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690 lines
17 KiB
C++
690 lines
17 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 "BattleExchangeVariant.h"
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#include "../../lib/CStack.h"
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AttackerValue::AttackerValue()
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{
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value = 0;
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isRetalitated = false;
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}
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MoveTarget::MoveTarget()
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: positions()
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{
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score = EvaluationResult::INEFFECTIVE_SCORE;
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}
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int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
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{
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auto affectedUnits = ap.affectedUnits;
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affectedUnits.push_back(ap.attackerState);
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for(auto affectedUnit : affectedUnits)
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{
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auto unitToUpdate = state.getForUpdate(affectedUnit->unitId());
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unitToUpdate->health = affectedUnit->health;
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unitToUpdate->shots = affectedUnit->shots;
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unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
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unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
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}
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auto attackValue = ap.attackValue();
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dpsScore += attackValue;
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap attack, %s, dps: %lld, score: %lld",
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ap.attack.attacker->getDescription(),
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ap.attack.defender->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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ap.damageDealt,
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attackValue);
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#endif
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return attackValue;
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}
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int64_t BattleExchangeVariant::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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const CBattleInfoCallback & cb,
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bool evaluateOnly)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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TDmgRange retaliation;
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BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
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if(shooting)
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{
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bai.attackerPos.setXY(8, 5);
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}
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auto attack = cb.battleEstimateDamage(bai, &retaliation);
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int64_t attackDamage = (attack.first + attack.second) / 2;
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int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
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int64_t attackerDamageReduce = 0;
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if(!evaluateOnly)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, normal attack, %s, dps: %lld, %lld",
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attacker->getDescription(),
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defender->getDescription(),
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shooting ? "shot" : "mellee",
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attackDamage,
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defenderDamageReduce);
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#endif
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if(isOurAttack)
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{
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dpsScore += defenderDamageReduce;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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}
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else
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dpsScore -= defenderDamageReduce;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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}
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if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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if(retaliation.second != 0)
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{
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auto retaliationDamage = (retaliation.first + retaliation.second) / 2;
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attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
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if(!evaluateOnly)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, retaliation, dps: %lld, %lld",
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defender->getDescription(),
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attacker->getDescription(),
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retaliationDamage,
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attackerDamageReduce);
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#endif
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if(isOurAttack)
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{
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dpsScore -= attackerDamageReduce;
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attackerValue[attacker->unitId()].isRetalitated = true;
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}
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else
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{
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dpsScore += attackerDamageReduce;
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attackerValue[defender->unitId()].value += attackerDamageReduce;
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}
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attacker->damage(retaliationDamage);
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defender->afterAttack(false, true);
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}
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}
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}
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auto score = defenderDamageReduce - attackerDamageReduce;
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#if BATTLE_TRACE_LEVEL>=1
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if(!score)
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{
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logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
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}
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#endif
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return score;
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}
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EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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EvaluationResult result(targets.bestAction());
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap, targets, hb);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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}
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}
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if(!activeStack->waited())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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#endif
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hb.getForUpdate(activeStack->unitId())->waiting = true;
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hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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int64_t score = calculateExchange(ap, targets, hb);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = true;
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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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MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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{
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MoveTarget result;
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BattleExchangeVariant ev;
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if(targets.unreachableEnemies.empty())
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return result;
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updateReachabilityMap(hb);
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auto dists = cb->getReachability(activeStack);
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auto speed = activeStack->Speed();
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for(const battle::Unit * enemy : targets.unreachableEnemies)
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{
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int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE;
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std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
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auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
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{
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return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
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});
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auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
