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756 lines
21 KiB
C++
756 lines
21 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 "BattleEvaluator.h"
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#include "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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#include "tbb/parallel_for.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/battle/BattleStateInfoForRetreat.h"
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#include "../../lib/battle/CObstacleInstance.h"
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#include "../../lib/battle/BattleAction.h"
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#include "../../lib/CRandomGenerator.h"
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// TODO: remove
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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// CUnitState should be private and CStack should be removed completely
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#include "../../lib/CStack.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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enum class SpellTypes
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{
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ADVENTURE, BATTLE, OTHER
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};
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SpellTypes spellType(const CSpell * spell)
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{
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if(!spell->isCombat() || spell->isCreatureAbility())
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return SpellTypes::OTHER;
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if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
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return SpellTypes::BATTLE;
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return SpellTypes::OTHER;
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}
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std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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{
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std::vector<BattleHex> result;
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for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
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{
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auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
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if(state != EWallState::DESTROYED)
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continue;
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auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
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auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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result.push_back(moatHex);
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moatHex = moatHex.cloneInDirection(BattleHex::LEFT);
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auto obstaclesSecondRow = cb->getBattle(battleID)->battleGetAllObstaclesOnPos(moatHex, false);
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for(auto obstacle : obstaclesSecondRow)
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{
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if(obstacle->obstacleType == CObstacleInstance::EObstacleType::MOAT)
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{
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result.push_back(moatHex);
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break;
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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::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
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{
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->getBattle(battleID)->getRandomCastedSpell(CRandomGenerator::getDefault(), stack);
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if(stack->canCast() && creatureSpellToCast != SpellID::NONE)
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{
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const CSpell * spell = creatureSpellToCast.toSpell();
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if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
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{
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std::vector<PossibleSpellcast> possibleCasts;
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spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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evaluateCreatureSpellcast(stack, ps);
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possibleCasts.push_back(ps);
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}
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std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
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if(!possibleCasts.empty() && possibleCasts.front().value > 0)
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{
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return possibleCasts.front();
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}
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}
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}
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return std::nullopt;
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}
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BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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{
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("Select stack action");
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#endif
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//evaluate casting spell for spellcasting stack
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std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
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float score = EvaluationResult::INEFFECTIVE_SCORE;
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if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
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{
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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if(!targets->possibleAttacks.empty())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating attack for %s", stack->getDescription());
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#endif
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auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
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auto & bestAttack = evaluationResult.bestAttack;
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cachedAttack = bestAttack;
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cachedScore = evaluationResult.score;
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//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
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if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
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{
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// return because spellcast value is damage dealt and score is dps reduce
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activeActionMade = true;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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if(evaluationResult.score > score)
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{
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score = evaluationResult.score;
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logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%2f -%2f = %2f",
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bestAttack.attackerState->unitType()->getJsonKey(),
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bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
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bestAttack.affectedUnits[0]->getCount(),
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(int)bestAttack.from,
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(int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargeDistance,
