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BattleAI: positive/negative effect multiplier

This commit is contained in:
Andrii Danylchenko 2023-08-19 10:22:34 +03:00
parent 03395a3d8a
commit dc88f14e0b
9 changed files with 852 additions and 702 deletions

View File

@ -103,6 +103,12 @@ int64_t AttackPossibility::damageDiff() const
return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
}
int64_t AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
{
return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
- negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
}
int64_t AttackPossibility::attackValue() const
{
return damageDiff();
@ -121,9 +127,6 @@ int64_t AttackPossibility::calculateDamageReduce(
std::shared_ptr<CBattleInfoCallback> state)
{
const float HEALTH_BOUNTY = 0.5;
const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
vstd::amin(damageDealt, defender->getAvailableHealth());
// FIXME: provide distance info for Jousting bonus
auto attackerUnitForMeasurement = attacker;
@ -146,11 +149,21 @@ int64_t AttackPossibility::calculateDamageReduce(
attackerUnitForMeasurement = ourUnits.front();
}
auto maxHealth = defender->getMaxHealth();
auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
vstd::amin(damageDealt, availableHealth);
auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
auto enemiesKilled = damageDealt / defender->getMaxHealth() + (damageDealt % defender->getMaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->getMaxHealth()));
// lets use cached maxHealth here instead of getAvailableHealth
auto firstUnitHpLeft = (availableHealth - damageDealt) % maxHealth;
auto firstUnitHealthRatio = firstUnitHpLeft == 0 ? 1 : static_cast<float>(firstUnitHpLeft) / maxHealth;
auto firstUnitKillValue = (1 - firstUnitHealthRatio) * (1 - firstUnitHealthRatio);
return (int64_t)(damagePerEnemy * (enemiesKilled + firstUnitKillValue * HEALTH_BOUNTY));
}
int64_t AttackPossibility::evaluateBlockedShootersDmg(

View File

@ -55,6 +55,7 @@ public:
int64_t damageDiff() const;
int64_t attackValue() const;
int64_t damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const;
static AttackPossibility evaluate(
const BattleAttackInfo & attackInfo,

View File

@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "BattleAI.h"
#include "BattleEvaluator.h"
#include "BattleExchangeVariant.h"
#include "StackWithBonuses.h"
@ -29,90 +30,6 @@
#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;
}
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;
public:
BattleAction selectStackAction(const CStack * stack);
void attemptCastingSpell(const CStack * stack);
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)
:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
{
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)
:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
{
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
}
};
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;
}
CBattleAI::CBattleAI()
: side(-1),
wasWaitingForRealize(false),
@ -159,160 +76,21 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
}
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
{
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);
}
void CBattleAI::yourTacticPhase(int distance)
{
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
void CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
{
auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
void CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
};
BattleAction result = BattleAction::makeDefend(stack);
setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
@ -332,13 +110,20 @@ void CBattleAI::activeStack( const CStack * stack )
return;
}
BattleEvaluator evaluator(env, cb, stack, playerID, side);
BattleEvaluator evaluator(env, cb, stack, playerID, side, strengthRatio);
result = evaluator.selectStackAction(stack);
if(evaluator.attemptCastingSpell(stack))
if(!skipCastUntilNextBattle && evaluator.canCastSpell())
{
auto spelCasted = evaluator.attemptCastingSpell(stack);
if(spelCasted)
return;
skipCastUntilNextBattle = true;
}
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
if(auto action = considerFleeingOrSurrendering())
@ -370,103 +155,6 @@ void CBattleAI::activeStack( const CStack * stack )
cb->battleMakeUnitAction(result);
}
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];
}
}
}
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;

View File

@ -62,6 +62,8 @@ class CBattleAI : public CBattleGameInterface
bool wasWaitingForRealize;
bool wasUnlockingGs;
int movesSkippedByDefense;
float strengthRatio;
bool skipCastUntilNextBattle;
public:
CBattleAI();

View 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);
}

View 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;
}
};

View File

@ -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();
});
}

View File

@ -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; }
};

View File

@ -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