mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
915 lines
26 KiB
C++
915 lines
26 KiB
C++
/*
|
|
* 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 "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))
|
|
|
|
enum class SpellTypes
|
|
{
|
|
ADVENTURE, BATTLE, OTHER
|
|
};
|
|
|
|
SpellTypes spellType(const CSpell * spell)
|
|
{
|
|
if(!spell->isCombat() || spell->isCreatureAbility())
|
|
return SpellTypes::OTHER;
|
|
|
|
if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
|
|
return SpellTypes::BATTLE;
|
|
|
|
return SpellTypes::OTHER;
|
|
}
|
|
|
|
class BattleEvaluator
|
|
{
|
|
std::unique_ptr<PotentialTargets> targets;
|
|
std::shared_ptr<HypotheticBattle> hb;
|
|
BattleExchangeEvaluator scoreEvaluator;
|
|
std::shared_ptr<CBattleCallback> cb;
|
|
std::shared_ptr<Environment> env;
|
|
bool activeActionMade = false;
|
|
std::optional<AttackPossibility> cachedAttack;
|
|
PlayerColor playerID;
|
|
int side;
|
|
int64_t cachedScore;
|
|
DamageCache damageCache;
|
|
|
|
public:
|
|
BattleAction selectStackAction(const CStack * stack);
|
|
void attemptCastingSpell(const CStack * stack);
|
|
std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
|
|
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
|
|
std::vector<BattleHex> getBrokenWallMoatHexes() const;
|
|
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
|
|
void print(const std::string & text) const;
|
|
|
|
BattleEvaluator(std::shared_ptr<Environment> env, std::shared_ptr<CBattleCallback> cb, const battle::Unit * activeStack, PlayerColor playerID, int side)
|
|
:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
|
|
{
|
|
hb = std::make_shared<HypotheticBattle>(env.get(), cb);
|
|
damageCache.buildDamageCache(hb, side);
|
|
|
|
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
|
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
|
}
|
|
|
|
BattleEvaluator(
|
|
std::shared_ptr<Environment> env,
|
|
std::shared_ptr<CBattleCallback> cb,
|
|
std::shared_ptr<HypotheticBattle> hb,
|
|
DamageCache & damageCache,
|
|
const battle::Unit * activeStack,
|
|
PlayerColor playerID,
|
|
int side)
|
|
:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
|
|
{
|
|
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
|
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
|
}
|
|
};
|
|
|
|
std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
|
|
{
|
|
std::vector<BattleHex> result;
|
|
|
|
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
|
|
{
|
|
auto state = cb->battleGetWallState(wallPart);
|
|
|
|
if(state != EWallState::DESTROYED)
|
|
continue;
|
|
|
|
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
|
|
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
|
|
|
|
result.push_back(moatHex);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
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<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
|
|
{
|
|
setCbc(CB);
|
|
env = ENV;
|
|
cb = CB;
|
|
playerID = *CB->getPlayerID(); //TODO should be sth in callback
|
|
wasWaitingForRealize = CB->waitTillRealize;
|
|
wasUnlockingGs = CB->unlockGsWhenWaiting;
|
|
CB->waitTillRealize = false;
|
|
CB->unlockGsWhenWaiting = false;
|
|
movesSkippedByDefense = 0;
|
|
}
|
|
|
|
BattleAction CBattleAI::useHealingTent(const CStack *stack)
|
|
{
|
|
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
|
|
std::map<int, const CStack*> 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
|
|
}
|
|
|
|
std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
|
|
{
|
|
//TODO: faerie dragon type spell should be selected by server
|
|
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
|
|
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
|
|
{
|
|
const CSpell * spell = creatureSpellToCast.toSpell();
|
|
|
|
if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
|
|
{
|
|
std::vector<PossibleSpellcast> possibleCasts;
|
|
spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
|
|
for(auto & target : temp.findPotentialTargets())
|
|
{
|
|
PossibleSpellcast ps;
|
|
ps.dest = target;
|
|
ps.spell = spell;
|
|
evaluateCreatureSpellcast(stack, ps);
|
|
possibleCasts.push_back(ps);
|
|
}
|
|
|
|
std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
|
|
if(!possibleCasts.empty() && possibleCasts.front().value > 0)
|
|
{
|
|
return possibleCasts.front();
|
|
}
|
|
}
|
|
}
|
|
return std::nullopt;
|
|
}
|
|
|
|
BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
|
|
{
|
|
//evaluate casting spell for spellcasting stack
|
|
std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
