVariant.h"
|
||||
|
||||
#include "StackWithBonuses.h"
|
||||
#include "EnemyInfo.h"
|
||||
#include "tbb/parallel_for.h"
|
||||
#include "../../lib/CStopWatch.h"
|
||||
#include "../../lib/CThreadHelper.h"
|
||||
#include "../../lib/mapObjects/CGTownInstance.h"
|
||||
#include "../../lib/spells/CSpellHandler.h"
|
||||
#include "../../lib/spells/ISpellMechanics.h"
|
||||
#include "../../lib/battle/BattleStateInfoForRetreat.h"
|
||||
#include "../../lib/battle/CObstacleInstance.h"
|
||||
#include "../../lib/battle/BattleAction.h"
|
||||
|
||||
// TODO: remove
|
||||
// Eventually only IBattleInfoCallback and battle::Unit should be used,
|
||||
// CUnitState should be private and CStack should be removed completely
|
||||
#include "../../lib/CStack.h"
|
||||
|
||||
#define LOGL(text) print(text)
|
||||
#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
|
||||
|
||||
enum class SpellTypes
|
||||
{
|
||||
ADVENTURE, BATTLE, OTHER
|
||||
};
|
||||
|
||||
SpellTypes spellType(const CSpell * spell)
|
||||
{
|
||||
if(!spell->isCombat() || spell->isCreatureAbility())
|
||||
return SpellTypes::OTHER;
|
||||
|
||||
if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
|
||||
return SpellTypes::BATTLE;
|
||||
|
||||
return SpellTypes::OTHER;
|
||||
}
|
||||
|
||||
std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
|
||||
{
|
||||
std::vector<BattleHex> result;
|
||||
|
||||
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
|
||||
{
|
||||
auto state = cb->battleGetWallState(wallPart);
|
||||
|
||||
if(state != EWallState::DESTROYED)
|
||||
continue;
|
||||
|
||||
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
|
||||
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
|
||||
|
||||
result.push_back(moatHex);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
|
||||
{
|
||||
//TODO: faerie dragon type spell should be selected by server
|
||||
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
|
||||
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
|
||||
{
|
||||
const CSpell * spell = creatureSpellToCast.toSpell();
|
||||
|
||||
if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
|
||||
{
|
||||
std::vector<PossibleSpellcast> possibleCasts;
|
||||
spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
|
||||
for(auto & target : temp.findPotentialTargets())
|
||||
{
|
||||
PossibleSpellcast ps;
|
||||
ps.dest = target;
|
||||
ps.spell = spell;
|
||||
evaluateCreatureSpellcast(stack, ps);
|
||||
possibleCasts.push_back(ps);
|
||||
}
|
||||
|
||||
std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
|
||||
if(!possibleCasts.empty() && possibleCasts.front().value > 0)
|
||||
{
|
||||
return possibleCasts.front();
|
||||
}
|
||||
}
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
|
||||
{
|
||||
//evaluate casting spell for spellcasting stack
|
||||
std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
|
||||
|
||||
auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
|
||||
auto score = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
|
||||
if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
|
||||
{
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
||||
}
|
||||
|
||||
if(!targets->possibleAttacks.empty())
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Evaluating attack for %s", stack->getDescription());
|
||||
#endif
|
||||
|
||||
auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
|
||||
auto & bestAttack = evaluationResult.bestAttack;
|
||||
|
||||
cachedAttack = bestAttack;
|
||||
cachedScore = evaluationResult.score;
|
||||
|
||||
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
|
||||
if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
|
||||
{
|
||||
// return because spellcast value is damage dealt and score is dps reduce
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
||||
}
|
||||
|
||||
if(evaluationResult.score > score)
|
||||
{
|
||||
score = evaluationResult.score;
|
||||
|
||||
logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
|
||||
bestAttack.attackerState->unitType()->getJsonKey(),
|
||||
bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
|
||||
(int)bestAttack.affectedUnits[0]->getCount(),
|
||||
(int)bestAttack.from,
|
||||
(int)bestAttack.attack.attacker->getPosition().hex,
|
||||
bestAttack.attack.chargeDistance,
|
||||
bestAttack.attack.attacker->speed(0, true),
|
||||
bestAttack.defenderDamageReduce,
|
||||
bestAttack.attackerDamageReduce, bestAttack.attackValue()
|
||||
);
|
||||
|
||||
if (moveTarget.scorePerTurn <= score)
|
||||
{
|
||||
if(evaluationResult.wait)
|
||||
{
|
||||
return BattleAction::makeWait(stack);
|
||||
}
|
||||
else if(bestAttack.attack.shooting)
|
||||
{
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(bestAttack.collateralDamageReduce
|
||||
&& bestAttack.collateralDamageReduce >= bestAttack.defenderDamageReduce / 2
|
||||
&& score < 0)
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
else
|
||||
{
|
||||
activeActionMade = true;
|
||||
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
|
||||
if(moveTarget.scorePerTurn > score)
|
||||
{
|
||||
score = moveTarget.score;
|
||||
cachedAttack = moveTarget.cachedAttack;
|
||||
cachedScore = score;
|
||||
|
||||
if(stack->waited())
|
||||
{
|
||||
return goTowardsNearest(stack, moveTarget.positions);
|
||||
}
|
||||
else
|
||||
{
|
||||
return BattleAction::makeWait(stack);
|
||||
}
|
||||
}
|
||||
|
||||
if(score <= EvaluationResult::INEFFECTIVE_SCORE
|
||||
&& !stack->hasBonusOfType(BonusType::FLYING)
|
||||
&& stack->unitSide() == BattleSide::ATTACKER
|
||||
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
|
||||
{
|
||||
auto brokenWallMoat = getBrokenWallMoatHexes();
|
||||
|
||||
if(brokenWallMoat.size())
|
||||
{
|
||||
activeActionMade = true;
|
||||
|
||||
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
|
||||
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
|
||||
else
|
||||
return goTowardsNearest(stack, brokenWallMoat);
|
||||
}
|
||||
}
|
||||
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
|
||||
{
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
|
||||
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
|
||||
}
|
||||
|
||||
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
|
||||
{
|
||||
auto reachability = cb->getReachability(stack);
|
||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
||||
|
||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
|
||||
{
|
||||
return reachability.distances[h1] < reachability.distances[h2];
|
||||
});
|
||||
|
||||
for(auto hex : hexes)
|
||||
{
|
||||
if(vstd::contains(avHexes, hex))
|
||||
{
|
||||
return BattleAction::makeMove(stack, hex);
|
||||
}
|
||||
|
||||
if(stack->coversPos(hex))
|
||||
{
|
||||
logAi->warn("Warning: already standing on neighbouring tile!");
|
||||
//We shouldn't even be here...
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
}
|
||||
|
||||
BattleHex bestNeighbor = hexes.front();
|
||||
|
||||
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
scoreEvaluator.updateReachabilityMap(hb);
|
||||
|
||||
if(stack->hasBonusOfType(BonusType::FLYING))
|
||||
{
|
||||
std::set<BattleHex> obstacleHexes;
|
||||
|
||||
auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
|
||||
auto affectedHexes = spellObst.getAffectedTiles();
|
||||
obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
|
||||
};
|
||||
|
||||
const auto & obstacles = hb->battleGetAllObstacles();
|
||||
|
||||
for (const auto & obst: obstacles) {
|
||||
|
||||
if(obst->triggersEffects())
|
||||
{
|
||||
auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
|
||||
auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
|
||||
|
||||
if(triggerIsNegative)
|
||||
insertAffected(*obst, obstacleHexes);
|
||||
}
|
||||
}
|
||||
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
|
||||
// We just check all available hexes and pick the one closest to the target.
