/* * BattleAI.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 "BattleAI.h" #include "BattleEvaluator.h" #include "BattleExchangeVariant.h" #include "StackWithBonuses.h" #include "EnemyInfo.h" #include "tbb/parallel_for.h" #include "../../lib/CStopWatch.h" #include "../../lib/CThreadHelper.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/spells/CSpellHandler.h" #include "../../lib/spells/ISpellMechanics.h" #include "../../lib/battle/BattleAction.h" #include "../../lib/battle/BattleStateInfoForRetreat.h" #include "../../lib/battle/CObstacleInstance.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 #define LOGL(text) print(text) #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl)) CBattleAI::CBattleAI() : side(-1), wasWaitingForRealize(false), wasUnlockingGs(false) { } CBattleAI::~CBattleAI() { if(cb) { //Restore previous state of CB - it may be shared with the main AI (like VCAI) cb->waitTillRealize = wasWaitingForRealize; cb->unlockGsWhenWaiting = wasUnlockingGs; } } void CBattleAI::initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB) { setCbc(CB); env = ENV; cb = CB; playerID = *CB->getPlayerID(); wasWaitingForRealize = CB->waitTillRealize; wasUnlockingGs = CB->unlockGsWhenWaiting; CB->waitTillRealize = false; CB->unlockGsWhenWaiting = false; movesSkippedByDefense = 0; } void CBattleAI::initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB, AutocombatPreferences autocombatPreferences) { initBattleInterface(ENV, CB); autobattlePreferences = autocombatPreferences; } BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack) { auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE); std::map woundHpToStack; for(const auto * stack : healingTargets) { if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft()) woundHpToStack[woundHp] = stack; } if(woundHpToStack.empty()) return BattleAction::makeDefend(stack); else return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack } void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance) { cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide())); } static float getStrengthRatio(std::shared_ptr cb, int side) { auto stacks = cb->battleGetAllStacks(); auto our = 0, enemy = 0; for(auto stack : stacks) { auto creature = stack->creatureId().toCreature(); if(!creature) continue; if(stack->unitSide() == side) our += stack->getCount() * creature->getAIValue(); else enemy += stack->getCount() * creature->getAIValue(); } return enemy == 0 ? 1.0f : static_cast(our) / enemy; } void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack ) { LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()); auto timeElapsed = [](std::chrono::time_point start) -> uint64_t { auto end = std::chrono::high_resolution_clock::now(); return std::chrono::duration_cast(end - start).count(); }; BattleAction result = BattleAction::makeDefend(stack); setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too) auto start = std::chrono::high_resolution_clock::now(); try { if(stack->creatureId() == CreatureID::CATAPULT) { cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack)); return; } if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER)) { cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack)); return; } #if BATTLE_TRACE_LEVEL>=1 logAi->trace("Build evaluator and targets"); #endif BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side)); result = evaluator.selectStackAction(stack); if(!skipCastUntilNextBattle && evaluator.canCastSpell()) { auto spelCasted = evaluator.attemptCastingSpell(stack); if(spelCasted) return; skipCastUntilNextBattle = true; } logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start)); if(auto action = considerFleeingOrSurrendering(battleID)) { cb->battleMakeUnitAction(battleID, *action); return; } } catch(boost::thread_interrupted &) { throw; } catch(std::exception &e) { logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what()); } if(result.actionType == EActionType::DEFEND) { movesSkippedByDefense++; } else if(result.actionType != EActionType::WAIT) { movesSkippedByDefense = 0; } logAi->trace("BattleAI decission made in %lld", timeElapsed(start)); cb->battleMakeUnitAction(battleID, result); } BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack) { BattleAction attack; BattleHex targetHex = BattleHex::INVALID; if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED) { targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE); } else { EWallPart wallParts[] = { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::BOTTOM_WALL, EWallPart::UPPER_WALL }; for(auto wallPart : wallParts) { auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart); if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED) { targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart); break; } } } if(!targetHex.isValid()) { return BattleAction::makeDefend(stack); } attack.aimToHex(targetHex); attack.actionType = EActionType::CATAPULT; attack.side = side; attack.stackNumber = stack->unitId(); movesSkippedByDefense = 0; return attack; } void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed) { LOG_TRACE(logAi); side = Side; skipCastUntilNextBattle = false; } void CBattleAI::print(const std::string &text) const { logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text); } std::optional CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID) { BattleStateInfoForRetreat bs; bs.canFlee = cb->getBattle(battleID)->battleCanFlee(); bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID); bs.ourSide = cb->getBattle(battleID)->battleGetMySide(); bs.ourHero = cb->getBattle(battleID)->battleGetMyHero(); bs.enemyHero = nullptr; for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false)) { if(stack->alive()) { if(stack->unitSide() == bs.ourSide) bs.ourStacks.push_back(stack); else { bs.enemyStacks.push_back(stack); bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack); } } } bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size(); if(!bs.canFlee && !bs.canSurrender) { return std::nullopt; } auto result = cb->makeSurrenderRetreatDecision(battleID, bs); if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30) { return BattleAction::makeRetreat(bs.ourSide); } return result; }