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Battle AI: add some comments + refactoring
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@ -13,6 +13,11 @@
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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// CUnitState should be private and CStack should be removed completely
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uint64_t averageDmg(const TDmgRange & range)
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{
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return (range.first + range.second) / 2;
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}
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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: from(from), dest(dest), attack(attack)
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{
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@ -20,7 +25,7 @@ AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const Battl
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int64_t AttackPossibility::damageDiff() const
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{
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return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
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return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
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}
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int64_t AttackPossibility::attackValue() const
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@ -28,23 +33,31 @@ int64_t AttackPossibility::attackValue() const
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return damageDiff();
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}
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int64_t AttackPossibility::calculateDpsReduce(
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/// <summary>
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/// How enemy damage will be reduced by this attack
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/// Half bounty for kill, half for making damage equal to enemy health
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/// Bounty - the killed creature average damage calculated against attacker
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/// </summary>
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int64_t AttackPossibility::calculateDamageReduce(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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uint64_t damageDealt,
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std::shared_ptr<CBattleInfoCallback> cb)
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const CBattleInfoCallback & cb)
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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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auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemyDamageBeforeAttack = cb.battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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auto dpsPerEnemy = enemyDps / (double)defender->getCount();
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auto enemyDamage = averageDmg(enemyDamageBeforeAttack);
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auto damagePerEnemy = enemyDamage / (double)defender->getCount();
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return (int64_t)(dpsPerEnemy * (enemiesKilled + damageDealt / (double)defender->MaxHealth()) / 2);
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return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth()));
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
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{
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int64_t res = 0;
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@ -55,10 +68,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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auto hexes = attacker->getSurroundingHexes(hex);
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for(BattleHex tile : hexes)
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{
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auto st = state->battleGetUnitByPos(tile, true);
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if(!st || !state->battleMatchOwner(st, attacker))
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auto st = state.battleGetUnitByPos(tile, true);
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if(!st || !state.battleMatchOwner(st, attacker))
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continue;
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if(!state->battleCanShoot(st))
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if(!state.battleCanShoot(st))
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continue;
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BattleAttackInfo rangeAttackInfo(st, attacker, true);
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@ -67,23 +80,23 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
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BattleAttackInfo meleeAttackInfo(st, attacker, false);
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meleeAttackInfo.defenderPos = hex;
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auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
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auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
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int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
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int64_t gain = averageDmg(rangeDmg) - averageDmg(meleeDmg) + 1;
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res += gain;
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}
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return res;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
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{
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auto attacker = attackInfo.attacker;
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auto defender = attackInfo.defender;
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const auto attackerSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
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const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker));
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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@ -111,9 +124,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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std::vector<const battle::Unit*> units;
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if (attackInfo.shooting)
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units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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else
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units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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units = state.getAttackedBattleUnits(attacker, defHex, false, hex);
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// ensure the defender is also affected
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bool addDefender = true;
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@ -139,11 +152,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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for(int i = 0; i < totalAttacks; i++)
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{
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int64_t damageDealt, damageReceived, enemyDpsReduce, ourDpsReduce;
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int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
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TDmgRange retaliation(0, 0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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TDmgRange enemyDamageBeforeAttack = getCbc()->battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot()));
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auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
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TDmgRange defenderDamageBeforeAttack = state.battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot()));
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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@ -151,36 +164,36 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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damageDealt = (attackDmg.first + attackDmg.second) / 2;
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enemyDpsReduce = calculateDpsReduce(attacker, defender, damageDealt, getCbc());
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damageDealt = averageDmg(attackDmg);
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defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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damageReceived = 0;
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ourDpsReduce = 0;
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attackerDamageReduce = 0;
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = (retaliation.first + retaliation.second) / 2;
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ourDpsReduce = calculateDpsReduce(defender, attacker, damageReceived, getCbc());
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damageReceived = averageDmg(retaliation);
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attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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bool isEnemy = state->battleMatchOwner(attacker, u);
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bool isEnemy = state.battleMatchOwner(attacker, u);
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// this includes enemy units as well as attacker units under enemy's mind control
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if(isEnemy)
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ap.damageDealt += enemyDpsReduce;
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ap.defenderDamageReduce += defenderDamageReduce;
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// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
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if(attackerSide == u->unitSide())
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ap.collateralDamage += enemyDpsReduce;
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ap.collateralDamageReduce += defenderDamageReduce;
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if(u->unitId() == defender->unitId() ||
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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{
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//FIXME: handle RANGED_RETALIATION ?