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bestAttack.attack.attacker->getMovementRange(0),
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bestAttack.defenderDamageReduce,
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bestAttack.attackerDamageReduce,
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score
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);
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if (moveTarget.scorePerTurn <= score)
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{
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if(evaluationResult.wait)
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{
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return BattleAction::makeWait(stack);
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}
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else if(bestAttack.attack.shooting)
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{
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activeActionMade = true;
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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}
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else
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{
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if(bestAttack.collateralDamageReduce
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&& bestAttack.collateralDamageReduce >= bestAttack.defenderDamageReduce / 2
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&& score < 0)
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{
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return BattleAction::makeDefend(stack);
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}
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else
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{
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activeActionMade = true;
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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}
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}
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}
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}
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}
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//ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
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if(moveTarget.scorePerTurn > score)
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{
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score = moveTarget.score;
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cachedAttack = moveTarget.cachedAttack;
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cachedScore = score;
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if(stack->waited())
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{
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logAi->debug(
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"Moving %s towards hex %s[%d], score: %2f/%2f",
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stack->getDescription(),
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moveTarget.cachedAttack->attack.defender->getDescription(),
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moveTarget.cachedAttack->attack.defender->getPosition().hex,
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moveTarget.score,
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moveTarget.scorePerTurn);
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return goTowardsNearest(stack, moveTarget.positions);
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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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if(score <= EvaluationResult::INEFFECTIVE_SCORE
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&& !stack->hasBonusOfType(BonusType::FLYING)
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&& stack->unitSide() == BattleSide::ATTACKER
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&& cb->getBattle(battleID)->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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{
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auto brokenWallMoat = getBrokenWallMoatHexes();
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if(brokenWallMoat.size())
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{
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activeActionMade = true;
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if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
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return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
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else
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return goTowardsNearest(stack, brokenWallMoat);
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}
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}
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return stack->waited() ? BattleAction::makeDefend(stack) : BattleAction::makeWait(stack);
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}
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
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{
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auto reachability = cb->getBattle(battleID)->getReachability(stack);
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auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
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if(!avHexes.size() || !hexes.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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std::vector<BattleHex> targetHexes = hexes;
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for(int i = 0; i < 5; i++)
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{
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std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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return reachability.distances[h1] < reachability.distances[h2];
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});
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for(auto hex : targetHexes)
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{
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if(vstd::contains(avHexes, hex))
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{
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return BattleAction::makeMove(stack, hex);
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}
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if(stack->coversPos(hex))
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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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}
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if(reachability.distances[targetHexes.front()] <= GameConstants::BFIELD_SIZE)
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{
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break;
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}
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std::vector<BattleHex> copy = targetHexes;
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for(auto hex : copy)
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vstd::concatenate(targetHexes, hex.allNeighbouringTiles());
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vstd::erase_if(targetHexes, [](const BattleHex & hex) {return !hex.isValid();});
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vstd::removeDuplicates(targetHexes);
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}
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BattleHex bestNeighbor = targetHexes.front();
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if(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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scoreEvaluator.updateReachabilityMap(hb);
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if(stack->hasBonusOfType(BonusType::FLYING))
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{
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std::set<BattleHex> obstacleHexes;
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auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
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auto affectedHexes = spellObst.getAffectedTiles();
