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505 lines
13 KiB
C++
505 lines
13 KiB
C++
/*
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* BattleAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleExchangeVariant.h"
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#include "../../lib/CStack.h"
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int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
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{
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auto affectedUnits = ap.affectedUnits;
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affectedUnits.push_back(ap.attackerState);
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for(auto affectedUnit : affectedUnits)
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{
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auto unitToUpdate = state->getForUpdate(affectedUnit->unitId());
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unitToUpdate->health = affectedUnit->health;
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unitToUpdate->shots = affectedUnit->shots;
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unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
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unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
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}
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auto attackValue = ap.attackValue();
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dpsScore += attackValue;
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logAi->trace(
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"%s -> %s, ap attack, %s, dps: %d, score: %d",
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ap.attack.attacker->getDescription(),
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ap.attack.defender->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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ap.damageDealt,
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attackValue);
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return attackValue;
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}
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int64_t BattleExchangeVariant::trackAttack(
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std::shared_ptr<StackWithBonuses> attacker,
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std::shared_ptr<StackWithBonuses> defender,
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bool shooting,
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bool isOurAttack,
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std::shared_ptr<CBattleInfoCallback> cb,
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bool evaluateOnly)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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TDmgRange retalitation;
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BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
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auto attack = cb->battleEstimateDamage(bai, &retalitation);
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int64_t attackDamage = (attack.first + attack.second) / 2;
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int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t attackerDpsReduce = 0;
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if(!evaluateOnly)
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{
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logAi->trace(
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"%s -> %s, normal attack, %s, dps: %d, %d",
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attacker->getDescription(),
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defender->getDescription(),
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shooting ? "shot" : "mellee",
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attackDamage,
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defenderDpsReduce);
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if(isOurAttack)
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{
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dpsScore += defenderDpsReduce;
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attackerValue[attacker->unitId()].value += defenderDpsReduce;
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}
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else
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dpsScore -= defenderDpsReduce;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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}
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if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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if(retalitation.second != 0)
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{
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auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
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attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
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if(!evaluateOnly)
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{
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logAi->trace(
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"%s -> %s, retalitation, dps: %d, %d",
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defender->getDescription(),
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attacker->getDescription(),
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retalitationDamage,
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attackerDpsReduce);
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if(isOurAttack)
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{
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dpsScore -= attackerDpsReduce;
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attackerValue[attacker->unitId()].isRetalitated = true;
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}
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else
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{
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dpsScore += attackerDpsReduce;
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attackerValue[defender->unitId()].value += attackerDpsReduce;
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}
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attacker->damage(retalitationDamage);
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defender->afterAttack(false, true);
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}
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}
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}
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auto score = defenderDpsReduce - attackerDpsReduce;
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if(!score)
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{
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logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
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}
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return score;
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}
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int64_t BattleExchangeVariant::calculateDpsReduce(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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uint64_t damageDealt,
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std::shared_ptr<CBattleInfoCallback> cb) const
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{
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vstd::amin(damageDealt, defender->getAvailableHealth());
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auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
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auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
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auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
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return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
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+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
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};
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EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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EvaluationResult result(targets.bestAction());
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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}
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}
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if(!activeStack->waited())
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{
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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hb.getForUpdate(activeStack->unitId())->waiting = true;
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hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = true;
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}
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}
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}
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return result;
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap)
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{
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auto hexes = ap.attack.defender->getHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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std::vector<const battle::Unit *> exchangeUnits;
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std::vector<const battle::Unit *> allReachableUnits;
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
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}
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vstd::removeDuplicates(allReachableUnits);
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if(allReachableUnits.size() < 2)
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{
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logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
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return exchangeUnits;
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}
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for(int turn = 0; turn < turnOrder.size(); turn++)
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{
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for(auto unit : turnOrder[turn])
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{
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if(vstd::contains(allReachableUnits, unit))
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exchangeUnits.push_back(unit);
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}
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}
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return exchangeUnits;
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}
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int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
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{
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logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
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std::vector<const battle::Unit *> ourStacks;
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std::vector<const battle::Unit *> enemyStacks;
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enemyStacks.push_back(ap.attack.defender);
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std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap);
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if(exchangeUnits.empty())
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{
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return 0;
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}
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HypotheticBattle exchangeBattle(env.get(), cb);
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BattleExchangeVariant v;
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auto melleeAttackers = ourStacks;
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vstd::removeDuplicates(melleeAttackers);
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vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
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{
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return !cb->battleCanShoot(u);
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});
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for(auto unit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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auto & oppositeQueue = isOur ? enemyStacks : ourStacks;
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if(!vstd::contains(attackerQueue, unit))
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{
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attackerQueue.push_back(unit);
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}
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}
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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
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if(!attacker->alive() || oppositeQueue.empty())