|
||||
auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
|
||||
{
|
||||
const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
|
||||
const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
|
||||
|
||||
auto distance = BattleHex::getDistance(bestNeighbor, hex);
|
||||
|
||||
if(vstd::contains(obstacleHexes, hex))
|
||||
distance += NEGATIVE_OBSTACLE_PENALTY;
|
||||
|
||||
return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
|
||||
});
|
||||
|
||||
return BattleAction::makeMove(stack, *nearestAvailableHex);
|
||||
}
|
||||
else
|
||||
{
|
||||
BattleHex currentDest = bestNeighbor;
|
||||
while(1)
|
||||
{
|
||||
if(!currentDest.isValid())
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
if(vstd::contains(avHexes, currentDest)
|
||||
&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
|
||||
return BattleAction::makeMove(stack, currentDest);
|
||||
|
||||
currentDest = reachability.predecessors[currentDest];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool BattleEvaluator::canCastSpell()
|
||||
{
|
||||
auto hero = cb->battleGetMyHero();
|
||||
if(!hero)
|
||||
return false;
|
||||
|
||||
return cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
|
||||
}
|
||||
|
||||
bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
||||
{
|
||||
auto hero = cb->battleGetMyHero();
|
||||
if(!hero)
|
||||
return false;
|
||||
|
||||
LOGL("Casting spells sounds like fun. Let's see...");
|
||||
//Get all spells we can cast
|
||||
std::vector<const CSpell*> possibleSpells;
|
||||
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
||||
{
|
||||
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
|
||||
});
|
||||
LOGFL("I can cast %d spells.", possibleSpells.size());
|
||||
|
||||
vstd::erase_if(possibleSpells, [](const CSpell *s)
|
||||
{
|
||||
return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
|
||||
});
|
||||
|
||||
LOGFL("I know how %d of them works.", possibleSpells.size());
|
||||
|
||||
//Get possible spell-target pairs
|
||||
std::vector<PossibleSpellcast> possibleCasts;
|
||||
for(auto spell : possibleSpells)
|
||||
{
|
||||
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
||||
|
||||
if(spell->getTargetType() == spells::AimType::LOCATION)
|
||||
continue;
|
||||
|
||||
const bool FAST = true;
|
||||
|
||||
for(auto & target : temp.findPotentialTargets(FAST))
|
||||
{
|
||||
PossibleSpellcast ps;
|
||||
ps.dest = target;
|
||||
ps.spell = spell;
|
||||
possibleCasts.push_back(ps);
|
||||
}
|
||||
}
|
||||
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
|
||||
if(possibleCasts.empty())
|
||||
return false;
|
||||
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
||||
{
|
||||
bool firstRound = true;
|
||||
bool enemyHadTurn = false;
|
||||
size_t ourTurnSpan = 0;
|
||||
|
||||
bool stop = false;
|
||||
|
||||
for(auto & round : queue)
|
||||
{
|
||||
if(!firstRound)
|
||||
state->nextRound(0);//todo: set actual value?
