mirror of
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795 lines
21 KiB
C++
795 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 "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(), cachedAttack()
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{
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score = EvaluationResult::INEFFECTIVE_SCORE;
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scorePerTurn = EvaluationResult::INEFFECTIVE_SCORE;
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turnsToRich = 1;
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}
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float BattleExchangeVariant::trackAttack(
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const AttackPossibility & ap,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache)
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{
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auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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float attackValue = 0;
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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 = hb->getForUpdate(affectedUnit->unitId());
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if(unitToUpdate->unitSide() == attacker->unitSide())
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{
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if(unitToUpdate->unitId() == attacker->unitId())
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{
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auto defender = hb->getForUpdate(ap.attack.defender->unitId());
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if(!defender->alive() || counterAttacksBlocked || ap.attack.shooting || !defender->ableToRetaliate())
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continue;
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auto retaliationDamage = damageCache.getDamage(defender.get(), unitToUpdate.get(), hb);
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auto attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), unitToUpdate.get(), retaliationDamage, damageCache, hb);
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attackValue -= attackerDamageReduce;
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dpsScore -= attackerDamageReduce * negativeEffectMultiplier;
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attackerValue[unitToUpdate->unitId()].isRetalitated = true;
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unitToUpdate->damage(retaliationDamage);
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defender->afterAttack(false, true);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap retalitation, %s, dps: %2f, score: %2f",
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defender->getDescription(),
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unitToUpdate->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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retaliationDamage,
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attackerDamageReduce);
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#endif
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}
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else
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{
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auto collateralDamage = damageCache.getDamage(attacker.get(), unitToUpdate.get(), hb);
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auto collateralDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), collateralDamage, damageCache, hb);
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attackValue -= collateralDamageReduce;
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dpsScore -= collateralDamageReduce * negativeEffectMultiplier;
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unitToUpdate->damage(collateralDamage);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap collateral, %s, dps: %2f, score: %2f",
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attacker->getDescription(),
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unitToUpdate->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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collateralDamage,
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collateralDamageReduce);
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#endif
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}
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}
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else
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{
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int64_t attackDamage = damageCache.getDamage(attacker.get(), unitToUpdate.get(), hb);
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float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), unitToUpdate.get(), attackDamage, damageCache, hb);
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attackValue += defenderDamageReduce;
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dpsScore += defenderDamageReduce * positiveEffectMultiplier;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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unitToUpdate->damage(attackDamage);
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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: %2f, score: %2f",
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attacker->getDescription(),
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unitToUpdate->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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attackDamage,
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defenderDamageReduce);
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#endif
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}
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}
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attackValue += ap.shootersBlockedDmg;
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dpsScore += ap.shootersBlockedDmg * positiveEffectMultiplier;
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attacker->afterAttack(ap.attack.shooting, false);
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return attackValue;
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}
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float 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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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb,
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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()(BonusType::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
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float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
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float 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, %2f",
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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 * positiveEffectMultiplier;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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}
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else
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dpsScore -= defenderDamageReduce * negativeEffectMultiplier;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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}
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if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
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attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, retaliation, dps: %lld, %2f",
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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 * negativeEffectMultiplier;
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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 * positiveEffectMultiplier;
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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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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:%2f a:%2f", 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(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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EvaluationResult result(targets.bestAction());
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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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auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
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hbWaited->getForUpdate(activeStack->unitId())->waiting = true;
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hbWaited->getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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updateReachabilityMap(hbWaited);
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for(auto & ap : targets.possibleAttacks)
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{
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float score = calculateExchange(ap, targets, damageCache, hbWaited);
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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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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());
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#endif
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updateReachabilityMap(hb);
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for(auto & ap : targets.possibleAttacks)
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{
