/* * 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 BattleScore { float ourDamageReduce; float enemyDamageReduce; BattleScore(float enemyDamageReduce, float ourDamageReduce) :enemyDamageReduce(enemyDamageReduce), ourDamageReduce(ourDamageReduce) { } BattleScore() : BattleScore(0, 0) {} float value() { return enemyDamageReduce - ourDamageReduce; } BattleScore operator+(BattleScore & other) { BattleScore result = *this; result.ourDamageReduce += other.ourDamageReduce; result.enemyDamageReduce += other.enemyDamageReduce; return result; } }; struct AttackerValue { float value; bool isRetaliated; BattleHex position; AttackerValue(); }; struct MoveTarget { float score; std::vector positions; std::optional cachedAttack; uint8_t turnsToRich; MoveTarget(); }; struct EvaluationResult { static const int64_t INEFFECTIVE_SCORE = -100000000; AttackPossibility bestAttack; MoveTarget bestMove; bool wait; float 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() {} float trackAttack( const AttackPossibility & ap, std::shared_ptr hb, DamageCache & damageCache); float trackAttack( std::shared_ptr attacker, std::shared_ptr defender, bool shooting, bool isOurAttack, DamageCache & damageCache, std::shared_ptr hb, bool evaluateOnly = false); const BattleScore & getScore() const { return dpsScore; } private: BattleScore dpsScore; std::map attackerValue; }; struct ReachabilityData { std::map> units; // shooters which are within mellee attack and mellee units std::vector melleeAccessible; // far shooters std::vector shooters; std::set enemyUnitsReachingAttacker; }; class BattleExchangeEvaluator { private: std::shared_ptr cb; std::shared_ptr env; std::map reachabilityCache; std::map> reachabilityMap; std::vector turnOrder; float negativeEffectMultiplier; int simulationTurnsCount; float scoreValue(const BattleScore & score) const; BattleScore calculateExchange( const AttackPossibility & ap, uint8_t turn, PotentialTargets & targets, DamageCache & damageCache, std::shared_ptr hb, std::vector additionalUnits = {}) const; bool canBeHitThisTurn(const AttackPossibility & ap); public: BattleExchangeEvaluator( std::shared_ptr cb, std::shared_ptr env, float strengthRatio, int simulationTurnsCount): cb(cb), env(env), simulationTurnsCount(simulationTurnsCount){ negativeEffectMultiplier = strengthRatio >= 1 ? 1 : strengthRatio * strengthRatio; } EvaluationResult findBestTarget( const battle::Unit * activeStack, PotentialTargets & targets, DamageCache & damageCache, std::shared_ptr hb); float evaluateExchange( const AttackPossibility & ap, uint8_t turn, PotentialTargets & targets, DamageCache & damageCache, std::shared_ptr hb) const; std::vector getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const; void updateReachabilityMap(std::shared_ptr hb); ReachabilityData getExchangeUnits( const AttackPossibility & ap, uint8_t turn, PotentialTargets & targets, std::shared_ptr hb, std::vector additionalUnits = {}) const; bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position); MoveTarget findMoveTowardsUnreachable( const battle::Unit * activeStack, PotentialTargets & targets, DamageCache & damageCache, std::shared_ptr hb); std::vector getAdjacentUnits(const battle::Unit * unit) const; float getPositiveEffectMultiplier() const { return 1; } float getNegativeEffectMultiplier() const { return negativeEffectMultiplier; } };