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b472c89276
There is a getters for this properties already available
847 lines
23 KiB
C++
847 lines
23 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 "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.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/CStack.h" // 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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#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> CBattleAI::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->battleGetWallState(wallPart);
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if(state != EWallState::DESTROYED)
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continue;
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auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
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auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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result.push_back(moatHex);
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}
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return result;
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}
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CBattleAI::CBattleAI()
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: side(-1),
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wasWaitingForRealize(false),
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wasUnlockingGs(false)
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{
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}
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CBattleAI::~CBattleAI()
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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::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
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{
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setCbc(CB);
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env = ENV;
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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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movesSkippedByDefense = 0;
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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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BattleAction result = BattleAction::makeDefend(stack);
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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->creatureId() == 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->getFirstHPleft())
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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(cb->battleIsFinished() || !stack->alive())
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{
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//spellcast may finish battle or kill active stack
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//send special preudo-action
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BattleAction cancel;
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cancel.actionType = EActionType::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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//best action is from effective owner point if view, we are effective owner as we received "activeStack"
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//evaluate casting spell for spellcasting stack
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std::optional<PossibleSpellcast> bestSpellcast(std::nullopt);
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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if(stack->hasBonusOfType(Bonus::SPELLCASTER) && 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(getCbc().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(getCbc().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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bestSpellcast = std::optional<PossibleSpellcast>(possibleCasts.front());
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}
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}
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}
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HypotheticBattle hb(env.get(), cb);
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PotentialTargets targets(stack, hb);
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BattleExchangeEvaluator scoreEvaluator(cb, env);
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auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
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int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
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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, hb);
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auto & bestAttack = evaluationResult.bestAttack;
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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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movesSkippedByDefense = 0;
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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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std::string action;
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if(evaluationResult.wait)
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{
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result = BattleAction::makeWait(stack);
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action = "wait";
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}
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else if(bestAttack.attack.shooting)
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{
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result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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action = "shot";
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movesSkippedByDefense = 0;
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}
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else
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{
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result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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action = "melee";
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movesSkippedByDefense = 0;
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}
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logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
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bestAttack.attackerState->unitType()->getJsonKey(),
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bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
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(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
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bestAttack.attack.chargeDistance, bestAttack.attack.attacker->Speed(0, true),
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bestAttack.defenderDamageReduce, bestAttack.attackerDamageReduce, bestAttack.attackValue()
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);
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}
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}
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else if(bestSpellcast.has_value())
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{
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movesSkippedByDefense = 0;
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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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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if(moveTarget.score > score)
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{
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score = moveTarget.score;
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if(stack->waited())
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{
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result = goTowardsNearest(stack, moveTarget.positions);
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}
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else
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{
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result = 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(Bonus::FLYING)
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&& stack->unitSide() == BattleSide::ATTACKER
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&& cb->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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movesSkippedByDefense = 0;
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if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
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result = BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
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else
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result = goTowardsNearest(stack, brokenWallMoat);
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}
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}
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}
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catch(boost::thread_interrupted &)
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{
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throw;
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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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if(result.actionType == EActionType::DEFEND)
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{
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movesSkippedByDefense++;
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}
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else if(result.actionType != EActionType::WAIT)
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{
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movesSkippedByDefense = 0;
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}
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return result;
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}
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BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->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::sort(hexes.begin(), hexes.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 : hexes)
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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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BattleHex bestNeighbor = hexes.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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BattleExchangeEvaluator scoreEvaluator(cb, env);
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HypotheticBattle hb(env.get(), cb);
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scoreEvaluator.updateReachabilityMap(hb);
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if(stack->hasBonusOfType(Bonus::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(1)
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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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BattleAction CBattleAI::useCatapult(const CStack * stack)
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{
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BattleAction attack;
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BattleHex targetHex = BattleHex::INVALID;
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if(cb->battleGetGateState() == EGateState::CLOSED)
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{
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targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
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}
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else
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{
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EWallPart wallParts[] = {
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EWallPart::KEEP,
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EWallPart::BOTTOM_TOWER,
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EWallPart::UPPER_TOWER,
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EWallPart::BELOW_GATE,
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EWallPart::OVER_GATE,
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EWallPart::BOTTOM_WALL,
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EWallPart::UPPER_WALL
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};
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for(auto wallPart : wallParts)
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{
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auto wallState = cb->battleGetWallState(wallPart);
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if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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{
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targetHex = cb->wallPartToBattleHex(wallPart);
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break;
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}
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}
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}
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if(!targetHex.isValid())
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{
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return BattleAction::makeDefend(stack);
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}
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attack.aimToHex(targetHex);
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attack.actionType = EActionType::CATAPULT;
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attack.side = side;
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attack.stackNumber = stack->unitId();
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movesSkippedByDefense = 0;
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return attack;
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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, spells::Mode::HERO) != 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), [hero, this](const CSpell *s) -> bool
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{
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return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
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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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{
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return spellType(s) != SpellTypes::BATTLE;
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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.get(), hero, spells::Mode::HERO, 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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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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using ValueMap = PossibleSpellcast::ValueMap;
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auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, 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(0);//todo: set actual value?