|
|
|
|
auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
|
|
auto score = EvaluationResult::INEFFECTIVE_SCORE;
|
|
|
|
if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
|
|
{
|
|
activeActionMade = true;
|
|
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
|
}
|
|
|
|
if(!targets->possibleAttacks.empty())
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Evaluating attack for %s", stack->getDescription());
|
|
#endif
|
|
|
|
auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
|
|
auto & bestAttack = evaluationResult.bestAttack;
|
|
|
|
cachedAttack = bestAttack;
|
|
cachedScore = evaluationResult.score;
|
|
|
|
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
|
|
if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
|
|
{
|
|
// return because spellcast value is damage dealt and score is dps reduce
|
|
activeActionMade = true;
|
|
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
|
}
|
|
|
|
if(evaluationResult.score > score)
|
|
{
|
|
score = evaluationResult.score;
|
|
|
|
logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
|
|
bestAttack.attackerState->unitType()->getJsonKey(),
|
|
bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
|
|
(int)bestAttack.affectedUnits[0]->getCount(),
|
|
(int)bestAttack.from,
|
|
(int)bestAttack.attack.attacker->getPosition().hex,
|
|
bestAttack.attack.chargeDistance,
|
|
bestAttack.attack.attacker->speed(0, true),
|
|
bestAttack.defenderDamageReduce,
|
|
bestAttack.attackerDamageReduce, bestAttack.attackValue()
|
|
);
|
|
|
|
if (moveTarget.scorePerTurn <= score)
|
|
{
|
|
if(evaluationResult.wait)
|
|
{
|
|
return BattleAction::makeWait(stack);
|
|
}
|
|
else if(bestAttack.attack.shooting)
|
|
{
|
|
activeActionMade = true;
|
|
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
|
|
}
|
|
else
|
|
{
|
|
activeActionMade = true;
|
|
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
|
|
if(moveTarget.scorePerTurn > score)
|
|
{
|
|
score = moveTarget.score;
|
|
cachedAttack = moveTarget.cachedAttack;
|
|
cachedScore = score;
|
|
|
|
if(stack->waited())
|
|
{
|
|
return goTowardsNearest(stack, moveTarget.positions);
|
|
}
|
|
else
|
|
{
|
|
return BattleAction::makeWait(stack);
|
|
}
|
|
}
|
|
|
|
if(score <= EvaluationResult::INEFFECTIVE_SCORE
|
|
&& !stack->hasBonusOfType(BonusType::FLYING)
|
|
&& stack->unitSide() == BattleSide::ATTACKER
|
|
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
|
|
{
|
|
auto brokenWallMoat = getBrokenWallMoatHexes();
|
|
|
|
if(brokenWallMoat.size())
|
|
{
|
|
activeActionMade = true;
|
|
|
|
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
|
|
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
|
|
else
|
|
return goTowardsNearest(stack, brokenWallMoat);
|
|
}
|
|
}
|
|
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
void CBattleAI::yourTacticPhase(int distance)
|
|
{
|
|
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
|
}
|
|
|
|
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
|
|
{
|
|
auto end = std::chrono::high_resolution_clock::now();
|
|
|
|
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
|
|
}
|
|
|
|
void CBattleAI::activeStack( const CStack * stack )
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
|
|
|
|
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(useCatapult(stack));
|
|
return;
|
|
}
|
|
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
|
|
{
|
|
cb->battleMakeUnitAction(useHealingTent(stack));
|
|
return;
|
|
}
|
|
|
|
BattleEvaluator evaluator(env, cb, stack, playerID, side);
|
|
|
|
result = evaluator.selectStackAction(stack);
|
|
|
|
if(evaluator.attemptCastingSpell(stack))
|
|
return;
|
|
|
|
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
|
|
|
|
if(auto action = considerFleeingOrSurrendering())
|
|
{
|
|
cb->battleMakeUnitAction(*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(result);
|
|
}
|
|
|
|
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
|
|
{
|
|
auto reachability = cb->getReachability(stack);
|
|
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
|
|
|
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
|
{
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
|
|
{
|
|
return reachability.distances[h1] < reachability.distances[h2];
|
|
});
|
|
|
|
for(auto hex : hexes)
|
|
{
|
|
if(vstd::contains(avHexes, hex))
|
|
{
|
|
return BattleAction::makeMove(stack, hex);
|
|
}
|
|
|
|
if(stack->coversPos(hex))
|
|
{
|
|
logAi->warn("Warning: already standing on neighbouring tile!");
|
|
//We shouldn't even be here...
