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https://github.com/vcmi/vcmi.git
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36c1ed670f
Removed most of hardcoded checks for fort level or for presence of fort/ citadel/castle buildings. It is now possible to define which parts of town fortifications are provided by town buildings Configuration for H3-like fortifications is provided in buildingsLibrary.json and will be used automatically by mods as long as mods have buidings named "fort", "citadel" and "castle". Alternatively, mods can separately define: - hitpoints of walls (shared value for all sections) - hitpoints of central, upper and lower towers (separate values) - presence of moat - shooters for each tower (separate values)
311 lines
8.1 KiB
C++
311 lines
8.1 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 "BattleEvaluator.h"
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#include "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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#include "tbb/parallel_for.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/battle/BattleAction.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/StartInfo.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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#include "../../lib/logging/VisualLogger.h"
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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CBattleAI::CBattleAI()
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: side(BattleSide::NONE),
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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 logHexNumbers()
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{
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#if BATTLE_TRACE_LEVEL >= 1
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logVisual->updateWithLock("hexes", [](IVisualLogBuilder & b)
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{
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for(BattleHex hex = BattleHex(0); hex < GameConstants::BFIELD_SIZE; hex = BattleHex(hex + 1))
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b.addText(hex, std::to_string(hex.hex));
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});
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#endif
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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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env = ENV;
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cb = CB;
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playerID = *CB->getPlayerID();
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wasWaitingForRealize = CB->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = false;
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CB->unlockGsWhenWaiting = false;
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movesSkippedByDefense = 0;
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logHexNumbers();
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}
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void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
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{
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initBattleInterface(ENV, CB);
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autobattlePreferences = autocombatPreferences;
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}
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BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
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{
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auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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std::map<int, const CStack*> woundHpToStack;
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for(const auto * stack : healingTargets)
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{
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if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
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woundHpToStack[woundHp] = stack;
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}
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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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void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
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{
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cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
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}
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static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, BattleSide side)
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{
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auto stacks = cb->battleGetAllStacks();
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auto our = 0;
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auto enemy = 0;
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for(auto stack : stacks)
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{
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auto creature = stack->creatureId().toCreature();
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if(!creature)
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continue;
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if(stack->unitSide() == side)
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our += stack->getCount() * creature->getAIValue();
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else
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enemy += stack->getCount() * creature->getAIValue();
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}
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return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
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}
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int getSimulationTurnsCount(const StartInfo * startInfo)
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{
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return startInfo->difficulty < 4 ? 2 : 10;
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}
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void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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};
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BattleAction result = BattleAction::makeDefend(stack);
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auto start = std::chrono::high_resolution_clock::now();
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try
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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{
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cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
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return;
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}
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if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
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{
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cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
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return;
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}
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Build evaluator and targets");
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#endif
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BattleEvaluator evaluator(
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env, cb, stack, playerID, battleID, side,
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getStrengthRatio(cb->getBattle(battleID), side),
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getSimulationTurnsCount(env->game()->getStartInfo()));
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result = evaluator.selectStackAction(stack);
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if(autobattlePreferences.enableSpellsUsage && !skipCastUntilNextBattle && evaluator.canCastSpell())
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{
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auto spelCasted = evaluator.attemptCastingSpell(stack);
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if(spelCasted)
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return;
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skipCastUntilNextBattle = true;
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}
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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if(auto action = considerFleeingOrSurrendering(battleID))
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{
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cb->battleMakeUnitAction(battleID, *action);
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return;
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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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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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logAi->trace("BattleAI decision made in %lld", timeElapsed(start));
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cb->battleMakeUnitAction(battleID, result);
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}
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BattleAction CBattleAI::useCatapult(const BattleID & battleID, 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->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
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{
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targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
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}
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else
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{
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std::array 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->getBattle(battleID)->battleGetWallState(wallPart);
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if(wallState != EWallState::NONE && wallState != EWallState::DESTROYED)
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{
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targetHex = cb->getBattle(battleID)->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::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
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{
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LOG_TRACE(logAi);
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side = Side;
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skipCastUntilNextBattle = false;
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}
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void CBattleAI::print(const std::string &text) const
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{
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logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
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}
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std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
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{
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BattleStateInfoForRetreat bs;
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bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
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bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
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bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
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bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
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bs.enemyHero = nullptr;
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for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
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{
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if(stack->alive())
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{
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if(stack->unitSide() == bs.ourSide)
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bs.ourStacks.push_back(stack);
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else
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{
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bs.enemyStacks.push_back(stack);
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bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
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}
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}
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}
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bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
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if(!bs.canFlee && !bs.canSurrender)
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{
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return std::nullopt;
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}
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auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
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if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
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{
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return BattleAction::makeRetreat(bs.ourSide);
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}
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return result;
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}
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