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ap.damageReceived += ourDpsReduce;
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ap.attackerDamageReduce += attackerDamageReduce;
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}
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ap.attackerState->damage(damageReceived);
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@ -198,11 +211,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
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// check how much damage we gain from blocking enemy shooters on this hex
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bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
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logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
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attackInfo.attacker->unitType()->identifier,
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attackInfo.defender->unitType()->identifier,
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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bestAp.damageDealt, bestAp.damageReceived, bestAp.collateralDamage, bestAp.shootersBlockedDmg);
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bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
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//TODO other damage related to attack (eg. fire shield and other abilities)
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return bestAp;
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@ -15,6 +15,10 @@
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#define BATTLE_TRACE_LEVEL 0
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/// <summary>
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/// Evaluate attack value of one particular attack taking into account various effects like
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/// retaliation, 2-hex breath, collateral damage, shooters blocked damage
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/// </summary>
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class AttackPossibility
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{
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public:
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@ -26,9 +30,9 @@ public:
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std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits;
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int64_t damageDealt = 0;
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int64_t damageReceived = 0; //usually by counter-attack
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int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks)
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int64_t defenderDamageReduce = 0;
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int64_t attackerDamageReduce = 0; //usually by counter-attack
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int64_t collateralDamageReduce = 0; // friendly fire (usually by two-hex attacks)
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int64_t shootersBlockedDmg = 0;
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AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
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@ -36,14 +40,14 @@ public:
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int64_t damageDiff() const;
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int64_t attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
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static int64_t calculateDpsReduce(
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static int64_t calculateDamageReduce(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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uint64_t damageDealt,
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std::shared_ptr<CBattleInfoCallback> cb);
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const CBattleInfoCallback & cb);
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private:
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
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};
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@ -161,9 +161,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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}
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HypotheticBattle hb(env.get(), cb);
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int turn = 0;
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PotentialTargets targets(stack, &hb);
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PotentialTargets targets(stack, hb);
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BattleExchangeEvaluator scoreEvaluator(cb, env);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
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@ -171,7 +170,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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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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#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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@ -205,15 +204,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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else
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{
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result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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action = "mellee";
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action = "melee";
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}
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logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: %lld %lld %lld",
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logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
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bestAttack.attackerState->unitType()->identifier,
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bestAttack.affectedUnits[0]->unitType()->identifier,
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(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
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bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue()
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bestAttack.defenderDamageReduce, bestAttack.attackerDamageReduce, bestAttack.attackValue()
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);
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}
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}
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@ -323,12 +322,15 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
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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 MOAT_PENALTY = 100; // avoid landing on moat
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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(moatHexes, hex))
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distance += 100;
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distance += MOAT_PENALTY;
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return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? 100 + distance : distance;
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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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@ -444,7 +446,7 @@ void CBattleAI::attemptCastingSpell()
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using ValueMap = PossibleSpellcast::ValueMap;
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auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle * state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
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auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
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{
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bool firstRound = true;
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bool enemyHadTurn = false;
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@ -455,7 +457,7 @@ void CBattleAI::attemptCastingSpell()
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for(auto & round : queue)
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{
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if(!firstRound)
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state->nextRound(0);//todo: set actual value?
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state.nextRound(0);//todo: set actual value?