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
}
|
|
|
|
BattleHex bestNeighbor = hexes.front();
|
|
|
|
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
|
|
{
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
scoreEvaluator.updateReachabilityMap(hb);
|
|
|
|
if(stack->hasBonusOfType(BonusType::FLYING))
|
|
{
|
|
std::set<BattleHex> obstacleHexes;
|
|
|
|
auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
|
|
auto affectedHexes = spellObst.getAffectedTiles();
|
|
obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
|
|
};
|
|
|
|
const auto & obstacles = hb->battleGetAllObstacles();
|
|
|
|
for (const auto & obst: obstacles) {
|
|
|
|
if(obst->triggersEffects())
|
|
{
|
|
auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
|
|
auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
|
|
|
|
if(triggerIsNegative)
|
|
insertAffected(*obst, obstacleHexes);
|
|
}
|
|
}
|
|
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
|
|
// We just check all available hexes and pick the one closest to the target.
|
|
auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
|
|
{
|
|
const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
|
|
const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
|
|
|
|
auto distance = BattleHex::getDistance(bestNeighbor, hex);
|
|
|
|
if(vstd::contains(obstacleHexes, hex))
|
|
distance += NEGATIVE_OBSTACLE_PENALTY;
|
|
|
|
return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
|
|
});
|
|
|
|
return BattleAction::makeMove(stack, *nearestAvailableHex);
|
|
}
|
|
else
|
|
{
|
|
BattleHex currentDest = bestNeighbor;
|
|
while(1)
|
|
{
|
|
if(!currentDest.isValid())
|
|
{
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
if(vstd::contains(avHexes, currentDest)
|
|
&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
|
|
return BattleAction::makeMove(stack, currentDest);
|
|
|
|
currentDest = reachability.predecessors[currentDest];
|
|
}
|
|
}
|
|
}
|
|
|
|
BattleAction CBattleAI::useCatapult(const CStack * stack)
|
|
{
|
|
BattleAction attack;
|
|
BattleHex targetHex = BattleHex::INVALID;
|
|
|
|
if(cb->battleGetGateState() == EGateState::CLOSED)
|
|
{
|
|
targetHex = cb->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->battleGetWallState(wallPart);
|
|
|
|
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
|
|
{
|
|
targetHex = cb->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;
|
|
}
|
|
|
|
<<<<<<< HEAD
|
|
bool CBattleAI::attemptCastingSpell()
|
|
=======
|
|
void BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
|
{
|
|
auto hero = cb->battleGetMyHero();
|
|
if(!hero)
|
|
return false;
|
|
|
|
if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
|
|
return false;
|
|
|
|
LOGL("Casting spells sounds like fun. Let's see...");
|
|
//Get all spells we can cast
|
|
std::vector<const CSpell*> possibleSpells;
|
|
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
|
{
|
|
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
|
|
});
|
|
LOGFL("I can cast %d spells.", possibleSpells.size());
|
|
|
|
vstd::erase_if(possibleSpells, [](const CSpell *s)
|
|
{
|
|
return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
|
|
});
|
|
|
|
LOGFL("I know how %d of them works.", possibleSpells.size());
|
|
|
|
//Get possible spell-target pairs
|
|
std::vector<PossibleSpellcast> possibleCasts;
|
|
for(auto spell : possibleSpells)
|
|
{
|
|
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
|
|
|
if(spell->getTargetType() == spells::AimType::LOCATION)
|
|
continue;
|
|
|
|
const bool FAST = true;
|
|
|
|
for(auto & target : temp.findPotentialTargets(FAST))
|
|
{
|
|
PossibleSpellcast ps;
|
|
ps.dest = target;
|
|
ps.spell = spell;
|
|
possibleCasts.push_back(ps);
|
|
}
|
|
}
|
|
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
|
|
if(possibleCasts.empty())
|
|
return false;
|
|
|
|
using ValueMap = PossibleSpellcast::ValueMap;
|
|
|
|
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
|
{
|
|
bool firstRound = true;
|
|
bool enemyHadTurn = false;
|
|
size_t ourTurnSpan = 0;
|
|
|
|
bool stop = false;
|
|
|
|
for(auto & round : queue)
|
|
{
|
|
if(!firstRound)
|
|
state->nextRound(0);//todo: set actual value?