|
||||
for(auto unit : round)
|
||||
{
|
||||
if(!vstd::contains(values, unit->unitId()))
|
||||
values[unit->unitId()] = 0;
|
||||
|
||||
if(!unit->alive())
|
||||
continue;
|
||||
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
{
|
||||
enemyHadTurn = true;
|
||||
|
||||
if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
|
||||
{
|
||||
//enemy could counter our spell at this point
|
||||
//anyway, we do not know what enemy will do
|
||||
//just stop evaluation
|
||||
stop = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if(!enemyHadTurn)
|
||||
{
|
||||
ourTurnSpan++;
|
||||
}
|
||||
|
||||
state->nextTurn(unit->unitId());
|
||||
|
||||
PotentialTargets pt(unit, damageCache, state);
|
||||
|
||||
if(!pt.possibleAttacks.empty())
|
||||
{
|
||||
AttackPossibility ap = pt.bestAction();
|
||||
|
||||
auto swb = state->getForUpdate(unit->unitId());
|
||||
*swb = *ap.attackerState;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
if(ap.attackerDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
|
||||
for(auto affected : ap.affectedUnits)
|
||||
{
|
||||
swb = state->getForUpdate(affected->unitId());
|
||||
*swb = *affected;
|
||||
|
||||
if(ap.defenderDamageReduce > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
}
|
||||
}
|
||||
|
||||
auto bav = pt.bestActionValue();
|
||||
|
||||
//best action is from effective owner`s point if view, we need to convert to our point if view
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
bav = -bav;
|
||||
values[unit->unitId()] += bav;
|
||||
}
|
||||
|
||||
firstRound = false;
|
||||
|
||||
if(stop)
|
||||
break;
|
||||
}
|
||||
|
||||
if(enemyHadTurnOut)
|
||||
*enemyHadTurnOut = enemyHadTurn;
|
||||
|
||||
return ourTurnSpan >= minTurnSpan;
|
||||
};
|
||||
|
||||
ValueMap valueOfStack;
|
||||
ValueMap healthOfStack;
|
||||
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
size_t ourRemainingTurns = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
valueOfStack[unit->unitId()] = 0;
|
||||
|
||||
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
||||
ourRemainingTurns++;
|
||||
}
|
||||
|
||||
LOGFL("I have %d turns left in this round", ourRemainingTurns);
|
||||
|
||||
const bool castNow = ourRemainingTurns <= 1;
|
||||
|
||||
if(castNow)
|
||||
print("I should try to cast a spell now");
|
||||
else
|
||||
print("I could wait better moment to cast a spell");
|
||||
|
||||
auto amount = all.size();
|
||||
|
||||
std::vector<battle::Units> turnOrder;
|
||||
|
||||
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
||||
|
||||
{
|
||||
bool enemyHadTurn = false;
|
||||
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
||||
|
||||
if(!enemyHadTurn)
|
||||
{
|
||||
auto battleIsFinishedOpt = state->battleIsFinished();
|
||||
|
||||
if(battleIsFinishedOpt)
|
||||
{
|
||||
print("No need to cast a spell. Battle will finish soon.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CStopWatch timer;
|
||||
|
||||
tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
|
||||
{
|
||||
for(auto i = r.begin(); i != r.end(); i++)
|
||||
{
|
||||
auto & ps = possibleCasts[i];
|
||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
|
||||
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
||||
cast.castEval(state->getServerCallback(), ps.dest);
|
||||
|
||||
auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
|
||||
|
||||
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
auto original = cb->battleGetUnitByID(u->unitId());
|
||||
return !original || u->speed() != original->speed();
|
||||
});
|
||||
|
||||
DamageCache innerCache(&damageCache);
|
||||
innerCache.buildDamageCache(state, side);
|
||||
|
||||
if(needFullEval || !cachedAttack)
|
||||
{
|
||||
PotentialTargets innerTargets(activeStack, damageCache, state);
|
||||
BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio);
|
||||
|
||||
if(!innerTargets.possibleAttacks.empty())
|
||||
{
|
||||
innerEvaluator.updateReachabilityMap(state);
|
||||
|
||||
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
|
||||
|
||||
