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403 lines
12 KiB
C++
403 lines
12 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 "BattleAI.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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#include "../../lib/spells/CSpellHandler.h"
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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CBattleAI::CBattleAI(void)
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: side(-1), wasWaitingForRealize(false), wasUnlockingGs(false)
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{
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}
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CBattleAI::~CBattleAI(void)
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{
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if(cb)
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{
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//Restore previous state of CB - it may be shared with the main AI (like VCAI)
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cb->waitTillRealize = wasWaitingForRealize;
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cb->unlockGsWhenWaiting = wasUnlockingGs;
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}
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}
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void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
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{
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setCbc(CB);
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cb = CB;
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playerID = *CB->getPlayerID();; //TODO should be sth in callback
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wasWaitingForRealize = cb->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = true;
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CB->unlockGsWhenWaiting = false;
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}
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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try
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{
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if(stack->type->idNumber == CreatureID::CATAPULT)
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return useCatapult(stack);
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
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{
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auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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std::map<int, const CStack*> woundHpToStack;
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for(auto stack : healingTargets)
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if(auto woundHp = stack->MaxHealth() - stack->firstHPleft)
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woundHpToStack[woundHp] = stack;
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if(woundHpToStack.empty())
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return BattleAction::makeDefend(stack);
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else
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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attemptCastingSpell();
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if(auto ret = getCbc()->battleIsFinished())
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{
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//spellcast may finish battle
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//send special preudo-action
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BattleAction cancel;
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cancel.actionType = Battle::CANCEL;
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return cancel;
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}
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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PotentialTargets targets(stack);
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if(targets.possibleAttacks.size())
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{
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auto hlp = targets.bestAction();
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if(hlp.attack.shooting)
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return BattleAction::makeShotAttack(stack, hlp.enemy);
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else
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return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
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}
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else
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{
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if(stack->waited())
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{
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//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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auto dists = getCbc()->battleGetDistances(stack);
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const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
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if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
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{
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return goTowards(stack, ei.s->position);
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}
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}
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else
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{
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return BattleAction::makeWait(stack);
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}
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}
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}
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catch(std::exception &e)
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{
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logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
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}
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return BattleAction::makeDefend(stack);
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}
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BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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{
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assert(destination.isValid());
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auto avHexes = cb->battleGetAvailableHexes(stack, false);
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auto reachability = cb->getReachability(stack);
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if(vstd::contains(avHexes, destination))
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return BattleAction::makeMove(stack, destination);
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auto destNeighbours = destination.neighbouringTiles();
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if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
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if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
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{
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return BattleAction::makeDefend(stack);
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}
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if(stack->hasBonusOfType(Bonus::FLYING))
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{
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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// We just check all available hexes and pick the one closest to the target.
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auto distToDestNeighbour = [&](BattleHex hex) -> int
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{
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auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
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{return BattleHex::getDistance(a, hex);});
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return BattleHex::getDistance(*nearestNeighbourToHex, hex);
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};
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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}
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else
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{
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BattleHex bestNeighbor = destination;
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if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
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{
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return BattleAction::makeDefend(stack);
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}
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BattleHex currentDest = bestNeighbor;
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while(1)
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{
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assert(currentDest.isValid());
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if(vstd::contains(avHexes, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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currentDest = reachability.predecessors[currentDest];
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}
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}
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}
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BattleAction CBattleAI::useCatapult(const CStack * stack)
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{
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throw std::runtime_error("The method or operation is not implemented.");
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}
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enum SpellTypes
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{
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OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
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};
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SpellTypes spellType(const CSpell *spell)
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{
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if (spell->isOffensiveSpell())
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return OFFENSIVE_SPELL;
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if (spell->hasEffects())
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return TIMED_EFFECT;
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return OTHER;
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}
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void CBattleAI::attemptCastingSpell()
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{
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auto hero = cb->battleGetMyHero();
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if(!hero)
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return;
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if(cb->battleCanCastSpell(hero, ECastingMode::HERO_CASTING) != ESpellCastProblem::OK)
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return;
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LOGL("Casting spells sounds like fun. Let's see...");
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//Get all spells we can cast
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std::vector<const CSpell*> possibleSpells;
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vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this, hero] (const CSpell *s) -> bool
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{
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auto problem = getCbc()->battleCanCastThisSpell(hero, s, ECastingMode::HERO_CASTING);
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return problem == ESpellCastProblem::OK;
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});
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LOGFL("I can cast %d spells.", possibleSpells.size());
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vstd::erase_if(possibleSpells, [](const CSpell *s)
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{return spellType(s) == OTHER; });
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LOGFL("I know about workings of %d of them.", possibleSpells.size());
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//Get possible spell-target pairs
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std::vector<PossibleSpellcast> possibleCasts;
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for(auto spell : possibleSpells)
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{
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for(auto hex : getTargetsToConsider(spell, hero))
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{
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PossibleSpellcast ps = {spell, hex, 0};
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possibleCasts.push_back(ps);
