1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-30 08:57:00 +02:00
vcmi/AI/BattleAI/BattleExchangeVariant.cpp
2023-04-11 19:37:35 +03:00

701 lines
18 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"
AttackerValue::AttackerValue()
{
value = 0;
isRetalitated = false;
}
MoveTarget::MoveTarget()
: positions()
{
score = EvaluationResult::INEFFECTIVE_SCORE;
}
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;
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap attack, %s, dps: %lld, score: %lld",
ap.attack.attacker->getDescription(),
ap.attack.defender->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
ap.damageDealt,
attackValue);
#endif
return attackValue;
}
int64_t BattleExchangeVariant::trackAttack(
std::shared_ptr<StackWithBonuses> attacker,
std::shared_ptr<StackWithBonuses> defender,
bool shooting,
bool isOurAttack,
const 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);
DamageEstimation retaliation;
// FIXME: provide distance info for Jousting bonus
BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
if(shooting)
{
bai.attackerPos.setXY(8, 5);
}
auto attack = cb.battleEstimateDamage(bai, &retaliation);
int64_t attackDamage = (attack.damage.min + attack.damage.max) / 2;
int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
int64_t attackerDamageReduce = 0;
if(!evaluateOnly)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, normal attack, %s, dps: %lld, %lld",
attacker->getDescription(),
defender->getDescription(),
shooting ? "shot" : "mellee",
attackDamage,
defenderDamageReduce);
#endif
if(isOurAttack)
{
dpsScore += defenderDamageReduce;
attackerValue[attacker->unitId()].value += defenderDamageReduce;
}
else
dpsScore -= defenderDamageReduce;
defender->damage(attackDamage);
attacker->afterAttack(shooting, false);
}
if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
{
if(retaliation.damage.max != 0)
{
auto retaliationDamage = (retaliation.damage.min + retaliation.damage.max) / 2;
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
if(!evaluateOnly)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, retaliation, dps: %lld, %lld",
defender->getDescription(),
attacker->getDescription(),
retaliationDamage,
attackerDamageReduce);
#endif
if(isOurAttack)
{
dpsScore -= attackerDamageReduce;
attackerValue[attacker->unitId()].isRetalitated = true;
}
else
{
dpsScore += attackerDamageReduce;
attackerValue[defender->unitId()].value += attackerDamageReduce;
}
attacker->damage(retaliationDamage);
defender->afterAttack(false, true);
}
}
}
auto score = defenderDamageReduce - attackerDamageReduce;
#if BATTLE_TRACE_LEVEL>=1
if(!score)
{
logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
}
#endif
return score;
}
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, targets, hb);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
}
}
if(!activeStack->waited())
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
#endif
hb.getForUpdate(activeStack->unitId())->waiting = true;
hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
updateReachabilityMap(hb);
for(auto & ap : targets.possibleAttacks)
{
int64_t score = calculateExchange(ap, targets, hb);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
result.wait = true;
}
}
}
return result;
}
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
{
MoveTarget result;
BattleExchangeVariant ev;
if(targets.unreachableEnemies.empty())
return result;
auto speed = activeStack->Speed();
if(speed == 0)
return result;
updateReachabilityMap(hb);
auto dists = cb->getReachability(activeStack);
for(const battle::Unit * enemy : targets.unreachableEnemies)
{
std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
{
return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
});
auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
if(distance >= GameConstants::BFIELD_SIZE)
continue;
if(distance <= speed)
continue;
auto turnsToRich = (distance - 1) / speed + 1;
auto hexes = closestStack->getSurroundingHexes();
for(auto hex : hexes)
{
// FIXME: provide distance info for Jousting bonus
auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
auto attack = AttackPossibility::evaluate(bai, hex, hb);
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
auto score = calculateExchange(attack, targets, hb) / turnsToRich;
if(result.score < score)
{
result.score = score;
result.positions = closestStack->getAttackableHexes(activeStack);
}
}
}
return result;
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
{
std::queue<const battle::Unit *> queue;
std::vector<const battle::Unit *> checkedStacks;
queue.push(blockerUnit);
while(!queue.empty())
{
auto stack = queue.front();
queue.pop();
checkedStacks.push_back(stack);
auto hexes = stack->getSurroundingHexes();
for(auto hex : hexes)
{
auto neighbor = cb->battleGetUnitByPos(hex);
if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
{
queue.push(neighbor);
checkedStacks.push_back(neighbor);
}
}
}
return checkedStacks;
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
const AttackPossibility & ap,
PotentialTargets & targets,
HypotheticBattle & hb)
{
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);
auto copy = allReachableUnits;
for(auto unit : copy)
{
for(auto adjacentUnit : getAdjacentUnits(unit))
{
auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
&& !vstd::contains(allReachableUnits, unitWithBonuses))
{
allReachableUnits.push_back(unitWithBonuses);
}
}
}
vstd::removeDuplicates(allReachableUnits);
if(!vstd::contains(allReachableUnits, ap.attack.attacker))
{
allReachableUnits.push_back(ap.attack.attacker);
}
if(allReachableUnits.size() < 2)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
#endif
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,
PotentialTargets & targets,
HypotheticBattle & hb)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
#endif
if(cb->battleGetMySide() == BattlePerspective::LEFT_SIDE
&& cb->battleGetGateState() == EGateState::BLOCKED
&& ap.attack.defender->coversPos(ESiegeHex::GATE_BRIDGE))
{
return EvaluationResult::INEFFECTIVE_SCORE;
}
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, targets, hb);
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;
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())
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace( "Attacker is dead");
#endif
continue;
}
auto targetUnit = ap.attack.defender;
if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
{
auto estimateAttack = [&](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);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
#endif
return score;
};
if(!oppositeQueue.empty())
{
targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
}
else
{
auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
{
if(!u->alive() || u->unitSide() == attacker->unitSide())
return false;
return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
{
return attacker->unitId() == other->unitId();
});
});
if(!reachable.empty())
{
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
}
else
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Battle queue is empty and no reachable enemy.");
#endif
continue;
}
}
}
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, exchangeBattle);
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();
});
}
// avoid blocking path for stronger stack by weaker stack
// the method checks if all stacks can be placed around enemy
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Exchange score: %lld", v.getScore());
#endif
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 notRealizedDamage = 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);
}))
{
notRealizedDamage += attackerValue[unit->unitId()].value;
continue;
}
auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
{
auto score = vstd::contains(reachabilityMap[h], unit)
? reachabilityMap[h].size()
: 0;
if(unit->doubleWide())
{
auto backHex = unit->occupiedHex(h);
if(vstd::contains(hexes, backHex))
score += reachabilityMap[backHex].size();
}
return score;
});
hexes.erase(desiredPosition);
}
if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
{
dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
}
}
void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
{
const int TURN_DEPTH = 2;
turnOrder.clear();
hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
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)
{
if(turnBattle.battleCanShoot(unit))
{
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
{
reachabilityMap[hex].push_back(unit);
}
continue;
}
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);
}
}
}
}
}
// avoid blocking path for stronger stack by weaker stack
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
{
const int BLOCKING_THRESHOLD = 70;
const int BLOCKING_OWN_ATTACK_PENALTY = 100;
const int BLOCKING_OWN_MOVE_PENALTY = 1;
float blockingScore = 0;
auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
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 blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
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 += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
}
}
}
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
#endif
return blockingScore > BLOCKING_THRESHOLD;
}