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if(distance >= GameConstants::BFIELD_SIZE)
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continue;
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if(distance <= speed)
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continue;
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auto turnsToRich = (distance - 1) / speed + 1;
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auto hexes = closestStack->getSurroundingHexes();
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for(auto hex : hexes)
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{
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auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack));
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auto attack = AttackPossibility::evaluate(bai, hex, hb);
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attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
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auto score = calculateExchange(attack, targets, hb) / turnsToRich;
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if(result.score < score)
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{
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result.score = score;
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result.positions = closestStack->getAttackableHexes(activeStack);
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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::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
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{
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std::queue<const battle::Unit *> queue;
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std::vector<const battle::Unit *> checkedStacks;
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queue.push(blockerUnit);
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while(!queue.empty())
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{
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auto stack = queue.front();
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queue.pop();
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checkedStacks.push_back(stack);
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auto hexes = stack->getSurroundingHexes();
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for(auto hex : hexes)
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{
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auto neighbor = cb->battleGetStackByPos(hex);
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if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
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{
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queue.push(neighbor);
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checkedStacks.push_back(neighbor);
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}
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}
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}
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return checkedStacks;
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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HypotheticBattle & hb)
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{
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auto hexes = ap.attack.defender->getHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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std::vector<const battle::Unit *> exchangeUnits;
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std::vector<const battle::Unit *> allReachableUnits;
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
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}
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vstd::removeDuplicates(allReachableUnits);
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auto copy = allReachableUnits;
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for(auto unit : copy)
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{
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for(auto adjacentUnit : getAdjacentUnits(unit))
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{
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auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
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if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
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&& !vstd::contains(allReachableUnits, unitWithBonuses))
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{
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allReachableUnits.push_back(unitWithBonuses);
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}
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}
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}
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vstd::removeDuplicates(allReachableUnits);
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if(!vstd::contains(allReachableUnits, ap.attack.attacker))
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{
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allReachableUnits.push_back(ap.attack.attacker);
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}
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if(allReachableUnits.size() < 2)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
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#endif
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return exchangeUnits;
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}
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for(int turn = 0; turn < turnOrder.size(); turn++)
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{
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for(auto unit : turnOrder[turn])
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{
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if(vstd::contains(allReachableUnits, unit))
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exchangeUnits.push_back(unit);
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}
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}
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return exchangeUnits;
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}
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int64_t BattleExchangeEvaluator::calculateExchange(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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HypotheticBattle & hb)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
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#endif
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std::vector<const battle::Unit *> ourStacks;
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std::vector<const battle::Unit *> enemyStacks;
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enemyStacks.push_back(ap.attack.defender);
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std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
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if(exchangeUnits.empty())
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{
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return 0;
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}
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HypotheticBattle exchangeBattle(env.get(), cb);
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BattleExchangeVariant v;
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auto melleeAttackers = ourStacks;
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vstd::removeDuplicates(melleeAttackers);
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vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
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{
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return !cb->battleCanShoot(u);
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});
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for(auto unit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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if(!vstd::contains(attackerQueue, unit))
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{
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attackerQueue.push_back(unit);
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}
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}
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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits)
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{
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bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
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if(!attacker->alive())
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace( "Attacker is dead");
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#endif
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continue;
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}
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auto targetUnit = ap.attack.defender;
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if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
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{
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auto estimateAttack = [&](const battle::Unit * u) -> int64_t
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{
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auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
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auto score = v.trackAttack(
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attacker,
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stackWithBonuses,
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exchangeBattle.battleCanShoot(stackWithBonuses.get()),
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isOur,
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*cb,
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true);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
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#endif
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return score;
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};
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if(!oppositeQueue.empty())
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{
