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BattleAI: optional simulation depth
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@@ -23,6 +23,7 @@
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/battle/BattleStateInfoForRetreat.h"
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#include "../../lib/battle/CObstacleInstance.h"
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#include "../../lib/StartInfo.h"
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#include "../../lib/CStack.h" // TODO: remove
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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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@@ -122,6 +123,11 @@ static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, BattleSid
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return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
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}
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int getSimulationTurnsCount(const StartInfo * startInfo)
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{
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return startInfo->difficulty < 4 ? 2 : 10;
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}
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void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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@@ -154,7 +160,10 @@ void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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logAi->trace("Build evaluator and targets");
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#endif
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BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
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BattleEvaluator evaluator(
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env, cb, stack, playerID, battleID, side,
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getStrengthRatio(cb->getBattle(battleID), side),
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getSimulationTurnsCount(env->game()->getStartInfo()));
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result = evaluator.selectStackAction(stack);
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