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vcmi/AI/BattleAI/BattleExchangeVariant.cpp
2022-10-23 11:41:03 +03:00

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