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	Battle AI: add some comments + refactoring
This commit is contained in:
		| @@ -13,6 +13,11 @@ | ||||
|                               // Eventually only IBattleInfoCallback and battle::Unit should be used,  | ||||
|                               // CUnitState should be private and CStack should be removed completely | ||||
|  | ||||
| uint64_t averageDmg(const TDmgRange & range) | ||||
| { | ||||
| 	return (range.first + range.second) / 2; | ||||
| } | ||||
|  | ||||
| AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack) | ||||
| 	: from(from), dest(dest), attack(attack) | ||||
| { | ||||
| @@ -20,7 +25,7 @@ AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const Battl | ||||
|  | ||||
| int64_t AttackPossibility::damageDiff() const | ||||
| { | ||||
| 	return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg; | ||||
| 	return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg; | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::attackValue() const | ||||
| @@ -28,23 +33,31 @@ int64_t AttackPossibility::attackValue() const | ||||
| 	return damageDiff(); | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::calculateDpsReduce( | ||||
| /// <summary> | ||||
| /// How enemy damage will be reduced by this attack | ||||
| /// Half bounty for kill, half for making damage equal to enemy health | ||||
| /// Bounty - the killed creature average damage calculated against attacker | ||||
| /// </summary> | ||||
| int64_t AttackPossibility::calculateDamageReduce( | ||||
| 	const battle::Unit * attacker, | ||||
| 	const battle::Unit * defender, | ||||
| 	uint64_t damageDealt, | ||||
| 	std::shared_ptr<CBattleInfoCallback> cb) | ||||
| 	const CBattleInfoCallback & cb) | ||||
| { | ||||
| 	const float HEALTH_BOUNTY = 0.5; | ||||
| 	const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY; | ||||
|  | ||||
| 	vstd::amin(damageDealt, defender->getAvailableHealth()); | ||||
|  | ||||
| 	auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot())); | ||||
| 	auto enemyDamageBeforeAttack = cb.battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot())); | ||||
| 	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0); | ||||
| 	auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2; | ||||
| 	auto dpsPerEnemy = enemyDps / (double)defender->getCount(); | ||||
| 	auto enemyDamage = averageDmg(enemyDamageBeforeAttack); | ||||
| 	auto damagePerEnemy = enemyDamage / (double)defender->getCount(); | ||||
|  | ||||
| 	return (int64_t)(dpsPerEnemy * (enemiesKilled + damageDealt / (double)defender->MaxHealth()) / 2); | ||||
| 	return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth())); | ||||
| } | ||||
|  | ||||
| int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state) | ||||
| int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state) | ||||
| { | ||||
| 	int64_t res = 0; | ||||
|  | ||||
| @@ -55,10 +68,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a | ||||
| 	auto hexes = attacker->getSurroundingHexes(hex); | ||||
| 	for(BattleHex tile : hexes) | ||||
| 	{ | ||||
| 		auto st = state->battleGetUnitByPos(tile, true); | ||||
| 		if(!st || !state->battleMatchOwner(st, attacker)) | ||||
| 		auto st = state.battleGetUnitByPos(tile, true); | ||||
| 		if(!st || !state.battleMatchOwner(st, attacker)) | ||||
| 			continue; | ||||
| 		if(!state->battleCanShoot(st)) | ||||
| 		if(!state.battleCanShoot(st)) | ||||
| 			continue; | ||||
|  | ||||
| 		BattleAttackInfo rangeAttackInfo(st, attacker, true); | ||||
| @@ -67,23 +80,23 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a | ||||
| 		BattleAttackInfo meleeAttackInfo(st, attacker, false); | ||||
| 		meleeAttackInfo.defenderPos = hex; | ||||
|  | ||||
| 		auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo); | ||||
| 		auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo); | ||||
| 		auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo); | ||||
| 		auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo); | ||||
|  | ||||
| 		int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1; | ||||
| 		int64_t gain = averageDmg(rangeDmg) - averageDmg(meleeDmg) + 1; | ||||
| 		res += gain; | ||||
| 	} | ||||
|  | ||||
| 	return res; | ||||
| } | ||||
|  | ||||
| AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state) | ||||
| AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state) | ||||