|
|
for(auto unit : round)
|
|
{
|
|
if(!vstd::contains(values, unit->unitId()))
|
|
values[unit->unitId()] = 0;
|
|
|
|
if(!unit->alive())
|
|
continue;
|
|
|
|
if(state->battleGetOwner(unit) != playerID)
|
|
{
|
|
enemyHadTurn = true;
|
|
|
|
if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
|
|
{
|
|
//enemy could counter our spell at this point
|
|
//anyway, we do not know what enemy will do
|
|
//just stop evaluation
|
|
stop = true;
|
|
break;
|
|
}
|
|
}
|
|
else if(!enemyHadTurn)
|
|
{
|
|
ourTurnSpan++;
|
|
}
|
|
|
|
state->nextTurn(unit->unitId());
|
|
|
|
PotentialTargets pt(unit, damageCache, state);
|
|
|
|
if(!pt.possibleAttacks.empty())
|
|
{
|
|
AttackPossibility ap = pt.bestAction();
|
|
|
|
auto swb = state->getForUpdate(unit->unitId());
|
|
*swb = *ap.attackerState;
|
|
|
|
if(ap.defenderDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilAttack);
|
|
if(ap.attackerDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
|
|
for(auto affected : ap.affectedUnits)
|
|
{
|
|
swb = state->getForUpdate(affected->unitId());
|
|
*swb = *affected;
|
|
|
|
if(ap.defenderDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
|
|
swb->removeUnitBonus(Bonus::UntilAttack);
|
|
}
|
|
}
|
|
|
|
auto bav = pt.bestActionValue();
|
|
|
|
//best action is from effective owner`s point if view, we need to convert to our point if view
|
|
if(state->battleGetOwner(unit) != playerID)
|
|
bav = -bav;
|
|
values[unit->unitId()] += bav;
|
|
}
|
|
|
|
firstRound = false;
|
|
|
|
if(stop)
|
|
break;
|
|
}
|
|
|
|
if(enemyHadTurnOut)
|
|
*enemyHadTurnOut = enemyHadTurn;
|
|
|
|
return ourTurnSpan >= minTurnSpan;
|
|
};
|
|
|
|
ValueMap valueOfStack;
|
|
ValueMap healthOfStack;
|
|
|
|
TStacks all = cb->battleGetAllStacks(false);
|
|
|
|
size_t ourRemainingTurns = 0;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
|
valueOfStack[unit->unitId()] = 0;
|
|
|
|
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
|
ourRemainingTurns++;
|
|
}
|
|
|
|
LOGFL("I have %d turns left in this round", ourRemainingTurns);
|
|
|
|
const bool castNow = ourRemainingTurns <= 1;
|
|
|
|
if(castNow)
|
|
print("I should try to cast a spell now");
|
|
else
|
|
print("I could wait better moment to cast a spell");
|
|
|
|
auto amount = all.size();
|
|
|
|
std::vector<battle::Units> turnOrder;
|
|
|
|
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
|
|
|
{
|
|
bool enemyHadTurn = false;
|
|
|
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
|
|
|
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
|
|
|
if(!enemyHadTurn)
|
|
{
|
|
auto battleIsFinishedOpt = state->battleIsFinished();
|
|
|
|
if(battleIsFinishedOpt)
|
|
{
|
|
print("No need to cast a spell. Battle will finish soon.");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
CStopWatch timer;
|
|
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
|
|
{
|
|
for(auto i = r.begin(); i != r.end(); i++)
|
|
{
|
|
auto & ps = possibleCasts[i];
|
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
|
|
|
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
|
cast.castEval(state->getServerCallback(), ps.dest);
|
|
|
|
auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
|
|
|
|
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
|
{
|
|
auto original = cb->battleGetUnitByID(u->unitId());
|
|
return !original || u->speed() != original->speed();
|
|
});
|
|
|
|
DamageCache innerCache(&damageCache);
|
|
innerCache.buildDamageCache(state, side);
|
|
|
|
if(needFullEval || !cachedAttack)
|
|
{
|
|
PotentialTargets innerTargets(activeStack, damageCache, state);
|
|
BattleExchangeEvaluator innerEvaluator(state, env);
|
|
|
|
if(!innerTargets.possibleAttacks.empty())
|
|
{
|
|
innerEvaluator.updateReachabilityMap(state);
|
|
|
|
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
|
|
|
|
ps.value = newStackAction.score;
|
|
}
|
|
else
|
|
{
|
|
ps.value = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ps.value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