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targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
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}
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else
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{
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auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
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{
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if(!u->alive() || u->unitSide() == attacker->unitSide())
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return false;
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return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
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{
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return attacker->unitId() == other->unitId();
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});
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});
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if(!reachable.empty())
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{
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targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
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}
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else
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Battle queue is empty and no reachable enemy.");
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#endif
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continue;
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}
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}
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}
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auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
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auto shooting = cb->battleCanShoot(attacker.get());
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const int totalAttacks = attacker->getTotalAttacks(shooting);
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if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
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{
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v.trackAttack(ap, exchangeBattle);
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}
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else
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{
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for(int i = 0; i < totalAttacks; i++)
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{
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v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
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if(!attacker->alive() || !defender->alive())
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break;
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}
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}
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canUseAp = false;
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vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle.getForUpdate(u->unitId())->alive();
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});
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vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
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{
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return !exchangeBattle.getForUpdate(u->unitId())->alive();
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});
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}
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// avoid blocking path for stronger stack by weaker stack
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// the method checks if all stacks can be placed around enemy
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v.adjustPositions(melleeAttackers, ap, reachabilityMap);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Exchange score: %lld", v.getScore());
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#endif
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return v.getScore();
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}
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void BattleExchangeVariant::adjustPositions(
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std::vector<const battle::Unit*> attackers,
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const AttackPossibility & ap,
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std::map<BattleHex, battle::Units> & reachabilityMap)
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{
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auto hexes = ap.attack.defender->getSurroundingHexes();
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boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
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{
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if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
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return true;
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if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
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return false;
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return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
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});
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if(!ap.attack.shooting)
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{
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vstd::erase_if_present(hexes, ap.from);
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vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
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}
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int64_t notRealizedDamage = 0;
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for(auto unit : attackers)
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{
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if(unit->unitId() == ap.attack.attacker->unitId())
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continue;
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if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
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{
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return vstd::contains(reachabilityMap[h], unit);
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}))
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{
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notRealizedDamage += attackerValue[unit->unitId()].value;
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continue;
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}
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auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
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{
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auto score = vstd::contains(reachabilityMap[h], unit)
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|
? reachabilityMap[h].size()
|
|
: 0;
|
|
|
|
if(unit->doubleWide())
|
|
{
|
|
auto backHex = unit->occupiedHex(h);
|
|
|
|
if(vstd::contains(hexes, backHex))
|
|
score += reachabilityMap[backHex].size();
|
|
}
|
|
|
|
return score;
|
|
});
|
|
|
|
hexes.erase(desiredPosition);
|
|
}
|
|
|
|
if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
|
|
{
|
|
dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
|
|
}
|
|
}
|
|
|
|
void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
|
{
|
|
const int TURN_DEPTH = 2;
|
|
|
|
turnOrder.clear();
|
|
|
|
hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
|
reachabilityMap.clear();
|
|
|
|
for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
{
|
|
auto & turnQueue = turnOrder[turn];
|
|
HypotheticBattle turnBattle(env.get(), cb);
|
|
|
|
for(const battle::Unit * unit : turnQueue)
|
|
{
|
|
if(turnBattle.battleCanShoot(unit))
|
|
{
|
|
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
{
|
|
reachabilityMap[hex].push_back(unit);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
|
|
auto unitReachability = turnBattle.getReachability(unit);
|
|
|
|
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
{
|
|
bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
|
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
{
|
|
const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
|
|
|
|
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
{
|
|
for(BattleHex neighbor : hex.neighbouringTiles())
|
|
{
|
|
reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
|
|
|
|
if(reachable) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(reachable)
|
|
{
|
|
reachabilityMap[hex].push_back(unit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// avoid blocking path for stronger stack by weaker stack
|
|
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
|
{
|
|
const int BLOCKING_THRESHOLD = 70;
|
|
const int BLOCKING_OWN_ATTACK_PENALTY = 100;
|
|
const int BLOCKING_OWN_MOVE_PENALTY = 1;
|
|
|
|
float blockingScore = 0;
|
|
|
|
auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
|
|
|
|
for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
{
|
|
auto & turnQueue = turnOrder[turn];
|
|
HypotheticBattle turnBattle(env.get(), cb);
|
|
|
|
auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
|
|
unitToUpdate->setPosition(position);
|
|
|
|
for(const battle::Unit * unit : turnQueue)
|
|
{
|
|
if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
|
|
continue;
|
|
|
|
auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
|
|
auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
|
|
|
|
auto unitReachability = turnBattle.getReachability(unit);
|
|
|
|
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
{
|
|
bool enemyUnit = false;
|
|
bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
|
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
{
|
|
const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
|
|
|
|
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
{
|
|
enemyUnit = true;
|
|
|
|
for(BattleHex neighbor : hex.neighbouringTiles())
|
|
{
|
|
reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
|
|
|
|
if(reachable) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!reachable && vstd::contains(reachabilityMap[hex], unit))
|
|
{
|
|
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
|
|
#endif
|
|
|
|
return blockingScore > BLOCKING_THRESHOLD;
|
|
}
|