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obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
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};
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const auto & obstacles = hb->battleGetAllObstacles();
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for (const auto & obst: obstacles) {
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if(obst->triggersEffects())
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{
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auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
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auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
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if(triggerIsNegative)
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insertAffected(*obst, obstacleHexes);
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}
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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 nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
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{
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const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
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const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
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auto distance = BattleHex::getDistance(bestNeighbor, hex);
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if(vstd::contains(obstacleHexes, hex))
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distance += NEGATIVE_OBSTACLE_PENALTY;
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return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
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});
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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 currentDest = bestNeighbor;
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while(true)
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{
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if(!currentDest.isValid())
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{
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return BattleAction::makeDefend(stack);
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}
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if(vstd::contains(avHexes, currentDest)
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&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, 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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bool BattleEvaluator::canCastSpell()
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{
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auto hero = cb->getBattle(battleID)->battleGetMyHero();
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if(!hero)
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return false;
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return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
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}
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bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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{
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auto hero = cb->getBattle(battleID)->battleGetMyHero();
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if(!hero)
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return false;
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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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for (auto const & s : VLC->spellh->objects)
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if (s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero))
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possibleSpells.push_back(s.get());
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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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{
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return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
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});
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LOGFL("I know how %d of them works.", 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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spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
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if(spell->getTargetType() == spells::AimType::LOCATION)
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continue;
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const bool FAST = true;
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for(auto & target : temp.findPotentialTargets(FAST))
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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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 false;
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using ValueMap = PossibleSpellcast::ValueMap;
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auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
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{
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bool firstRound = true;
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bool enemyHadTurn = false;
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size_t ourTurnSpan = 0;
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bool stop = false;
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for(auto & round : queue)
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{
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if(!firstRound)
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state->nextRound();
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for(auto unit : round)
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{
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if(!vstd::contains(values, unit->unitId()))
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values[unit->unitId()] = 0;
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if(!unit->alive())
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continue;
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if(state->battleGetOwner(unit) != playerID)
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{
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enemyHadTurn = true;
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if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
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{
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//enemy could counter our spell at this point
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//anyway, we do not know what enemy will do
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//just stop evaluation
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stop = true;
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break;
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}
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}
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else if(!enemyHadTurn)
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{
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ourTurnSpan++;
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}
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state->nextTurn(unit->unitId());
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PotentialTargets potentialTargets(unit, damageCache, state);
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if(!potentialTargets.possibleAttacks.empty())
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{
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AttackPossibility attackPossibility = potentialTargets.bestAction();
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auto stackWithBonuses = state->getForUpdate(unit->unitId());
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*stackWithBonuses = *attackPossibility.attackerState;
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if(attackPossibility.defenderDamageReduce > 0)
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{