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}
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}
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LOGFL("Found %d spell-target combinations.", possibleCasts.size());
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if(possibleCasts.empty())
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return;
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std::map<const CStack*, int> valueOfStack;
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for(auto stack : cb->battleGetStacks())
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{
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PotentialTargets pt(stack);
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valueOfStack[stack] = pt.bestActionValue();
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}
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auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
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{
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const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
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const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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switch(spellType(ps.spell))
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{
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case OFFENSIVE_SPELL:
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{
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int damageDealt = 0, damageReceived = 0;
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auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
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if(stacksSuffering.empty())
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return -1;
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for(auto stack : stacksSuffering)
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{
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const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
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if(stack->owner == playerID)
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damageReceived += dmg;
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else
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damageDealt += dmg;
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}
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const int damageDiff = damageDealt - damageReceived * 10;
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LOGFL("Casting %s on hex %d would deal { %d %d } damage points among %d stacks.",
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ps.spell->name % ps.dest % damageDealt % damageReceived % stacksSuffering.size());
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//TODO tactic effect too
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return damageDiff;
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}
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case TIMED_EFFECT:
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{
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auto stacksAffected = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
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if(stacksAffected.empty())
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return -1;
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int totalGain = 0;
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for(const CStack * sta : stacksAffected)
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{
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StackWithBonuses swb;
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swb.stack = sta;
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Bonus pseudoBonus;
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pseudoBonus.sid = ps.spell->id;
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pseudoBonus.val = skillLevel;
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pseudoBonus.turnsRemain = 1; //TODO
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CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
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HypotheticChangesToBattleState state;
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state.bonusesOfStacks[swb.stack] = &swb;
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PotentialTargets pt(swb.stack, state);
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auto newValue = pt.bestActionValue();
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auto oldValue = valueOfStack[swb.stack];
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auto gain = newValue - oldValue;
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if(swb.stack->owner != playerID) //enemy
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gain = -gain;
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LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
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ps.spell->name % sta->nodeName() % (gain) % (oldValue) % (newValue));
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totalGain += gain;
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}
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LOGFL("Total gain of cast %s at hex %d is %d", ps.spell->name % (ps.dest.hex) % (totalGain));
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return totalGain;
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}
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default:
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assert(0);
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return 0;
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}
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};
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for(PossibleSpellcast & psc : possibleCasts)
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psc.value = evaluateSpellcast(psc);
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auto pscValue = [] (const PossibleSpellcast &ps) -> int
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{
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return ps.value;
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};
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auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
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LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
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BattleAction spellcast;
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spellcast.actionType = Battle::HERO_SPELL;
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spellcast.additionalInfo = castToPerform.spell->id;
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spellcast.destinationTile = castToPerform.dest;
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spellcast.side = side;
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spellcast.stackNumber = (!side) ? -1 : -2;
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cb->battleMakeAction(&spellcast);
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}
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std::vector<BattleHex> CBattleAI::getTargetsToConsider(const CSpell * spell, const ISpellCaster * caster) const
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{
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const CSpell::TargetInfo targetInfo(spell, caster->getSpellSchoolLevel(spell));
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std::vector<BattleHex> ret;
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if(targetInfo.massive || targetInfo.type == CSpell::NO_TARGET)
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{
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ret.push_back(BattleHex());
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}
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else
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{
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switch(targetInfo.type)
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{
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case CSpell::CREATURE:
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{
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for(const CStack * stack : getCbc()->battleAliveStacks())
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{
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bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
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bool casterStack = stack->owner == caster->getOwner();
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if(!immune)
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switch (spell->positiveness)
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{
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case CSpell::POSITIVE:
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if(casterStack || targetInfo.smart)
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ret.push_back(stack->position);
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break;
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case CSpell::NEUTRAL:
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ret.push_back(stack->position);
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break;
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case CSpell::NEGATIVE:
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if(!casterStack || targetInfo.smart)
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ret.push_back(stack->position);
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break;
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}
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}
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}
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break;
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case CSpell::LOCATION:
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{
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for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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if(BattleHex(i).isAvailable())
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ret.push_back(i);
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}
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break;
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default:
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break;
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}
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}
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return ret;
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}
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int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
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{
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int ret = 1000000;
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for(BattleHex n : hex.neighbouringTiles())
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{
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if(dists[n] >= 0 && dists[n] < ret)
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{
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ret = dists[n];
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if(chosenHex)
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*chosenHex = n;
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}
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}
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return ret;
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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{
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print("battleStart called");
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side = Side;
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}
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bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
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{
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return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
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}
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void CBattleAI::print(const std::string &text) const
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{
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logAi->trace("CBattleAI [%p]: %s", this, text);
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}
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boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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{
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if(cb->battleCanSurrender(playerID))
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{
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}
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if(cb->battleCanFlee())
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{
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}
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return boost::none;
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}
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