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{
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logAi->trace(
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"Attacker [%s] dead(%d) or opposite queue empty(%d)",
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attacker->getDescription(),
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attacker->alive() ? 0 : 1,
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oppositeQueue.size());
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continue;
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}
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auto targetUnit = ap.attack.defender;
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if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
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{
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targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t
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{
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auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
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auto score = v.trackAttack(
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attacker,
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stackWithBonuses,
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exchangeBattle.battleCanShoot(stackWithBonuses.get()),
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isOur,
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cb,
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true);
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logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
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return score;
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});
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}
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auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
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auto shooting = cb->battleCanShoot(attacker.get());
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const int totalAttacks = attacker->getTotalAttacks(shooting);
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if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
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{
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v.trackAttack(ap, &exchangeBattle);
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}
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else
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{
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for(int i = 0; i < totalAttacks; i++)
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{
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v.trackAttack(attacker, defender, shooting, isOur, cb);
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if(!attacker->alive() || !defender->alive())
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break;
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}
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}
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canUseAp = false;
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vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle.getForUpdate(u->unitId())->alive();
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});
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vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle.getForUpdate(u->unitId())->alive();
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});
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}
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v.adjustPositions(melleeAttackers, ap, reachabilityMap);
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logAi->trace("Exchange score: %ld", v.getScore());
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return v.getScore();
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}
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void BattleExchangeVariant::adjustPositions(
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std::vector<const battle::Unit*> attackers,
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const AttackPossibility & ap,
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std::map<BattleHex, battle::Units> & reachabilityMap)
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{
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auto hexes = ap.attack.defender->getSurroundingHexes();
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boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
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{
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if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
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return true;
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if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
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return false;
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return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
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});
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if(!ap.attack.shooting)
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{
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vstd::erase_if_present(hexes, ap.from);
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vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
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}
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int64_t notRealizedDps = 0;
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for(auto unit : attackers)
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{
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if(unit->unitId() == ap.attack.attacker->unitId())
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continue;
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if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
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{
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return vstd::contains(reachabilityMap[h], unit);
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}))
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{
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notRealizedDps += attackerValue[unit->unitId()].value;
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continue;
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}
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auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
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{
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auto score = vstd::contains(reachabilityMap[h], unit)
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? reachabilityMap[h].size()
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: 1000;
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if(unit->doubleWide())
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{
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auto backHex = unit->occupiedHex(h);
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if(vstd::contains(hexes, backHex))
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score += reachabilityMap[backHex].size();
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}
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return score;
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});
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hexes.erase(desiredPosition);
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}
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if(notRealizedDps > ap.attackValue() && notRealizedDps > attackerValue[ap.attack.attacker->unitId()].value)
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{
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dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
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}
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}
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void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
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{
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turnOrder.clear();
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hb.battleGetTurnOrder(turnOrder, 1000, 2);
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reachabilityMap.clear();
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for(int turn = 0; turn < turnOrder.size(); turn++)
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{
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auto & turnQueue = turnOrder[turn];
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HypotheticBattle turnBattle(env.get(), cb);
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for(const battle::Unit * unit : turnQueue)
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{
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auto unitReachability = turnBattle.getReachability(unit);
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
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if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
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{
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
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if(reachable) break;
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}
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}
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}
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if(reachable)
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{
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reachabilityMap[hex].push_back(unit);
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}
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}
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}
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}
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}
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bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
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{
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int blockingScore = 0;
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for(int turn = 0; turn < turnOrder.size(); turn++)
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{
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auto & turnQueue = turnOrder[turn];
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HypotheticBattle turnBattle(env.get(), cb);
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auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
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unitToUpdate->setPosition(position);
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for(const battle::Unit * unit : turnQueue)
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{
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if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
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continue;
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auto unitReachability = turnBattle.getReachability(unit);
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for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
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{
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bool enemyUnit = false;
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bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
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if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
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{
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const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
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if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
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{
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enemyUnit = true;
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for(BattleHex neighbor : hex.neighbouringTiles())
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{
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reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
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if(reachable) break;
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}
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}
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}
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if(!reachable && vstd::contains(reachabilityMap[hex], unit))
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{
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blockingScore += enemyUnit ? 100 : 1;
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}
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}
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}
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}
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logAi->trace("Position %d, blocking score %d", position.hex, blockingScore);
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return blockingScore > 50;
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}
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