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vcmi/AI/BattleAI/BattleAI.cpp
2023-08-08 20:10:29 +03:00

901 lines
24 KiB
C++

/*
* BattleAI.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "BattleAI.h"
#include "BattleExchangeVariant.h"
#include "StackWithBonuses.h"
#include "EnemyInfo.h"
#include "../../lib/CStopWatch.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/spells/ISpellMechanics.h"
#include "../../lib/battle/BattleStateInfoForRetreat.h"
#include "../../lib/battle/CObstacleInstance.h"
#include "../../lib/CStack.h" // TODO: remove
// Eventually only IBattleInfoCallback and battle::Unit should be used,
// CUnitState should be private and CStack should be removed completely
#define LOGL(text) print(text)
#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
enum class SpellTypes
{
ADVENTURE, BATTLE, OTHER
};
SpellTypes spellType(const CSpell * spell)
{
if(!spell->isCombat() || spell->isCreatureAbility())
return SpellTypes::OTHER;
if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
return SpellTypes::BATTLE;
return SpellTypes::OTHER;
}
std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
{
std::vector<BattleHex> result;
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
{
auto state = cb->battleGetWallState(wallPart);
if(state != EWallState::DESTROYED)
continue;
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
result.push_back(moatHex);
}
return result;
}
CBattleAI::CBattleAI()
: side(-1),
wasWaitingForRealize(false),
wasUnlockingGs(false)
{
}
CBattleAI::~CBattleAI()
{
if(cb)
{
//Restore previous state of CB - it may be shared with the main AI (like VCAI)
cb->waitTillRealize = wasWaitingForRealize;
cb->unlockGsWhenWaiting = wasUnlockingGs;
}
}
void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
{
setCbc(CB);
env = ENV;
cb = CB;
playerID = *CB->getPlayerID(); //TODO should be sth in callback
wasWaitingForRealize = CB->waitTillRealize;
wasUnlockingGs = CB->unlockGsWhenWaiting;
CB->waitTillRealize = false;
CB->unlockGsWhenWaiting = false;
movesSkippedByDefense = 0;
}
BattleAction CBattleAI::useHealingTent(const CStack *stack)
{
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
std::map<int, const CStack*> woundHpToStack;
for(const auto * stack : healingTargets)
{
if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
woundHpToStack[woundHp] = stack;
}
if(woundHpToStack.empty())
return BattleAction::makeDefend(stack);
else
return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
}
std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
{
//TODO: faerie dragon type spell should be selected by server
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
{
const CSpell * spell = creatureSpellToCast.toSpell();
if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
{
std::vector<PossibleSpellcast> possibleCasts;
spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
for(auto & target : temp.findPotentialTargets())
{
PossibleSpellcast ps;
ps.dest = target;
ps.spell = spell;
evaluateCreatureSpellcast(stack, ps);
possibleCasts.push_back(ps);
}
std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
if(!possibleCasts.empty() && possibleCasts.front().value > 0)
{
return possibleCasts.front();
}
}
}
return std::nullopt;
}
BattleAction CBattleAI::selectStackAction(const CStack * stack)
{
//evaluate casting spell for spellcasting stack
std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
HypotheticBattle hb(env.get(), cb);
PotentialTargets targets(stack, hb);
BattleExchangeEvaluator scoreEvaluator(cb, env);
auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
{
movesSkippedByDefense = 0;
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
}
if(!targets.possibleAttacks.empty())
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating attack for %s", stack->getDescription());
#endif
auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
auto & bestAttack = evaluationResult.bestAttack;
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
{
// return because spellcast value is damage dealt and score is dps reduce
movesSkippedByDefense = 0;
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
}
if(evaluationResult.score > score)
{
score = evaluationResult.score;
logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