ps.value = newStackAction.score;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps.value = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ps.value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
|
||||
}
|
||||
|
||||
for(auto unit : allUnits)
|
||||
{
|
||||
auto newHealth = unit->getAvailableHealth();
|
||||
auto oldHealth = healthOfStack[unit->unitId()];
|
||||
|
||||
if(oldHealth != newHealth)
|
||||
{
|
||||
auto damage = std::abs(oldHealth - newHealth);
|
||||
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
|
||||
|
||||
auto dpsReduce = AttackPossibility::calculateDamageReduce(
|
||||
nullptr,
|
||||
originalDefender && originalDefender->alive() ? originalDefender : unit,
|
||||
damage,
|
||||
innerCache,
|
||||
state);
|
||||
|
||||
auto ourUnit = unit->unitSide() == side ? 1 : -1;
|
||||
auto goodEffect = newHealth > oldHealth ? 1 : -1;
|
||||
|
||||
if(ourUnit * goodEffect == 1)
|
||||
{
|
||||
if(ourUnit && goodEffect && (unit->isClone() || unit->isGhost() || !unit->unitSlot().validSlot()))
|
||||
continue;
|
||||
|
||||
ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
|
||||
}
|
||||
else
|
||||
ps.value -= dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
LOGFL("Evaluation took %d ms", timer.getDiff());
|
||||
|
||||
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
||||
{
|
||||
return ps.value;
|
||||
};
|
||||
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
||||
|
||||
if(castToPerform.value > cachedScore)
|
||||
{
|
||||
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
||||
BattleAction spellcast;
|
||||
spellcast.actionType = EActionType::HERO_SPELL;
|
||||
spellcast.spell = castToPerform.spell->id;
|
||||
spellcast.setTarget(castToPerform.dest);
|
||||
spellcast.side = side;
|
||||
spellcast.stackNumber = (!side) ? -1 : -2;
|
||||
cb->battleMakeSpellAction(spellcast);
|
||||
activeActionMade = true;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//Below method works only for offensive spells
|
||||
void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
||||
{
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
RNGStub rngStub;
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
ValueMap healthOfStack;
|
||||
ValueMap newHealthOfStack;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
}
|
||||
|
||||
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
|
||||
cast.castEval(state.getServerCallback(), ps.dest);
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
||||
}
|
||||
|
||||
int64_t totalGain = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
|
||||
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
||||
healthDiff = -healthDiff;
|
||||
|
||||
if(healthDiff < 0)
|
||||
{
|
||||
ps.value = -1;
|
||||
return; //do not damage own units at all
|
||||
}
|
||||
|
||||
totalGain += healthDiff;
|
||||
}
|
||||
|
||||
ps.value = totalGain;
|
||||
}
|
||||
|
||||
void BattleEvaluator::print(const std::string & text) const
|
||||
{
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
|
||||
|
80
AI/BattleAI/BattleEvaluator.h
Normal file
80
AI/BattleAI/BattleEvaluator.h
Normal file
@ -0,0 +1,80 @@
|
||||
/*
|
||||
* BattleEvaluator.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "../../lib/AI_Base.h"
|
||||
#include "../../lib/battle/ReachabilityInfo.h"
|
||||
#include "PossibleSpellcast.h"
|
||||
#include "PotentialTargets.h"
|
||||
#include "BattleExchangeVariant.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CSpell;
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
class EnemyInfo;
|
||||
|
||||
class BattleEvaluator
|
||||
{
|
||||
std::unique_ptr<PotentialTargets> targets;
|
||||
std::shared_ptr<HypotheticBattle> hb;
|
||||
BattleExchangeEvaluator scoreEvaluator;
|
||||
std::shared_ptr<CBattleCallback> cb;
|
||||
std::shared_ptr<Environment> env;
|
||||
bool activeActionMade = false;
|
||||
std::optional<AttackPossibility> cachedAttack;
|
||||
PlayerColor playerID;
|
||||
int side;
|
||||
int64_t cachedScore;
|
||||
DamageCache damageCache;
|
||||
float strengthRatio;
|
||||
|
||||
public:
|
||||
BattleAction selectStackAction(const CStack * stack);
|
||||
bool attemptCastingSpell(const CStack * stack);