| { | ||||
| 	auto attacker = attackInfo.attacker; | ||||
| 	auto defender = attackInfo.defender; | ||||
| 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION"; | ||||
| 	static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION); | ||||
| 	const auto attackerSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker)); | ||||
| 	const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker)); | ||||
| 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation); | ||||
|  | ||||
| 	AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo); | ||||
| @@ -111,9 +124,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
| 		std::vector<const battle::Unit*> units; | ||||
|  | ||||
| 		if (attackInfo.shooting) | ||||
| 			units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID); | ||||
| 			units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID); | ||||
| 		else | ||||
| 			units = state->getAttackedBattleUnits(attacker, defHex, false, hex); | ||||
| 			units = state.getAttackedBattleUnits(attacker, defHex, false, hex); | ||||
|  | ||||
| 		// ensure the defender is also affected | ||||
| 		bool addDefender = true; | ||||
| @@ -139,11 +152,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
|  | ||||
| 			for(int i = 0; i < totalAttacks; i++) | ||||
| 			{ | ||||
| 				int64_t damageDealt, damageReceived, enemyDpsReduce, ourDpsReduce; | ||||
| 				int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce; | ||||
|  | ||||
| 				TDmgRange retaliation(0, 0); | ||||
| 				auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation); | ||||
| 				TDmgRange enemyDamageBeforeAttack = getCbc()->battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot())); | ||||
| 				auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation); | ||||
| 				TDmgRange defenderDamageBeforeAttack = state.battleEstimateDamage(BattleAttackInfo(u, attacker, u->canShoot())); | ||||
|  | ||||
| 				vstd::amin(attackDmg.first, defenderState->getAvailableHealth()); | ||||
| 				vstd::amin(attackDmg.second, defenderState->getAvailableHealth()); | ||||
| @@ -151,36 +164,36 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
| 				vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth()); | ||||
| 				vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth()); | ||||
|  | ||||
| 				damageDealt = (attackDmg.first + attackDmg.second) / 2; | ||||
| 				enemyDpsReduce = calculateDpsReduce(attacker, defender, damageDealt, getCbc()); | ||||
| 				damageDealt = averageDmg(attackDmg); | ||||
| 				defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state); | ||||
| 				ap.attackerState->afterAttack(attackInfo.shooting, false); | ||||
|  | ||||
| 				//FIXME: use ranged retaliation | ||||
| 				damageReceived = 0; | ||||
| 				ourDpsReduce = 0; | ||||
| 				attackerDamageReduce = 0; | ||||
|  | ||||
| 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) | ||||
| 				{ | ||||
| 					damageReceived = (retaliation.first + retaliation.second) / 2; | ||||
| 					ourDpsReduce = calculateDpsReduce(defender, attacker, damageReceived, getCbc()); | ||||
| 					damageReceived = averageDmg(retaliation); | ||||
| 					attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state); | ||||
| 					defenderState->afterAttack(attackInfo.shooting, true); | ||||
| 				} | ||||
|  | ||||
| 				bool isEnemy = state->battleMatchOwner(attacker, u); | ||||
| 				bool isEnemy = state.battleMatchOwner(attacker, u); | ||||
|  | ||||
| 				// this includes enemy units as well as attacker units under enemy's mind control | ||||
| 				if(isEnemy) | ||||
| 					ap.damageDealt += enemyDpsReduce; | ||||
| 					ap.defenderDamageReduce += defenderDamageReduce; | ||||
|  | ||||
| 				// damaging attacker's units (even those under enemy's mind control) is considered friendly fire | ||||
| 				if(attackerSide == u->unitSide()) | ||||
| 					ap.collateralDamage += enemyDpsReduce; | ||||
| 					ap.collateralDamageReduce += defenderDamageReduce; | ||||
|  | ||||
| 				if(u->unitId() == defender->unitId() ||  | ||||
| 					(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) | ||||
| 				{ | ||||
| 					//FIXME: handle RANGED_RETALIATION ? | ||||
| 					ap.damageReceived += ourDpsReduce; | ||||
| 					ap.attackerDamageReduce += attackerDamageReduce; | ||||
| 				} | ||||
|  | ||||
| 				ap.attackerState->damage(damageReceived); | ||||