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for(auto unit : round)
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{
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if(!vstd::contains(values, unit->unitId()))
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@ -464,11 +466,11 @@ void CBattleAI::attemptCastingSpell()
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if(!unit->alive())
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continue;
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if(state->battleGetOwner(unit) != playerID)
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if(state.battleGetOwner(unit) != playerID)
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{
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enemyHadTurn = true;
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if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
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if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
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{
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//enemy could counter our spell at this point
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//anyway, we do not know what enemy will do
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@ -482,7 +484,7 @@ void CBattleAI::attemptCastingSpell()
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ourTurnSpan++;
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}
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state->nextTurn(unit->unitId());
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state.nextTurn(unit->unitId());
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PotentialTargets pt(unit, state);
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@ -490,22 +492,22 @@ void CBattleAI::attemptCastingSpell()
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{
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AttackPossibility ap = pt.bestAction();
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auto swb = state->getForUpdate(unit->unitId());
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auto swb = state.getForUpdate(unit->unitId());
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*swb = *ap.attackerState;
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if(ap.damageDealt > 0)
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if(ap.defenderDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilAttack);
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if(ap.damageReceived > 0)
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if(ap.attackerDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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for(auto affected : ap.affectedUnits)
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{
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swb = state->getForUpdate(affected->unitId());
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swb = state.getForUpdate(affected->unitId());
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*swb = *affected;
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if(ap.damageDealt > 0)
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if(ap.defenderDamageReduce > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(ap.damageReceived > 0 && ap.attack.defender->unitId() == affected->unitId())
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if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
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swb->removeUnitBonus(Bonus::UntilAttack);
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}
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}
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@ -513,7 +515,7 @@ void CBattleAI::attemptCastingSpell()
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auto bav = pt.bestActionValue();
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//best action is from effective owner`s point if view, we need to convert to our point if view
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if(state->battleGetOwner(unit) != playerID)
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if(state.battleGetOwner(unit) != playerID)
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bav = -bav;
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values[unit->unitId()] += bav;
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}
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@ -566,7 +568,7 @@ void CBattleAI::attemptCastingSpell()