|
||||
bool canCastSpell();
|
||||
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
|
||||
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
|
||||
std::vector<BattleHex> getBrokenWallMoatHexes() const;
|
||||
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
|
||||
void print(const std::string & text) const;
|
||||
|
||||
BattleEvaluator(
|
||||
std::shared_ptr<Environment> env,
|
||||
std::shared_ptr<CBattleCallback> cb,
|
||||
const battle::Unit * activeStack,
|
||||
PlayerColor playerID,
|
||||
int side,
|
||||
float strengthRatio)
|
||||
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio)
|
||||
{
|
||||
hb = std::make_shared<HypotheticBattle>(env.get(), cb);
|
||||
damageCache.buildDamageCache(hb, side);
|
||||
|
||||
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
||||
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
}
|
||||
|
||||
BattleEvaluator(
|
||||
std::shared_ptr<Environment> env,
|
||||
std::shared_ptr<CBattleCallback> cb,
|
||||
std::shared_ptr<HypotheticBattle> hb,
|
||||
DamageCache & damageCache,
|
||||
const battle::Unit * activeStack,
|
||||
PlayerColor playerID,
|
||||
int side,
|
||||
float strengthRatio)
|
||||
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio)
|
||||
{
|
||||
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
||||
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
}
|
||||
};
|
@ -41,7 +41,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
|
||||
unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
|
||||
}
|
||||
|
||||
auto attackValue = ap.attackValue();
|
||||
auto attackValue = ap.damageDiff(positiveEffectMultiplier, negativeEffectMultiplier);
|
||||
|
||||
dpsScore += attackValue;
|
||||
|
||||
@ -97,11 +97,11 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore += defenderDamageReduce;
|
||||
dpsScore += defenderDamageReduce * positiveEffectMultiplier;
|
||||
attackerValue[attacker->unitId()].value += defenderDamageReduce;
|
||||
}
|
||||
else
|
||||
dpsScore -= defenderDamageReduce;
|
||||
dpsScore -= defenderDamageReduce * negativeEffectMultiplier;
|
||||
|
||||
defender->damage(attackDamage);
|
||||
attacker->afterAttack(shooting, false);
|
||||
@ -125,12 +125,12 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore -= attackerDamageReduce;
|
||||
dpsScore -= attackerDamageReduce * negativeEffectMultiplier;
|
||||
attackerValue[attacker->unitId()].isRetalitated = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
dpsScore += attackerDamageReduce;
|
||||
dpsScore += attackerDamageReduce * positiveEffectMultiplier;
|
||||
attackerValue[defender->unitId()].value += attackerDamageReduce;
|
||||
}
|
||||
|
||||
@ -206,7 +206,7 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
|
||||
std::shared_ptr<HypotheticBattle> hb)
|
||||
{
|
||||
MoveTarget result;
|
||||
BattleExchangeVariant ev;
|
||||
BattleExchangeVariant ev(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
|
||||
|
||||
if(targets.unreachableEnemies.empty())
|
||||
return result;
|
||||
@ -353,6 +353,11 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
||||
}
|
||||
}
|
||||
|
||||
vstd::erase_if(exchangeUnits, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !hb->battleGetUnitByID(u->unitId())->alive();
|
||||
});
|
||||
|
||||
return exchangeUnits;
|
||||
}
|
||||
|
||||
@ -376,6 +381,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
std::vector<const battle::Unit *> ourStacks;
|
||||
std::vector<const battle::Unit *> enemyStacks;
|
||||
|
||||
if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
|
||||
enemyStacks.push_back(ap.attack.defender);
|
||||
|
||||
std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
|
||||
@ -386,14 +392,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
}
|
||||
|
||||
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
|
||||
BattleExchangeVariant v;
|
||||
auto melleeAttackers = ourStacks;
|
||||
|
||||
vstd::removeDuplicates(melleeAttackers);
|
||||
vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !cb->battleCanShoot(u);
|
||||
});
|
||||