| @@ -198,11 +211,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf | ||||
| 	// check how much damage we gain from blocking enemy shooters on this hex | ||||
| 	bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state); | ||||
|  | ||||
| 	logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld", | ||||
| 	logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld", | ||||
| 		attackInfo.attacker->unitType()->identifier, | ||||
| 		attackInfo.defender->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); | ||||
|  | ||||
| 	//TODO other damage related to attack (eg. fire shield and other abilities) | ||||
| 	return bestAp; | ||||
|   | ||||
| @@ -15,6 +15,10 @@ | ||||
|  | ||||
| #define BATTLE_TRACE_LEVEL 0 | ||||
|  | ||||
| /// <summary> | ||||
| /// Evaluate attack value of one particular attack taking into account various effects like | ||||
| /// retaliation, 2-hex breath, collateral damage, shooters blocked damage | ||||
| /// </summary> | ||||
| class AttackPossibility | ||||
| { | ||||
| public: | ||||
| @@ -26,9 +30,9 @@ public: | ||||
|  | ||||
| 	std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits; | ||||
|  | ||||
| 	int64_t damageDealt = 0; | ||||
| 	int64_t damageReceived = 0; //usually by counter-attack | ||||
| 	int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks) | ||||
| 	int64_t defenderDamageReduce = 0; | ||||
| 	int64_t attackerDamageReduce = 0; //usually by counter-attack | ||||
| 	int64_t collateralDamageReduce = 0; // friendly fire (usually by two-hex attacks) | ||||
| 	int64_t shootersBlockedDmg = 0; | ||||
|  | ||||
| 	AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_); | ||||
| @@ -36,14 +40,14 @@ public: | ||||
| 	int64_t damageDiff() const; | ||||
| 	int64_t attackValue() const; | ||||
|  | ||||
| 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
| 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state); | ||||
|  | ||||
| 	static int64_t calculateDpsReduce( | ||||
| 	static int64_t calculateDamageReduce( | ||||
| 		const battle::Unit * attacker, | ||||
| 		const battle::Unit * defender, | ||||
| 		uint64_t damageDealt, | ||||
| 		std::shared_ptr<CBattleInfoCallback> cb); | ||||
| 		const CBattleInfoCallback & cb); | ||||
|  | ||||
| private: | ||||
| 	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state); | ||||
| 	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state); | ||||
| }; | ||||
|   | ||||
| @@ -161,9 +161,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 		} | ||||
|  | ||||
| 		HypotheticBattle hb(env.get(), cb); | ||||
| 		int turn = 0; | ||||
| 		 | ||||
| 		PotentialTargets targets(stack, &hb); | ||||
| 		PotentialTargets targets(stack, hb); | ||||
| 		BattleExchangeEvaluator scoreEvaluator(cb, env); | ||||
| 		auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb); | ||||
|  | ||||
| @@ -171,7 +170,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
|  | ||||
| 		if(!targets.possibleAttacks.empty()) | ||||
| 		{ | ||||
| #if BATTLE_TRACE_LEVEL==1 | ||||
| #if BATTLE_TRACE_LEVEL>=1 | ||||
| 			logAi->trace("Evaluating attack for %s", stack->getDescription()); | ||||
| #endif | ||||
|  | ||||
| @@ -205,15 +204,15 @@ BattleAction CBattleAI::activeStack( const CStack * stack ) | ||||
| 				else | ||||
| 				{ | ||||
| 					result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from); | ||||
| 					action = "mellee"; | ||||
| 					action = "melee"; | ||||
| 				} | ||||
|  | ||||
| 				logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: %lld %lld %lld", | ||||
| 				logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld", | ||||
| 					bestAttack.attackerState->unitType()->identifier, | ||||
| 					bestAttack.affectedUnits[0]->unitType()->identifier, | ||||
| 					(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex, | ||||
| 					bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true), | ||||
| 					bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue() | ||||
| 					bestAttack.defenderDamageReduce, bestAttack.attackerDamageReduce, bestAttack.attackValue() | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| @@ -323,12 +322,15 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl | ||||
| 		// We just check all available hexes and pick the one closest to the target. | ||||
| 		auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int | ||||
| 		{ | ||||
| 			const int MOAT_PENALTY = 100; // avoid landing on moat | ||||