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HypotheticBattle state(env.get(), cb);
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evaluateQueue(valueOfStack, turnOrder, &state, 0, &enemyHadTurn);
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evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
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if(!enemyHadTurn)
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{
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@ -614,7 +616,7 @@ void CBattleAI::attemptCastingSpell()
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state.battleGetTurnOrder(newTurnOrder, amount, 2);
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|
||||
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, &state, minTurnSpan, nullptr);
|
||||
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
|
||||
|
||||
if(turnSpanOK || castNow)
|
||||
{
|
||||
|
@ -18,12 +18,12 @@ AttackerValue::AttackerValue()
|
||||
}
|
||||
|
||||
MoveTarget::MoveTarget()
|
||||
:positions()
|
||||
: positions()
|
||||
{
|
||||
score = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
}
|
||||
|
||||
int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
|
||||
int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
|
||||
{
|
||||
auto affectedUnits = ap.affectedUnits;
|
||||
|
||||
@ -31,7 +31,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
|
||||
|
||||
for(auto affectedUnit : affectedUnits)
|
||||
{
|
||||
auto unitToUpdate = state->getForUpdate(affectedUnit->unitId());
|
||||
auto unitToUpdate = state.getForUpdate(affectedUnit->unitId());
|
||||
|
||||
unitToUpdate->health = affectedUnit->health;
|
||||
unitToUpdate->shots = affectedUnit->shots;
|
||||
@ -43,9 +43,9 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
|
||||
|
||||
dpsScore += attackValue;
|
||||
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace(
|
||||
"%s -> %s, ap attack, %s, dps: %d, score: %d",
|
||||
"%s -> %s, ap attack, %s, dps: %lld, score: %lld",
|
||||
ap.attack.attacker->getDescription(),
|
||||
ap.attack.defender->getDescription(),
|
||||
ap.attack.shooting ? "shot" : "mellee",
|
||||
@ -61,14 +61,14 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
std::shared_ptr<StackWithBonuses> defender,
|
||||
bool shooting,
|
||||
bool isOurAttack,
|
||||
std::shared_ptr<CBattleInfoCallback> cb,
|
||||
const CBattleInfoCallback & cb,
|
||||
bool evaluateOnly)
|
||||
{
|
||||
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
|
||||
static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
|
||||
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
|
||||
|
||||
TDmgRange retalitation;
|
||||
TDmgRange retaliation;
|
||||
BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
|
||||
|
||||
if(shooting)
|
||||
@ -76,30 +76,30 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
bai.attackerPos.setXY(8, 5);
|
||||
}
|
||||
|
||||
auto attack = cb->battleEstimateDamage(bai, &retalitation);
|
||||
auto attack = cb.battleEstimateDamage(bai, &retaliation);
|
||||
int64_t attackDamage = (attack.first + attack.second) / 2;
|
||||
int64_t defenderDpsReduce = AttackPossibility::calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
|
||||
int64_t attackerDpsReduce = 0;
|
||||
int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
|
||||
int64_t attackerDamageReduce = 0;
|
||||
|
||||
if(!evaluateOnly)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace(
|
||||
"%s -> %s, normal attack, %s, dps: %d, %d",
|
||||
"%s -> %s, normal attack, %s, dps: %lld, %lld",
|
||||
attacker->getDescription(),
|
||||
defender->getDescription(),
|
||||
shooting ? "shot" : "mellee",
|
||||
attackDamage,
|
||||
defenderDpsReduce);
|
||||
defenderDamageReduce);
|
||||
#endif
|
||||
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore += defenderDpsReduce;
|
||||
attackerValue[attacker->unitId()].value += defenderDpsReduce;
|
||||
dpsScore += defenderDamageReduce;
|
||||
attackerValue[attacker->unitId()].value += defenderDamageReduce;
|
||||
}
|
||||
else
|
||||
dpsScore -= defenderDpsReduce;
|
||||
dpsScore -= defenderDamageReduce;
|
||||
|
||||
defender->damage(attackDamage);
|
||||
attacker->afterAttack(shooting, false);
|
||||
@ -107,45 +107,45 @@ int64_t BattleExchangeVariant::trackAttack(
|
||||
|
||||
if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
|
||||
{
|
||||
if(retalitation.second != 0)
|
||||
if(retaliation.second != 0)
|
||||
{
|
||||
auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