bestAttack.attackerState->unitType()->getJsonKey(),
bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
(int)bestAttack.affectedUnits[0]->getCount(),
(int)bestAttack.from,
(int)bestAttack.attack.attacker->getPosition().hex,
bestAttack.attack.chargeDistance,
bestAttack.attack.attacker->speed(0, true),
bestAttack.defenderDamageReduce,
bestAttack.attackerDamageReduce, bestAttack.attackValue()
);
if (moveTarget.score <= score)
{
if(evaluationResult.wait)
{
return BattleAction::makeWait(stack);
}
else if(bestAttack.attack.shooting)
{
movesSkippedByDefense = 0;
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
}
else
{
movesSkippedByDefense = 0;
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
}
}
}
}
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
if(moveTarget.score > score)
{
score = moveTarget.score;
if(stack->waited())
{
return goTowardsNearest(stack, moveTarget.positions);
}
else
{
return BattleAction::makeWait(stack);
}
}
if(score <= EvaluationResult::INEFFECTIVE_SCORE
&& !stack->hasBonusOfType(BonusType::FLYING)
&& stack->unitSide() == BattleSide::ATTACKER
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
{
auto brokenWallMoat = getBrokenWallMoatHexes();
if(brokenWallMoat.size())
{
movesSkippedByDefense = 0;
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
else
return goTowardsNearest(stack, brokenWallMoat);
}
}
return BattleAction::makeDefend(stack);
}
void CBattleAI::yourTacticPhase(int distance)
{
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
{
auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
void CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
BattleAction result = BattleAction::makeDefend(stack);
setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
auto start = std::chrono::high_resolution_clock::now();
try
{
if(stack->creatureId() == CreatureID::CATAPULT)
{
cb->battleMakeUnitAction(useCatapult(stack));
return;
}
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
{
cb->battleMakeUnitAction(useHealingTent(stack));
return;
}
attemptCastingSpell();
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
if(cb->battleIsFinished() || !stack->alive())
{
//spellcast may finish battle or kill active stack
//send special preudo-action
BattleAction cancel;
cancel.actionType = EActionType::CANCEL;
cb->battleMakeUnitAction(cancel);
return;
}
if(auto action = considerFleeingOrSurrendering())
{
cb->battleMakeUnitAction(*action);
return;
}
result = selectStackAction(stack);
}
catch(boost::thread_interrupted &)
{
throw;
}
catch(std::exception &e)
{
logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
}
if(result.actionType == EActionType::DEFEND)
{
movesSkippedByDefense++;
}
else if(result.actionType != EActionType::WAIT)
{
movesSkippedByDefense = 0;
}
logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
cb->battleMakeUnitAction(result);
}
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
{
return BattleAction::makeDefend(stack);
}
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
{
return reachability.distances[h1] < reachability.distances[h2];
});
for(auto hex : hexes)
{
if(vstd::contains(avHexes, hex))
{
return BattleAction::makeMove(stack, hex);
}
if(stack->coversPos(hex))
{
logAi->warn("Warning: already standing on neighbouring tile!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
}
BattleHex bestNeighbor = hexes.front();
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
{
return BattleAction::makeDefend(stack);
}
BattleExchangeEvaluator scoreEvaluator(cb, env);
HypotheticBattle hb(env.get(), cb);
scoreEvaluator.updateReachabilityMap(hb);
if(stack->hasBonusOfType(BonusType::FLYING))
{
std::set<BattleHex> obstacleHexes;
auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
auto affectedHexes = spellObst.getAffectedTiles();
obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
};
const auto & obstacles = hb.battleGetAllObstacles();
for (const auto & obst: obstacles) {
if(obst->triggersEffects())
{
auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
if(triggerIsNegative)
insertAffected(*obst, obstacleHexes);
}
}
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
// We just check all available hexes and pick the one closest to the target.
auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
{
const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
auto distance = BattleHex::getDistance(bestNeighbor, hex);
if(vstd::contains(obstacleHexes, hex))
distance += NEGATIVE_OBSTACLE_PENALTY;
return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
});
return BattleAction::makeMove(stack, *nearestAvailableHex);
}
else
{
BattleHex currentDest = bestNeighbor;
while(1)
{
if(!currentDest.isValid())
{
return BattleAction::makeDefend(stack);
}
if(vstd::contains(avHexes, currentDest)
&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];
}
}
}
BattleAction CBattleAI::useCatapult(const CStack * stack)
{
BattleAction attack;
BattleHex targetHex = BattleHex::INVALID;
if(cb->battleGetGateState() == EGateState::CLOSED)
{
targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
}
else
{
EWallPart wallParts[] = {
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::UPPER_TOWER,
EWallPart::BELOW_GATE,
EWallPart::OVER_GATE,
EWallPart::BOTTOM_WALL,
EWallPart::UPPER_WALL
};
for(auto wallPart : wallParts)
{
auto wallState = cb->battleGetWallState(wallPart);
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
targetHex = cb->wallPartToBattleHex(wallPart);
break;
}
}
}
if(!targetHex.isValid())
{
return BattleAction::makeDefend(stack);
}
attack.aimToHex(targetHex);
attack.actionType = EActionType::CATAPULT;
attack.side = side;
attack.stackNumber = stack->unitId();
movesSkippedByDefense = 0;
return attack;
}
void CBattleAI::attemptCastingSpell()
{
auto hero = cb->battleGetMyHero();
if(!hero)
return;
if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
return;
LOGL("Casting spells sounds like fun. Let's see...");
//Get all spells we can cast
std::vector<const CSpell*> possibleSpells;
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
{
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
});
LOGFL("I can cast %d spells.", possibleSpells.size());
vstd::erase_if(possibleSpells, [](const CSpell *s)
{
return spellType(s) != SpellTypes::BATTLE;
});
LOGFL("I know how %d of them works.", possibleSpells.size());
//Get possible spell-target pairs
std::vector<PossibleSpellcast> possibleCasts;
for(auto spell : possibleSpells)
{
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
continue;
const bool FAST = true;
for(auto & target : temp.findPotentialTargets(FAST))
{
PossibleSpellcast ps;
ps.dest = target;
ps.spell = spell;
possibleCasts.push_back(ps);
}
}
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
if(possibleCasts.empty())
return;
using ValueMap = PossibleSpellcast::ValueMap;
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
{
bool firstRound = true;
bool enemyHadTurn = false;
size_t ourTurnSpan = 0;
bool stop = false;
for(auto & round : queue)
{
if(!firstRound)
state.nextRound(0);//todo: set actual value?
for(auto unit : round)
{
if(!vstd::contains(values, unit->unitId()))
values[unit->unitId()] = 0;
if(!unit->alive())
continue;
if(state.battleGetOwner(unit) != playerID)
{
enemyHadTurn = true;
if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
{
//enemy could counter our spell at this point
//anyway, we do not know what enemy will do
//just stop evaluation
stop = true;
break;
}
}
else if(!enemyHadTurn)
{
ourTurnSpan++;
}
state.nextTurn(unit->unitId());
PotentialTargets pt(unit, state);
if(!pt.possibleAttacks.empty())
{
AttackPossibility ap = pt.bestAction();
auto swb = state.getForUpdate(unit->unitId());
*swb = *ap.attackerState;
if(ap.defenderDamageReduce > 0)
swb->removeUnitBonus(Bonus::UntilAttack);
if(ap.attackerDamageReduce > 0)
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
for(auto affected : ap.affectedUnits)
{
swb = state.getForUpdate(affected->unitId());
*swb = *affected;
if(ap.defenderDamageReduce > 0)
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
swb->removeUnitBonus(Bonus::UntilAttack);
}
}
auto bav = pt.bestActionValue();
//best action is from effective owner`s point if view, we need to convert to our point if view
if(state.battleGetOwner(unit) != playerID)
bav = -bav;
values[unit->unitId()] += bav;
}
firstRound = false;
if(stop)
break;
}
if(enemyHadTurnOut)
*enemyHadTurnOut = enemyHadTurn;
return ourTurnSpan >= minTurnSpan;
};
ValueMap valueOfStack;
ValueMap healthOfStack;
TStacks all = cb->battleGetAllStacks(false);
size_t ourRemainingTurns = 0;
for(auto unit : all)
{
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
valueOfStack[unit->unitId()] = 0;
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
ourRemainingTurns++;
}
LOGFL("I have %d turns left in this round", ourRemainingTurns);
const bool castNow = ourRemainingTurns <= 1;
if(castNow)
print("I should try to cast a spell now");
else
print("I could wait better moment to cast a spell");
auto amount = all.size();
std::vector<battle::Units> turnOrder;
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
{
bool enemyHadTurn = false;
HypotheticBattle state(env.get(), cb);