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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
|
|
//anyway, we do not know what enemy will do
|
|
//just stop evaluation
|
|
stop = true;
|
|
break;
|
|
}
|
|
}
|
|
else if(!enemyHadTurn)
|
|
{
|
|
ourTurnSpan++;
|
|
}
|
|
|
|
state.nextTurn(unit->unitId());
|
|
|
|
PotentialTargets pt(unit, state);
|
|
|
|
if(!pt.possibleAttacks.empty())
|
|
{
|
|
AttackPossibility ap = pt.bestAction();
|
|
|
|
auto swb = state.getForUpdate(unit->unitId());
|
|
*swb = *ap.attackerState;
|
|
|
|
if(ap.defenderDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilAttack);
|
|
if(ap.attackerDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
|
|
for(auto affected : ap.affectedUnits)
|
|
{
|
|
swb = state.getForUpdate(affected->unitId());
|
|
*swb = *affected;
|
|
|
|
if(ap.defenderDamageReduce > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
|
|
swb->removeUnitBonus(Bonus::UntilAttack);
|
|
}
|
|
}
|
|
|
|
auto bav = pt.bestActionValue();
|
|
|
|
//best action is from effective owner`s point if view, we need to convert to our point if view
|
|
if(state.battleGetOwner(unit) != playerID)
|
|
bav = -bav;
|
|
values[unit->unitId()] += bav;
|
|
}
|
|
|
|
firstRound = false;
|
|
|
|
if(stop)
|
|
break;
|
|
}
|
|
|
|
if(enemyHadTurnOut)
|
|
*enemyHadTurnOut = enemyHadTurn;
|
|
|
|
return ourTurnSpan >= minTurnSpan;
|
|
};
|
|
|
|
ValueMap valueOfStack;
|
|
ValueMap healthOfStack;
|
|
|
|
TStacks all = cb->battleGetAllStacks(false);
|
|
|
|
size_t ourRemainingTurns = 0;
|
|
|
|
for(auto unit : all)
|
|
{
|
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
|
valueOfStack[unit->unitId()] = 0;
|
|
|
|
if(cb->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->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
|
|
|
{
|
|
bool enemyHadTurn = false;
|
|
|
|
HypotheticBattle state(env.get(), cb);
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct ScriptsCache
|
|
{
|
|
//todo: re-implement scripts context cache
|
|
};
|
|
|
|
auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
|
|
{
|
|
HypotheticBattle state(env.get(), cb);
|
|
|
|
spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
|
|
cast.castEval(state.getServerCallback(), ps->dest);
|
|
ValueMap newHealthOfStack;
|
|
ValueMap newValueOfStack;
|
|
|
|
size_t ourUnits = 0;
|
|
|
|
std::set<uint32_t> unitIds;
|
|
|
|
state.battleGetUnitsIf([&](const battle::Unit * u)->bool
|
|
{
|
|
if(!u->isGhost() && !u->isTurret())
|
|
unitIds.insert(u->unitId());
|
|
|
|
return false;
|
|
});
|
|
|
|
for(auto unitId : unitIds)
|
|
{
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
|
|
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
|
newValueOfStack[unitId] = 0;
|
|
|
|
if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
|
|
ourUnits++;
|
|
}
|
|
|
|
size_t minTurnSpan = ourUnits/3; //todo: tweak this
|
|
|
|
std::vector<battle::Units> newTurnOrder;
|
|
|
|
state.battleGetTurnOrder(newTurnOrder, amount, 2);
|
|
|
|
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
|
|
|
|
if(turnSpanOK || castNow)
|
|
{
|
|
int64_t totalGain = 0;
|
|
|
|
for(auto unitId : unitIds)
|
|
{
|
|
auto localUnit = state.battleGetUnitByID(unitId);
|
|
|
|
auto newValue = getValOr(newValueOfStack, unitId, 0);
|
|
auto oldValue = getValOr(valueOfStack, unitId, 0);
|
|
|
|
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
|
|
|