|
||||
attackerDpsReduce = AttackPossibility::calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
|
||||
auto retaliationDamage = (retaliation.first + retaliation.second) / 2;
|
||||
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
|
||||
|
||||
if(!evaluateOnly)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace(
|
||||
"%s -> %s, retalitation, dps: %d, %d",
|
||||
"%s -> %s, retaliation, dps: %lld, %lld",
|
||||
defender->getDescription(),
|
||||
attacker->getDescription(),
|
||||
retalitationDamage,
|
||||
attackerDpsReduce);
|
||||
retaliationDamage,
|
||||
attackerDamageReduce);
|
||||
#endif
|
||||
|
||||
if(isOurAttack)
|
||||
{
|
||||
dpsScore -= attackerDpsReduce;
|
||||
dpsScore -= attackerDamageReduce;
|
||||
attackerValue[attacker->unitId()].isRetalitated = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
dpsScore += attackerDpsReduce;
|
||||
attackerValue[defender->unitId()].value += attackerDpsReduce;
|
||||
dpsScore += attackerDamageReduce;
|
||||
attackerValue[defender->unitId()].value += attackerDamageReduce;
|
||||
}
|
||||
|
||||
attacker->damage(retalitationDamage);
|
||||
attacker->damage(retaliationDamage);
|
||||
defender->afterAttack(false, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
auto score = defenderDpsReduce - attackerDpsReduce;
|
||||
auto score = defenderDamageReduce - attackerDamageReduce;
|
||||
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
if(!score)
|
||||
{
|
||||
logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
|
||||
logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -171,7 +171,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
|
||||
|
||||
if(!activeStack->waited())
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
|
||||
#endif
|
||||
|
||||
@ -233,7 +233,7 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Uni
|
||||
for(auto hex : hexes)
|
||||
{
|
||||
auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack));
|
||||
auto attack = AttackPossibility::evaluate(bai, hex, &hb);
|
||||
auto attack = AttackPossibility::evaluate(bai, hex, hb);
|
||||
|
||||
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
|
||||
|
||||
@ -323,7 +323,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
||||
|
||||
if(allReachableUnits.size() < 2)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
|
||||
#endif
|
||||
|
||||
@ -347,8 +347,8 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
PotentialTargets & targets,
|
||||
HypotheticBattle & hb)
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
|
||||
#endif
|
||||
|
||||
std::vector<const battle::Unit *> ourStacks;
|
||||
@ -396,7 +396,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
if(!attacker->alive())
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace( "Attacker is dead");
|
||||
#endif
|
||||
|
||||
@ -415,11 +415,11 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
stackWithBonuses,
|
||||
exchangeBattle.battleCanShoot(stackWithBonuses.get()),
|
||||
isOur,
|
||||
cb,
|
||||
*cb,
|
||||
true);
|
||||
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
|
||||
#endif
|
||||
|
||||
return score;
|
||||
@ -448,7 +448,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
}
|
||||
else
|
||||
{
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Battle queue is empty and no reachable enemy.");
|
||||
#endif
|
||||
|
||||
@ -463,13 +463,13 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
|
||||
if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
|
||||
{
|
||||
v.trackAttack(ap, &exchangeBattle);
|
||||
v.trackAttack(ap, exchangeBattle);
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int i = 0; i < totalAttacks; i++)
|
||||
{
|
||||
v.trackAttack(attacker, defender, shooting, isOur, cb);
|
||||
v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
|
||||
|
||||
if(!attacker->alive() || !defender->alive())
|
||||
break;
|
||||
@ -489,10 +489,12 @@ int64_t BattleExchangeEvaluator::calculateExchange(
|
||||
});
|
||||
}
|
||||
|
||||
// avoid blocking path for stronger stack by weaker stack
|
||||
// the method checks if all stacks can be placed around enemy
|
||||
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
|
||||
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
logAi->trace("Exchange score: %ld", v.getScore());
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Exchange score: %lld", v.getScore());
|
||||
#endif
|
||||
|
||||
return v.getScore();
|
||||
@ -522,7 +524,7 @@ void BattleExchangeVariant::adjustPositions(
|
||||
vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
|
||||
}
|
||||
|
||||
int64_t notRealizedDps = 0;
|
||||
int64_t notRealizedDamage = 0;
|
||||
|
||||
for(auto unit : attackers)
|
||||
{
|
||||
@ -534,7 +536,7 @@ void BattleExchangeVariant::adjustPositions(
|
||||
return vstd::contains(reachabilityMap[h], unit);
|
||||
}))
|
||||
{
|
||||
notRealizedDps += attackerValue[unit->unitId()].value;
|
||||
notRealizedDamage += attackerValue[unit->unitId()].value;
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -542,7 +544,7 @@ void BattleExchangeVariant::adjustPositions(
|
||||
{
|
||||
auto score = vstd::contains(reachabilityMap[h], unit)
|
||||
? reachabilityMap[h].size()
|
||||
: 1000;
|
||||
: 0;
|
||||
|
||||
if(unit->doubleWide())
|
||||
{
|
||||
@ -558,7 +560,7 @@ void BattleExchangeVariant::adjustPositions(
|
||||
hexes.erase(desiredPosition);
|
||||
}
|
||||
|
||||
if(notRealizedDps > ap.attackValue() && notRealizedDps > attackerValue[ap.attack.attacker->unitId()].value)
|
||||
if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
|
||||
{
|
||||
dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
}
|
||||
@ -566,9 +568,11 @@ void BattleExchangeVariant::adjustPositions(
|
||||
|
||||
void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
||||
{
|
||||
const int TURN_DEPTH = 2;
|
||||
|
||||
turnOrder.clear();
|
||||
|
||||
hb.battleGetTurnOrder(turnOrder, 1000, 2);
|
||||
hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
||||
reachabilityMap.clear();
|
||||
|
||||
for(int turn = 0; turn < turnOrder.size(); turn++)
|
||||
@ -618,9 +622,14 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
||||
}
|
||||
}
|
||||
|
||||
// avoid blocking path for stronger stack by weaker stack
|
||||
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
||||
{
|
||||
int blockingScore = 0;
|
||||
const int BLOCKING_THRESHOLD = 70;
|
||||
const int BLOCKING_OWN_ATTACK_PENALTY = 100;
|
||||
const int BLOCKING_OWN_MOVE_PENALTY = 1;
|
||||
|
||||
float blockingScore = 0;
|
||||
|
||||
auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
|
||||
|
||||
@ -638,9 +647,7 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
|
||||
continue;
|
||||
|
||||
auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
|
||||
|
||||
if(blockedUnitDamage < activeUnitDamage)
|
||||
continue;
|
||||
auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
|
||||
|
||||
auto unitReachability = turnBattle.getReachability(unit);
|
||||
|
||||
@ -668,15 +675,15 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
|
||||
|
||||
if(!reachable && vstd::contains(reachabilityMap[hex], unit))
|
||||
{
|
||||
blockingScore += enemyUnit ? 100 : 1;
|
||||
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if BATTLE_TRACE_LEVEL==1
|
||||
logAi->trace("Position %d, blocking score %d", position.hex, blockingScore);
|
||||
#if BATTLE_TRACE_LEVEL>=1
|
||||
logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
|
||||
#endif
|
||||
|
||||
return blockingScore > 50;
|
||||
return blockingScore > BLOCKING_THRESHOLD;
|
||||
}
|
||||
|
@ -47,6 +47,12 @@ struct EvaluationResult
|
||||
}
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// The class represents evaluation of attack value
|
||||
/// of exchanges between all stacks which can access particular hex
|
||||
/// starting from initial attack represented by AttackPossibility and further according turn order.
|
||||
/// Negative score value means we get more demage than deal
|
||||
/// </summary>
|
||||
class BattleExchangeVariant
|
||||
{
|
||||
public:
|
||||
@ -55,14 +61,14 @@ public:
|
||||
{
|
||||
}
|
||||
|
||||
int64_t trackAttack(const AttackPossibility & ap, HypotheticBattle * state);
|
||||
int64_t trackAttack(const AttackPossibility & ap, HypotheticBattle & state);
|
||||
|
||||
int64_t trackAttack(
|
||||
std::shared_ptr<StackWithBonuses> attacker,
|
||||
std::shared_ptr<StackWithBonuses> defender,
|
||||
bool shooting,
|
||||
bool isOurAttack,
|
||||
std::shared_ptr<CBattleInfoCallback> cb,
|
||||
const CBattleInfoCallback & cb,
|
||||
bool evaluateOnly = false);
|
||||
|
||||
int64_t getScore() const { return dpsScore; }
|
||||
|
@ -11,11 +11,11 @@
|
||||
#include "PotentialTargets.h"
|
||||
#include "../../lib/CStack.h"//todo: remove
|
||||
|
||||
PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state)
|
||||
PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state)
|
||||
{
|
||||
auto attackerInfo = state->battleGetUnitByID(attacker->unitId());
|
||||
auto reachability = state->getReachability(attackerInfo);
|
||||
auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo);
|
||||
auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
|
||||
auto reachability = state.getReachability(attackerInfo);
|
||||
auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo);
|
||||
|
||||
//FIXME: this should part of battleGetAvailableHexes
|
||||
bool forceTarget = false;
|
||||
@ -25,7 +25,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
if(attackerInfo->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE))
|
||||
{
|
||||
forceTarget = true;
|
||||
auto nearest = state->getNearestStack(attackerInfo);
|
||||
auto nearest = state.getNearestStack(attackerInfo);
|
||||
|
||||
if(nearest.first != nullptr)
|
||||
{
|
||||
@ -34,14 +34,14 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
}
|
||||
}
|
||||
|
||||
auto aliveUnits = state->battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
auto aliveUnits = state.battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
{
|
||||
return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
|
||||
});
|
||||
|
||||
for(auto defender : aliveUnits)
|
||||
{
|
||||
if(!forceTarget && !state->battleMatchOwner(attackerInfo, defender))
|
||||
if(!forceTarget && !state.battleMatchOwner(attackerInfo, defender))
|
||||
continue;
|
||||
|
||||
auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
|
||||
@ -61,7 +61,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
else
|
||||
unreachableEnemies.push_back(defender);
|
||||
}
|
||||
else if(state->battleCanShoot(attackerInfo, defender->getPosition()))
|
||||
else if(state.battleCanShoot(attackerInfo, defender->getPosition()))
|
||||
{
|
||||
possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
|
||||
}
|
||||
@ -84,22 +84,18 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
|
||||
|
||||
boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool
|
||||
{
|
||||
if(lhs.collateralDamage > rhs.collateralDamage)
|
||||
return false;
|
||||
if(lhs.collateralDamage < rhs.collateralDamage)
|
||||
return true;
|
||||
return (lhs.damageDealt + lhs.shootersBlockedDmg - lhs.damageReceived > rhs.damageDealt + rhs.shootersBlockedDmg - rhs.damageReceived);
|
||||
return lhs.damageDiff() > rhs.damageDiff();
|
||||
});
|
||||
|
||||
if (!possibleAttacks.empty())
|
||||
{
|
||||
auto & bestAp = possibleAttacks[0];
|
||||
|
||||
logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
|
||||
logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
|
||||
bestAp.attack.attacker->unitType()->identifier,
|
||||
state->battleGetUnitByPos(bestAp.dest)->unitType()->identifier,
|
||||
state.battleGetUnitByPos(bestAp.dest)->unitType()->identifier,
|
||||
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
|
||||
bestAp.damageDealt, bestAp.damageReceived, bestAp.collateralDamage, bestAp.shootersBlockedDmg);
|
||||
bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
|
||||
}
|
||||
}
|
||||
|
||||
@ -107,6 +103,7 @@ int64_t PotentialTargets::bestActionValue() const
|
||||
{
|
||||
if(possibleAttacks.empty())
|
||||
return 0;
|
||||
|
||||
return bestAction().attackValue();
|
||||
}
|
||||
|
||||
@ -114,6 +111,6 @@ const AttackPossibility & PotentialTargets::bestAction() const
|
||||
{
|
||||
if(possibleAttacks.empty())
|
||||
throw std::runtime_error("No best action, since we don't have any actions");
|
||||
return possibleAttacks.at(0);
|
||||
//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
|
||||
|
||||
return possibleAttacks.front();
|
||||
}
|
||||
|
@ -17,7 +17,7 @@ public:
|
||||
std::vector<const battle::Unit *> unreachableEnemies;
|
||||
|
||||
PotentialTargets(){};
|
||||
PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state);
|
||||
PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state);
|
||||
|
||||
const AttackPossibility & bestAction() const;
|
||||
int64_t bestActionValue() const;
|
||||
|
@ -180,13 +180,14 @@ std::vector<CGPathNode *> AINodeStorage::getInitialNodes()
|
||||
for(auto actorPtr : actors)
|
||||
{
|
||||
ChainActor * actor = actorPtr.get();
|
||||
AIPathNode * initialNode =
|
||||
getOrCreateNode(actor->initialPosition, actor->layer, actor)
|
||||
.get();
|
||||
|
||||
if(!initialNode)
|
||||
auto allocated = getOrCreateNode(actor->initialPosition, actor->layer, actor);
|
||||
|
||||
if(!allocated)
|
||||
continue;
|
||||
|
||||
AIPathNode * initialNode = allocated.get();
|
||||
|
||||
initialNode->inPQ = false;
|
||||
initialNode->pq = nullptr;
|
||||
initialNode->turns = actor->initialTurn;
|
||||
|
Loading…
Reference in New Issue
Block a user