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
if(!enemyHadTurn)
{
auto battleIsFinishedOpt = state.battleIsFinished();
if(battleIsFinishedOpt)
{
print("No need to cast a spell. Battle will finish soon.");
return;
}
}
}
struct ScriptsCache
{
//todo: re-implement scripts context cache
};
auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
{
HypotheticBattle state(env.get(), cb);
spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
cast.castEval(state.getServerCallback(), ps->dest);
ValueMap newHealthOfStack;
ValueMap newValueOfStack;
size_t ourUnits = 0;
std::set<uint32_t> unitIds;
state.battleGetUnitsIf([&](const battle::Unit * u)->bool
{
if(!u->isGhost() && !u->isTurret())
unitIds.insert(u->unitId());
return false;
});
for(auto unitId : unitIds)
{
auto localUnit = state.battleGetUnitByID(unitId);
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
newValueOfStack[unitId] = 0;
if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
ourUnits++;
}
size_t minTurnSpan = ourUnits/3; //todo: tweak this
std::vector<battle::Units> newTurnOrder;
state.battleGetTurnOrder(newTurnOrder, amount, 2);
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
if(turnSpanOK || castNow)
{
int64_t totalGain = 0;
for(auto unitId : unitIds)
{
auto localUnit = state.battleGetUnitByID(unitId);
auto newValue = getValOr(newValueOfStack, unitId, 0);
auto oldValue = getValOr(valueOfStack, unitId, 0);
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
if(localUnit->unitOwner() != playerID)
healthDiff = -healthDiff;
if(healthDiff < 0)
{
ps->value = -1;
return; //do not damage own units at all
}
totalGain += (newValue - oldValue + healthDiff);
}
ps->value = totalGain;
}
else
{
ps->value = -1;
}
};
using EvalRunner = ThreadPool<ScriptsCache>;
EvalRunner::Tasks tasks;
for(PossibleSpellcast & psc : possibleCasts)
tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
uint32_t threadCount = boost::thread::hardware_concurrency();
if(threadCount == 0)
{
logGlobal->warn("No information of CPU cores available");
threadCount = 1;
}
CStopWatch timer;
std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
for(uint32_t idx = 0; idx < threadCount; idx++)
{
scriptsPool.emplace_back();
}
EvalRunner runner(&tasks, scriptsPool);
runner.run();
LOGFL("Evaluation took %d ms", timer.getDiff());
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
{
return ps.value;
};
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
if(castToPerform.value > 0)
{
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
BattleAction spellcast;
spellcast.actionType = EActionType::HERO_SPELL;
spellcast.actionSubtype = castToPerform.spell->id;
spellcast.setTarget(castToPerform.dest);
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
cb->battleMakeSpellAction(spellcast);
movesSkippedByDefense = 0;
}
else
{
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
}
}
//Below method works only for offensive spells
void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
{
using ValueMap = PossibleSpellcast::ValueMap;
RNGStub rngStub;
HypotheticBattle state(env.get(), cb);
TStacks all = cb->battleGetAllStacks(false);
ValueMap healthOfStack;
ValueMap newHealthOfStack;
for(auto unit : all)
{
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
}
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
cast.castEval(state.getServerCallback(), ps.dest);
for(auto unit : all)
{
auto unitId = unit->unitId();
auto localUnit = state.battleGetUnitByID(unitId);
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
}
int64_t totalGain = 0;
for(auto unit : all)
{
auto unitId = unit->unitId();
auto localUnit = state.battleGetUnitByID(unitId);
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
if(localUnit->unitOwner() != getCbc()->getPlayerID())
healthDiff = -healthDiff;
if(healthDiff < 0)
{
ps.value = -1;
return; //do not damage own units at all
}
totalGain += healthDiff;
}
ps.value = totalGain;
}
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
{
LOG_TRACE(logAi);
side = Side;
}
void CBattleAI::print(const std::string &text) const
{
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
}
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
{
BattleStateInfoForRetreat bs;
bs.canFlee = cb->battleCanFlee();
bs.canSurrender = cb->battleCanSurrender(playerID);
bs.ourSide = cb->battleGetMySide();
bs.ourHero = cb->battleGetMyHero();
bs.enemyHero = nullptr;
for(auto stack : cb->battleGetAllStacks(false))
{
if(stack->alive())
{
if(stack->unitSide() == bs.ourSide)
bs.ourStacks.push_back(stack);
else
{
bs.enemyStacks.push_back(stack);
bs.enemyHero = cb->battleGetOwnerHero(stack);
}
}
}
bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
if(!bs.canFlee && !bs.canSurrender)
{
return std::nullopt;
}
auto result = cb->makeSurrenderRetreatDecision(bs);
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
{
return BattleAction::makeRetreat(bs.ourSide);
}
return result;
}