| 			const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat | ||||
|  | ||||
| 			auto distance = BattleHex::getDistance(bestNeighbor, hex); | ||||
|  | ||||
| 			if(vstd::contains(moatHexes, hex)) | ||||
| 				distance += 100; | ||||
| 				distance += MOAT_PENALTY; | ||||
|  | ||||
| 			return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? 100 + distance : distance; | ||||
| 			return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance; | ||||
| 		}); | ||||
|  | ||||
| 		return BattleAction::makeMove(stack, *nearestAvailableHex); | ||||
| @@ -444,7 +446,7 @@ void CBattleAI::attemptCastingSpell() | ||||
|  | ||||
| 	using ValueMap = PossibleSpellcast::ValueMap; | ||||
|  | ||||
| 	auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle * state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool | ||||
| 	auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool | ||||
| 	{ | ||||
| 		bool firstRound = true; | ||||
| 		bool enemyHadTurn = false; | ||||
| @@ -455,7 +457,7 @@ void CBattleAI::attemptCastingSpell() | ||||
| 		for(auto & round : queue) | ||||
| 		{ | ||||
| 			if(!firstRound) | ||||
| 				state->nextRound(0);//todo: set actual value? | ||||
| 				state.nextRound(0);//todo: set actual value? | ||||
| 			for(auto unit : round) | ||||
| 			{ | ||||
| 				if(!vstd::contains(values, unit->unitId())) | ||||
| @@ -464,11 +466,11 @@ void CBattleAI::attemptCastingSpell() | ||||
| 				if(!unit->alive()) | ||||
| 					continue; | ||||
|  | ||||
| 				if(state->battleGetOwner(unit) != playerID) | ||||
| 				if(state.battleGetOwner(unit) != playerID) | ||||
| 				{ | ||||
| 					enemyHadTurn = true; | ||||
|  | ||||
| 					if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0) | ||||
| 					if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0) | ||||
| 					{ | ||||
| 						//enemy could counter our spell at this point | ||||
| 						//anyway, we do not know what enemy will do | ||||
| @@ -482,7 +484,7 @@ void CBattleAI::attemptCastingSpell() | ||||
| 					ourTurnSpan++; | ||||
| 				} | ||||
|  | ||||
| 				state->nextTurn(unit->unitId()); | ||||
| 				state.nextTurn(unit->unitId()); | ||||
|  | ||||
| 				PotentialTargets pt(unit, state); | ||||
|  | ||||
| @@ -490,22 +492,22 @@ void CBattleAI::attemptCastingSpell() | ||||
| 				{ | ||||
| 					AttackPossibility ap = pt.bestAction(); | ||||
|  | ||||
| 					auto swb = state->getForUpdate(unit->unitId()); | ||||
| 					auto swb = state.getForUpdate(unit->unitId()); | ||||
| 					*swb = *ap.attackerState; | ||||
|  | ||||
| 					if(ap.damageDealt > 0) | ||||
| 					if(ap.defenderDamageReduce > 0) | ||||
| 						swb->removeUnitBonus(Bonus::UntilAttack); | ||||
| 					if(ap.damageReceived > 0) | ||||
| 					if(ap.attackerDamageReduce > 0) | ||||
| 						swb->removeUnitBonus(Bonus::UntilBeingAttacked); | ||||
|  | ||||
| 					for(auto affected : ap.affectedUnits) | ||||
| 					{ | ||||
| 						swb = state->getForUpdate(affected->unitId()); | ||||
| 						swb = state.getForUpdate(affected->unitId()); | ||||
| 						*swb = *affected; | ||||
|  | ||||
| 						if(ap.damageDealt > 0) | ||||
| 						if(ap.defenderDamageReduce > 0) | ||||
| 							swb->removeUnitBonus(Bonus::UntilBeingAttacked); | ||||
| 						if(ap.damageReceived > 0 && ap.attack.defender->unitId() == affected->unitId()) | ||||
| 						if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId()) | ||||
| 							swb->removeUnitBonus(Bonus::UntilAttack); | ||||
| 					} | ||||
| 				} | ||||
| @@ -513,7 +515,7 @@ void CBattleAI::attemptCastingSpell() | ||||
| 				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) | ||||
| 				if(state.battleGetOwner(unit) != playerID) | ||||
| 					bav = -bav; | ||||
| 				values[unit->unitId()] += bav; | ||||
| 			} | ||||
| @@ -566,7 +568,7 @@ void CBattleAI::attemptCastingSpell() | ||||
|  | ||||
| 		HypotheticBattle state(env.get(), cb); | ||||
|  | ||||
| 		evaluateQueue(valueOfStack, turnOrder, &state, 0, &enemyHadTurn); | ||||
| 		evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn); | ||||
|  | ||||
| 		if(!enemyHadTurn) | ||||
| 		{ | ||||
| @@ -614,7 +616,7 @@ void CBattleAI::attemptCastingSpell() | ||||
|  | ||||
| 		state.battleGetTurnOrder(newTurnOrder, amount, 2); | ||||
|  | ||||
| 		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; | ||||
|   | ||||
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