|
|
}
|
|
|
|
for(auto unit : allUnits)
|
|
{
|
|
auto newHealth = unit->getAvailableHealth();
|
|
auto oldHealth = healthOfStack[unit->unitId()];
|
|
|
|
if(oldHealth != newHealth)
|
|
{
|
|
auto damage = std::abs(oldHealth - newHealth);
|
|
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
|
|
auto dpsReduce = AttackPossibility::calculateDamageReduce(nullptr, originalDefender ? originalDefender : unit, damage, innerCache, state);
|
|
auto ourUnit = unit->unitSide() == side ? 1 : -1;
|
|
auto goodEffect = newHealth > oldHealth ? 1 : -1;
|
|
|
|
ps.value += ourUnit * goodEffect * dpsReduce;
|
|
}
|
|
}
|
|
}
|
|
});
|
|
|
|
LOGFL("Evaluation took %d ms", timer.getDiff());
|
|
|
|
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
|
{
|
|
return ps.value;
|
|
};
|
|
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
|
|
|
if(castToPerform.value > cachedScore)
|
|
{
|
|
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
BattleAction spellcast;
|
|
spellcast.actionType = EActionType::HERO_SPELL;
|
|
spellcast.spell = castToPerform.spell->getId();
|
|
spellcast.setTarget(castToPerform.dest);
|
|
spellcast.side = side;
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
cb->battleMakeSpellAction(spellcast);
|
|
<<<<<<< HEAD
|
|
movesSkippedByDefense = 0;
|
|
return true;
|
|
=======
|
|
activeActionMade = true;
|
|
>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
|
|
}
|
|
else
|
|
{
|
|
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//Below method works only for offensive spells
|
|
void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
|
{
|
|
using ValueMap = PossibleSpellcast::ValueMap;
|
|
|
|
RNGStub rngStub;
|
|
HypotheticBattle state(env.get(), cb);
|
|
TStacks all = cb->battleGetAllStacks(false);
|
|
|
|
ValueMap healthOfStack;
|
|
ValueMap newHealthOfStack;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
|
}
|
|
|
|
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
|
|
cast.castEval(state.getServerCallback(), ps.dest);
|
|
|
|
for(auto unit : all)
|
|
{
|
|
auto unitId = unit->unitId();
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
|
}
|
|
|
|
int64_t totalGain = 0;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
auto unitId = unit->unitId();
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
|
|
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
|
|
|
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
|
healthDiff = -healthDiff;
|
|
|
|
if(healthDiff < 0)
|
|
{
|
|
ps.value = -1;
|
|
return; //do not damage own units at all
|
|
}
|
|
|
|
totalGain += healthDiff;
|
|
}
|
|
|
|
ps.value = totalGain;
|
|
}
|
|
|
|
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
side = Side;
|
|
}
|
|
|
|
void CBattleAI::print(const std::string &text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
|
}
|
|
|
|
void BattleEvaluator::print(const std::string & text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
|
}
|
|
|
|
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
{
|
|
BattleStateInfoForRetreat bs;
|
|
|
|
bs.canFlee = cb->battleCanFlee();
|
|
bs.canSurrender = cb->battleCanSurrender(playerID);
|
|
bs.ourSide = cb->battleGetMySide();
|
|
bs.ourHero = cb->battleGetMyHero();
|
|
bs.enemyHero = nullptr;
|
|
|
|
for(auto stack : cb->battleGetAllStacks(false))
|
|
{
|
|
if(stack->alive())
|
|
{
|
|
if(stack->unitSide() == bs.ourSide)
|
|
bs.ourStacks.push_back(stack);
|
|
else
|
|
{
|
|
bs.enemyStacks.push_back(stack);
|
|
bs.enemyHero = cb->battleGetOwnerHero(stack);
|
|
}
|
|
}
|
|
}
|
|
|
|
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
|
|
|
|
if(!bs.canFlee && !bs.canSurrender)
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
|
|
auto result = cb->makeSurrenderRetreatDecision(bs);
|
|
|
|
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
|
|
{
|
|
return BattleAction::makeRetreat(bs.ourSide);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
|