if(localUnit->unitOwner() != playerID)
|
|
healthDiff = -healthDiff;
|
|
|
|
if(healthDiff < 0)
|
|
{
|
|
ps->value = -1;
|
|
return; //do not damage own units at all
|
|
}
|
|
|
|
totalGain += (newValue - oldValue + healthDiff);
|
|
}
|
|
|
|
ps->value = totalGain;
|
|
}
|
|
else
|
|
{
|
|
ps->value = -1;
|
|
}
|
|
};
|
|
|
|
using EvalRunner = ThreadPool<ScriptsCache>;
|
|
|
|
EvalRunner::Tasks tasks;
|
|
|
|
for(PossibleSpellcast & psc : possibleCasts)
|
|
tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
|
|
|
|
uint32_t threadCount = boost::thread::hardware_concurrency();
|
|
|
|
if(threadCount == 0)
|
|
{
|
|
logGlobal->warn("No information of CPU cores available");
|
|
threadCount = 1;
|
|
}
|
|
|
|
CStopWatch timer;
|
|
|
|
std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
|
|
|
|
for(uint32_t idx = 0; idx < threadCount; idx++)
|
|
{
|
|
scriptsPool.emplace_back();
|
|
}
|
|
|
|
EvalRunner runner(&tasks, scriptsPool);
|
|
runner.run();
|
|
|
|
LOGFL("Evaluation took %d ms", timer.getDiff());
|
|
|
|
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
|
{
|
|
return ps.value;
|
|
};
|
|
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
|
|
|
if(castToPerform.value > 0)
|
|
{
|
|
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
BattleAction spellcast;
|
|
spellcast.actionType = EActionType::HERO_SPELL;
|
|
spellcast.actionSubtype = castToPerform.spell->id;
|
|
spellcast.setTarget(castToPerform.dest);
|
|
spellcast.side = side;
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
cb->battleMakeAction(&spellcast);
|
|
movesSkippedByDefense = 0;
|
|
}
|
|
else
|
|
{
|
|
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
|
|
}
|
|
}
|
|
|
|
//Below method works only for offensive spells
|
|
void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
|
{
|
|
using ValueMap = PossibleSpellcast::ValueMap;
|
|
|
|
RNGStub rngStub;
|
|
HypotheticBattle state(env.get(), cb);
|
|
TStacks all = cb->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() != getCbc()->getPlayerID())
|
|
healthDiff = -healthDiff;
|
|
|
|
if(healthDiff < 0)
|
|
{
|
|
ps.value = -1;
|
|
return; //do not damage own units at all
|
|
}
|
|
|
|
totalGain += healthDiff;
|
|
}
|
|
|
|
ps.value = totalGain;
|
|
}
|
|
|
|
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
side = Side;
|
|
}
|
|
|
|
void CBattleAI::print(const std::string &text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
|
}
|
|
|
|
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
{
|
|
BattleStateInfoForRetreat bs;
|
|
|
|
bs.canFlee = cb->battleCanFlee();
|
|
bs.canSurrender = cb->battleCanSurrender(playerID);
|
|
bs.ourSide = cb->battleGetMySide();
|
|
bs.ourHero = cb->battleGetMyHero();
|
|
bs.enemyHero = nullptr;
|
|
|
|
for(auto stack : cb->battleGetAllStacks(false))
|
|
{
|
|
if(stack->alive())
|
|
{
|
|
if(stack->unitSide() == bs.ourSide)
|
|
bs.ourStacks.push_back(stack);
|
|
else
|
|
{
|
|
bs.enemyStacks.push_back(stack);
|
|
bs.enemyHero = cb->battleGetOwnerHero(stack);
|
|
}
|
|
}
|
|
}
|
|
|
|
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
|
|
|
|
if(!bs.canFlee || !bs.canSurrender)
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
|
|
auto result = cb->makeSurrenderRetreatDecision(bs);
|
|
|
|
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
|
|
{
|
|
return BattleAction::makeRetreat(bs.ourSide);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
|