BattleExchangeVariant v(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
|
||||
|
||||
for(auto unit : exchangeUnits)
|
||||
{
|
||||
@ -403,12 +402,20 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
|
||||
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
|
||||
|
||||
if(!vstd::contains(attackerQueue, unit))
|
||||
if(exchangeBattle->getForUpdate(unit->unitId())->alive() && !vstd::contains(attackerQueue, unit))
|
||||
{
|
||||
attackerQueue.push_back(unit);
|
||||
}
|
||||
}
|
||||
|
||||
auto melleeAttackers = ourStacks;
|
||||
|
||||
vstd::removeDuplicates(melleeAttackers);
|
||||
vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !cb->battleCanShoot(u);
|
||||
});
|
||||
|
||||
bool canUseAp = true;
|
||||
|
||||
for(auto activeUnit : exchangeUnits)
|
||||
@ -430,7 +437,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
auto targetUnit = ap.attack.defender;
|
||||
|
||||
if(!isOur || !exchangeBattle->getForUpdate(targetUnit->unitId())->alive())
|
||||
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
|
||||
{
|
||||
auto estimateAttack = [&](const battle::Unit * u) -> int64_t
|
||||
{
|
||||
@ -459,7 +466,10 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
{
|
||||
auto reachable = exchangeBattle->battleGetUnitsIf([&](const battle::Unit * u) -> bool
|
||||
{
|
||||
if(!u->alive() || u->unitSide() == attacker->unitSide())
|
||||
if(u->unitSide() == attacker->unitSide())
|
||||
return false;
|
||||
|
||||
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
|
||||
return false;
|
||||
|
||||
return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
|
||||
@ -506,12 +516,12 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle->getForUpdate(u->unitId())->alive();
|
||||
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
||||
});
|
||||
|
||||
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
||||
{
|
||||
return !exchangeBattle->getForUpdate(u->unitId())->alive();
|
||||
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -59,7 +59,8 @@ struct EvaluationResult
|
||||
class BattleExchangeVariant
|
||||
{
|
||||
public:
|
||||
BattleExchangeVariant(): dpsScore(0) {}
|
||||
BattleExchangeVariant(float positiveEffectMultiplier, float negativeEffectMultiplier)
|
||||
: dpsScore(0), positiveEffectMultiplier(positiveEffectMultiplier), negativeEffectMultiplier(negativeEffectMultiplier) {}
|
||||
|
||||
int64_t trackAttack(const AttackPossibility & ap, HypotheticBattle & state);
|
||||
|
||||
@ -80,6 +81,8 @@ public:
|
||||
std::map<BattleHex, battle::Units> & reachabilityMap);
|
||||
|
||||
private:
|
||||
float positiveEffectMultiplier;
|
||||
float negativeEffectMultiplier;
|
||||
int64_t dpsScore;
|
||||
std::map<uint32_t, AttackerValue> attackerValue;
|
||||
};
|
||||
@ -91,9 +94,15 @@ private:
|
||||
std::shared_ptr<Environment> env;
|
||||
std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
|
||||
std::vector<battle::Units> turnOrder;
|
||||
float negativeEffectMultiplier;
|
||||
|
||||
public:
|
||||
BattleExchangeEvaluator(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env): cb(cb), env(env) {}
|
||||
BattleExchangeEvaluator(
|
||||
std::shared_ptr<CBattleInfoCallback> cb,
|
||||
std::shared_ptr<Environment> env,
|
||||
float strengthRatio): cb(cb), env(env) {
|
||||
negativeEffectMultiplier = strengthRatio;
|
||||
}
|
||||
|
||||
EvaluationResult findBestTarget(
|
||||
const battle::Unit * activeStack,
|
||||
@ -118,4 +127,7 @@ public:
|
||||
std::shared_ptr<HypotheticBattle> hb);
|
||||
|
||||
std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit);
|
||||
|
||||
float getPositiveEffectMultiplier() { return 1; }
|
||||
float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
|
||||
};
|
@ -1,6 +1,7 @@
|
||||
set(battleAI_SRCS
|
||||
AttackPossibility.cpp
|
||||
BattleAI.cpp
|
||||
BattleEvaluator.cpp
|
||||
common.cpp
|
||||
EnemyInfo.cpp
|
||||
PossibleSpellcast.cpp
|
||||
@ -15,6 +16,7 @@ set(battleAI_HEADERS
|
||||
|
||||
AttackPossibility.h
|
||||
BattleAI.h
|
||||
BattleEvaluator.h
|
||||
common.h
|
||||
EnemyInfo.h
|
||||
PotentialTargets.h
|
||||
|
Loading…
Reference in New Issue
Block a user