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stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
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stackWithBonuses->removeUnitBonus(Bonus::UntilOwnAttack);
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}
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if(attackPossibility.attackerDamageReduce > 0)
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stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
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for(auto affected : attackPossibility.affectedUnits)
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{
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stackWithBonuses = state->getForUpdate(affected->unitId());
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*stackWithBonuses = *affected;
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if(attackPossibility.defenderDamageReduce > 0)
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stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(attackPossibility.attackerDamageReduce > 0 && attackPossibility.attack.defender->unitId() == affected->unitId())
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stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
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}
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}
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auto bav = potentialTargets.bestActionValue();
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//best action is from effective owner`s point if view, we need to convert to our point if view
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if(state->battleGetOwner(unit) != playerID)
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bav = -bav;
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values[unit->unitId()] += bav;
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}
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firstRound = false;
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if(stop)
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break;
|
|
}
|
|
|
|
if(enemyHadTurnOut)
|
|
*enemyHadTurnOut = enemyHadTurn;
|
|
|
|
return ourTurnSpan >= minTurnSpan;
|
|
};
|
|
|
|
ValueMap valueOfStack;
|
|
ValueMap healthOfStack;
|
|
|
|
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
|
|
|
|
size_t ourRemainingTurns = 0;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
|
valueOfStack[unit->unitId()] = 0;
|
|
|
|
if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
|
ourRemainingTurns++;
|
|
}
|
|
|
|
LOGFL("I have %d turns left in this round", ourRemainingTurns);
|
|
|
|
const bool castNow = ourRemainingTurns <= 1;
|
|
|
|
if(castNow)
|
|
print("I should try to cast a spell now");
|
|
else
|
|
print("I could wait better moment to cast a spell");
|
|
|
|
auto amount = all.size();
|
|
|
|
std::vector<battle::Units> turnOrder;
|
|
|
|
cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
|
|
|
{
|
|
bool enemyHadTurn = false;
|
|
|
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
|
|
|
|
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
|
|
|
if(!enemyHadTurn)
|
|
{
|
|
auto battleIsFinishedOpt = state->battleIsFinished();
|
|
|
|
if(battleIsFinishedOpt)
|
|
{
|
|
print("No need to cast a spell. Battle will finish soon.");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
CStopWatch timer;
|
|
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
tbb::blocked_range<size_t> r(0, possibleCasts.size());
|
|
#else
|
|
tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
|
|
{
|
|
#endif
|
|
for(auto i = r.begin(); i != r.end(); i++)
|
|
{
|
|
auto & ps = possibleCasts[i];
|
|
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
|
|
#endif
|
|
|
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
|
|
|
|
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
|
cast.castEval(state->getServerCallback(), ps.dest);
|
|
|
|
auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
|
|
|
|
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
|
{
|
|
auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
|
|
return !original || u->getMovementRange() != original->getMovementRange();
|
|
});
|
|
|
|
DamageCache safeCopy = damageCache;
|
|
DamageCache innerCache(&safeCopy);
|
|
innerCache.buildDamageCache(state, side);
|
|
|
|
if(needFullEval || !cachedAttack)
|
|
{
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
logAi->trace("Full evaluation is started due to stack speed affected.");
|
|
#endif
|
|
|
|
PotentialTargets innerTargets(activeStack, innerCache, state);
|
|
BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio);
|
|
|
|
if(!innerTargets.possibleAttacks.empty())
|
|
{
|
|
innerEvaluator.updateReachabilityMap(state);
|
|
|
|
auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
|
|
|
|
ps.value = newStackAction.score;
|
|
}
|
|
else
|
|
{
|
|
ps.value = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ps.value = scoreEvaluator.evaluateExchange(*cachedAttack, 0, *targets, innerCache, state);
|
|
}
|
|
|
|
for(const auto & unit : allUnits)
|
|
{
|
|
if (!unit->isValidTarget())
|
|
continue;
|
|
|
|
auto newHealth = unit->getAvailableHealth();
|
|
auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0); // old health value may not exist for newly summoned units
|
|
|
|
if(oldHealth != newHealth)
|
|
{
|
|
auto damage = std::abs(oldHealth - newHealth);
|
|
auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
|
|
|
|
auto dpsReduce = AttackPossibility::calculateDamageReduce(
|
|
nullptr,
|
|
originalDefender && originalDefender->alive() ? originalDefender : unit,
|
|
damage,
|
|
innerCache,
|
|
state);
|
|
|
|
auto ourUnit = unit->unitSide() == side ? 1 : -1;
|
|
auto goodEffect = newHealth > oldHealth ? 1 : -1;
|
|
|
|
if(ourUnit * goodEffect == 1)
|
|
{
|
|
if(ourUnit && goodEffect && (unit->isClone() || unit->isGhost()))
|
|
continue;
|
|
|
|
ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
|
|
}
|
|
else
|
|
ps.value -= dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
|
|
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
logAi->trace(
|
|
"Spell affects %s (%d), dps: %2f",
|
|
unit->creatureId().toCreature()->getNameSingularTranslated(),
|
|
unit->getCount(),
|
|
dpsReduce);
|
|
#endif
|
|
}
|
|
}
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
logAi->trace("Total score: %2f", ps.value);
|
|
#endif
|
|
}
|
|
#if BATTLE_TRACE_LEVEL == 0
|
|
});
|
|
#endif
|
|
|
|
LOGFL("Evaluation took %d ms", timer.getDiff());
|
|
|
|
auto pscValue = [](const PossibleSpellcast &ps) -> float
|
|
{
|
|
return ps.value;
|
|
};
|
|
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
|
|
|
if(castToPerform.value > cachedScore)
|
|
{
|
|
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
BattleAction spellcast;
|
|
spellcast.actionType = EActionType::HERO_SPELL;
|
|
spellcast.spell = castToPerform.spell->id;
|
|
spellcast.setTarget(castToPerform.dest);
|
|
spellcast.side = side;
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
cb->battleMakeSpellAction(battleID, spellcast);
|
|
activeActionMade = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
|
|
return false;
|
|
}
|
|
|
|
//Below method works only for offensive spells
|
|
void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
|
{
|
|
using ValueMap = PossibleSpellcast::ValueMap;
|
|
|
|
RNGStub rngStub;
|
|
HypotheticBattle state(env.get(), cb->getBattle(battleID));
|
|
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
|
|
|
|
ValueMap healthOfStack;
|
|
ValueMap newHealthOfStack;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
|
}
|
|
|
|
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
|
|
cast.castEval(state.getServerCallback(), ps.dest);
|
|
|
|
for(auto unit : all)
|
|
{
|
|
auto unitId = unit->unitId();
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
|
}
|
|
|
|
int64_t totalGain = 0;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
auto unitId = unit->unitId();
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
|
|
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
|
|
|
if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
|
|
healthDiff = -healthDiff;
|
|
|
|
if(healthDiff < 0)
|
|
{
|
|
ps.value = -1;
|
|
return; //do not damage own units at all
|
|
}
|
|
|
|
totalGain += healthDiff;
|
|
}
|
|
|
|
ps.value = totalGain;
|
|
}
|
|
|
|
void BattleEvaluator::print(const std::string & text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
|
|
}
|