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194 lines
4.9 KiB
C++
194 lines
4.9 KiB
C++
/*
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* BattleExchangeVariant.h, 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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#pragma once
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#include "../../lib/AI_Base.h"
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#include "../../lib/battle/ReachabilityInfo.h"
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#include "PotentialTargets.h"
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#include "StackWithBonuses.h"
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struct BattleScore
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{
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float ourDamageReduce;
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float enemyDamageReduce;
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BattleScore(float enemyDamageReduce, float ourDamageReduce)
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:enemyDamageReduce(enemyDamageReduce), ourDamageReduce(ourDamageReduce)
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{
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}
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BattleScore() : BattleScore(0, 0) {}
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float value()
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{
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return enemyDamageReduce - ourDamageReduce;
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}
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BattleScore operator+(BattleScore & other)
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{
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BattleScore result = *this;
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result.ourDamageReduce += other.ourDamageReduce;
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result.enemyDamageReduce += other.enemyDamageReduce;
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return result;
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}
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};
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struct AttackerValue
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{
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float value;
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bool isRetaliated;
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BattleHex position;
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AttackerValue();
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};
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struct MoveTarget
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{
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float score;
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std::vector<BattleHex> positions;
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std::optional<AttackPossibility> cachedAttack;
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uint8_t turnsToRich;
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MoveTarget();
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};
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struct EvaluationResult
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{
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static const int64_t INEFFECTIVE_SCORE = -100000000;
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AttackPossibility bestAttack;
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MoveTarget bestMove;
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bool wait;
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float score;
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bool defend;
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EvaluationResult(const AttackPossibility & ap)
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:wait(false), score(INEFFECTIVE_SCORE), bestAttack(ap), defend(false)
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{
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}
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};
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/// <summary>
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/// The class represents evaluation of attack value
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/// of exchanges between all stacks which can access particular hex
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/// starting from initial attack represented by AttackPossibility and further according turn order.
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/// Negative score value means we get more demage than deal
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/// </summary>
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class BattleExchangeVariant
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{
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public:
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BattleExchangeVariant()
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: dpsScore() {}
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float trackAttack(
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const AttackPossibility & ap,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache);
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float 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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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb,
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bool evaluateOnly = false);
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const BattleScore & getScore() const { return dpsScore; }
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private:
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BattleScore dpsScore;
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std::map<uint32_t, AttackerValue> attackerValue;
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};
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struct ReachabilityData
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{
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std::map<int, std::vector<const battle::Unit *>> units;
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// shooters which are within mellee attack and mellee units
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std::vector<const battle::Unit *> melleeAccessible;
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// far shooters
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std::vector<const battle::Unit *> shooters;
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std::set<uint32_t> enemyUnitsReachingAttacker;
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};
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class BattleExchangeEvaluator
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{
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private:
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std::shared_ptr<CBattleInfoCallback> cb;
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std::shared_ptr<Environment> env;
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std::map<uint32_t, ReachabilityInfo> reachabilityCache;
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std::map<BattleHex, std::vector<const battle::Unit *>> reachabilityMap;
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std::vector<battle::Units> turnOrder;
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float negativeEffectMultiplier;
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int simulationTurnsCount;
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float scoreValue(const BattleScore & score) const;
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BattleScore calculateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb,
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std::vector<const battle::Unit *> additionalUnits = {}) const;
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bool canBeHitThisTurn(const AttackPossibility & ap);
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public:
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BattleExchangeEvaluator(
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std::shared_ptr<CBattleInfoCallback> cb,
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std::shared_ptr<Environment> env,
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float strengthRatio,
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int simulationTurnsCount): cb(cb), env(env), simulationTurnsCount(simulationTurnsCount){
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negativeEffectMultiplier = strengthRatio >= 1 ? 1 : strengthRatio * strengthRatio;
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}
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EvaluationResult findBestTarget(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb);
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float evaluateExchange(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb) const;
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std::vector<const battle::Unit *> getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const;
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void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
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ReachabilityData getExchangeUnits(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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std::shared_ptr<HypotheticBattle> hb,
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std::vector<const battle::Unit *> additionalUnits = {}) const;
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bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
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MoveTarget findMoveTowardsUnreachable(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb);
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std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit) const;
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float getPositiveEffectMultiplier() const { return 1; }
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float getNegativeEffectMultiplier() const { return negativeEffectMultiplier; }
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};
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