/* * AttackPossibility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "AttackPossibility.h" #include "../../lib/CStack.h" // TODO: remove // Eventually only IBattleInfoCallback and battle::Unit should be used, // CUnitState should be private and CStack should be removed completely uint64_t averageDmg(const DamageRange & range) { return (range.min + range.max) / 2; } AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack) : from(from), dest(dest), attack(attack) { } int64_t AttackPossibility::damageDiff() const { return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg; } int64_t AttackPossibility::attackValue() const { return damageDiff(); } /// /// 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 /// int64_t AttackPossibility::calculateDamageReduce( const battle::Unit * attacker, const battle::Unit * defender, uint64_t damageDealt, const CBattleInfoCallback & cb) { const float HEALTH_BOUNTY = 0.5; const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY; vstd::amin(damageDealt, defender->getAvailableHealth()); // FIXME: provide distance info for Jousting bonus auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attacker, 0); auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0); auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage); auto damagePerEnemy = enemyDamage / (double)defender->getCount(); 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 res = 0; if(attackInfo.shooting) return 0; auto attacker = attackInfo.attacker; auto hexes = attacker->getSurroundingHexes(hex); for(BattleHex tile : hexes) { auto st = state.battleGetUnitByPos(tile, true); if(!st || !state.battleMatchOwner(st, attacker)) continue; if(!state.battleCanShoot(st)) continue; // FIXME: provide distance info for Jousting bonus BattleAttackInfo rangeAttackInfo(st, attacker, 0, true); rangeAttackInfo.defenderPos = hex; BattleAttackInfo meleeAttackInfo(st, attacker, 0, false); meleeAttackInfo.defenderPos = hex; auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo); auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo); int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1; res += gain; } return res; } 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 = state.playerToSide(state.battleGetOwner(attacker)); const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation); AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo); std::vector defenderHex; if(attackInfo.shooting) defenderHex = defender->getHexes(); else defenderHex = CStack::meleeAttackHexes(attacker, defender, hex); for(BattleHex defHex : defenderHex) { if(defHex == hex) // should be impossible but check anyway continue; AttackPossibility ap(hex, defHex, attackInfo); ap.attackerState = attacker->acquireState(); ap.shootersBlockedDmg = bestAp.shootersBlockedDmg; const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting); if (!attackInfo.shooting) ap.attackerState->setPosition(hex); std::vector units; if (attackInfo.shooting) units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID); else units = state.getAttackedBattleUnits(attacker, defHex, false, hex); // ensure the defender is also affected bool addDefender = true; for(auto unit : units) { if (unit->unitId() == defender->unitId()) { addDefender = false; break; } } if(addDefender) units.push_back(defender); for(auto u : units) { if(!ap.attackerState->alive()) break; auto defenderState = u->acquireState(); ap.affectedUnits.push_back(defenderState); for(int i = 0; i < totalAttacks; i++) { int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce; DamageEstimation retaliation; auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation); vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth()); vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth()); vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth()); vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth()); damageDealt = averageDmg(attackDmg.damage); defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state); ap.attackerState->afterAttack(attackInfo.shooting, false); //FIXME: use ranged retaliation damageReceived = 0; attackerDamageReduce = 0; if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked) { damageReceived = averageDmg(retaliation.damage); attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state); defenderState->afterAttack(attackInfo.shooting, true); } bool isEnemy = state.battleMatchOwner(attacker, u); // this includes enemy units as well as attacker units under enemy's mind control if(isEnemy) ap.defenderDamageReduce += defenderDamageReduce; // damaging attacker's units (even those under enemy's mind control) is considered friendly fire if(attackerSide == u->unitSide()) ap.collateralDamageReduce += defenderDamageReduce; if(u->unitId() == defender->unitId() || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ? ap.attackerDamageReduce += attackerDamageReduce; } ap.attackerState->damage(damageReceived); defenderState->damage(damageDealt); if (!ap.attackerState->alive() || !defenderState->alive()) break; } } if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) bestAp = ap; } // check how much damage we gain from blocking enemy shooters on this hex bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state); #if BATTLE_TRACE_LEVEL>=1 logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld", attackInfo.attacker->unitType()->getJsonKey(), attackInfo.defender->unitType()->getJsonKey(), (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(), bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg); #endif //TODO other damage related to attack (eg. fire shield and other abilities) return bestAp; }