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float score = calculateExchange(ap, targets, damageCache, 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 = false;
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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(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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MoveTarget result;
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BattleExchangeVariant ev(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
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if(targets.unreachableEnemies.empty())
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return result;
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auto speed = activeStack->speed();
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if(speed == 0)
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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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for(const battle::Unit * enemy : targets.unreachableEnemies)
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{
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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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// FIXME: provide distance info for Jousting bonus
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auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
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auto attack = AttackPossibility::evaluate(bai, hex, damageCache, 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, damageCache, hb);
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auto scorePerTurn = score / turnsToRich;
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if(result.scorePerTurn < scorePerTurn)
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{
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result.scorePerTurn = scorePerTurn;
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result.score = score;
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result.positions = closestStack->getAttackableHexes(activeStack);
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result.cachedAttack = attack;
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result.turnsToRich = turnsToRich;
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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->battleGetUnitByPos(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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std::shared_ptr<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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vstd::erase_if(exchangeUnits, [&](const battle::Unit * u) -> bool
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{
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return !hb->battleGetUnitByID(u->unitId())->alive();
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});
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return exchangeUnits;
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}
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float BattleExchangeEvaluator::calculateExchange(
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const AttackPossibility & ap,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
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#endif
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if(cb->battleGetMySide() == BattlePerspective::LEFT_SIDE
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&& cb->battleGetGateState() == EGateState::BLOCKED
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&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
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{
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return EvaluationResult::INEFFECTIVE_SCORE;
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}
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std::vector<const battle::Unit *> ourStacks;
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std::vector<const battle::Unit *> enemyStacks;
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if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
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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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auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
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BattleExchangeVariant v(getPositiveEffectMultiplier(), getNegativeEffectMultiplier());
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for(auto unit : exchangeUnits)
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{
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if(unit->isTurret())
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continue;
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bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
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auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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if(exchangeBattle->getForUpdate(unit->unitId())->alive() && !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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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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bool canUseAp = true;
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for(auto activeUnit : exchangeUnits)
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{
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bool isOur = exchangeBattle->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->battleGetUnitByID(targetUnit->unitId())->alive())
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{
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auto estimateAttack = [&](const battle::Unit * u) -> float
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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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damageCache,
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hb,
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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 = %2f", attacker->getDescription(), u->getDescription(), score);
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#endif
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return score;
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};
|
|
|
|
if(!oppositeQueue.empty())
|
|
{
|
|
targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
|
|
}
|
|
else
|
|
{
|
|
auto reachable = exchangeBattle->battleGetUnitsIf([&](const battle::Unit * u) -> bool
|
|
{
|
|
if(u->unitSide() == attacker->unitSide())
|
|
return false;
|
|
|
|
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
|
|
return false;
|
|
|
|
return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
|
|
{
|
|
return attacker->unitId() == other->unitId();
|
|
});
|
|
});
|
|
|
|
if(!reachable.empty())
|
|
{
|
|
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
|
|
}
|
|
else
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Battle queue is empty and no reachable enemy.");
|
|
#endif
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
|
|
auto shooting = exchangeBattle->battleCanShoot(attacker.get());
|
|
const int totalAttacks = attacker->getTotalAttacks(shooting);
|
|
|
|
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
|
|
&& targetUnit->unitId() == ap.attack.defender->unitId())
|
|
{
|
|
v.trackAttack(ap, exchangeBattle, damageCache);
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < totalAttacks; i++)
|
|
{
|
|
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
|
|
|
|
if(!attacker->alive() || !defender->alive())
|
|
break;
|
|
}
|
|
}
|
|
|
|
canUseAp = false;
|
|
|
|
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
|
});
|
|
|
|
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
|
});
|
|
}
|
|
|
|
// avoid blocking path for stronger stack by weaker stack
|
|
// the method checks if all stacks can be placed around enemy
|
|
v.adjustPositions(melleeAttackers, ap, reachabilityMap);
|
|
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Exchange score: %2f", v.getScore());
|
|
#endif
|
|
|
|
return v.getScore();
|
|
}
|
|
|
|
void BattleExchangeVariant::adjustPositions(
|
|
std::vector<const battle::Unit*> attackers,
|
|
const AttackPossibility & ap,
|
|
std::map<BattleHex, battle::Units> & reachabilityMap)
|
|
{
|
|
auto hexes = ap.attack.defender->getSurroundingHexes();
|
|
|
|
boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
|
|
{
|
|
if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
|
|
return true;
|
|
|
|
if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
|
|
return false;
|
|
|
|
return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
|
|
});
|
|
|
|
if(!ap.attack.shooting)
|
|
{
|
|
vstd::erase_if_present(hexes, ap.from);
|
|
vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
|
|
}
|
|
|
|
float notRealizedDamage = 0;
|
|
|
|
for(auto unit : attackers)
|
|
{
|
|
if(unit->unitId() == ap.attack.attacker->unitId())
|
|
continue;
|
|
|
|
if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
|
|
{
|
|
return vstd::contains(reachabilityMap[h], unit);
|
|
}))
|
|
{
|
|
notRealizedDamage += attackerValue[unit->unitId()].value;
|
|
continue;
|
|
}
|
|
|
|
auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> float
|
|
{
|
|
auto score = vstd::contains(reachabilityMap[h], unit)
|
|
? 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( std::shared_ptr<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(unit->isTurret())
|
|
continue;
|
|
|
|
auto unitSpeed = unit->speed(turn);
|
|
|
|
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] <= unitSpeed;
|
|
|
|
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] <= unitSpeed;
|
|
|
|
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;
|
|
}
|