/* * BattleExchangeVariant.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../../lib/AI_Base.h" #include "../../lib/battle/ReachabilityInfo.h" #include "PotentialTargets.h" #include "StackWithBonuses.h" struct AttackerValue { int64_t value; bool isRetalitated; BattleHex position; AttackerValue(); }; struct MoveTarget { int64_t score; std::vector positions; MoveTarget(); }; struct EvaluationResult { static const int64_t INEFFECTIVE_SCORE = -1000000; AttackPossibility bestAttack; MoveTarget bestMove; bool wait; int64_t score; bool defend; EvaluationResult(const AttackPossibility & ap) :wait(false), score(INEFFECTIVE_SCORE), bestAttack(ap), defend(false) { } }; /// /// 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 /// class BattleExchangeVariant { public: BattleExchangeVariant(): dpsScore(0) {} int64_t trackAttack(const AttackPossibility & ap, HypotheticBattle & state); int64_t trackAttack( std::shared_ptr attacker, std::shared_ptr defender, bool shooting, bool isOurAttack, const CBattleInfoCallback & cb, bool evaluateOnly = false); int64_t getScore() const { return dpsScore; } void adjustPositions( std::vector attackers, const AttackPossibility & ap, std::map & reachabilityMap); private: int64_t dpsScore; std::map attackerValue; }; class BattleExchangeEvaluator { private: std::shared_ptr cb; std::shared_ptr env; std::map> reachabilityMap; std::vector turnOrder; public: BattleExchangeEvaluator(std::shared_ptr cb, std::shared_ptr env): cb(cb), env(env) {} EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb); int64_t calculateExchange(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb); void updateReachabilityMap(HypotheticBattle & hb); std::vector getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb); bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position); MoveTarget findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb); std::vector getAdjacentUnits(const battle::Unit * unit); };