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be10694b73
- the AI will now consider attacking multiple units - the preferred strategy now is to minimize collateral damage rather than to maximize damage to enemy units alone - attacks that block enemy shooters will be prioritized over other attacks in cases when shooters have weaker melee attacks
668 lines
19 KiB
C++
668 lines
19 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 <vstd/RNG.h>
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/CStack.h"//todo: remove
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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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class RNGStub : public vstd::RNG
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{
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public:
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vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
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{
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return [=]()->int64_t
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{
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return (lower + upper)/2;
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};
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}
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vstd::TRand getDoubleRange(double lower, double upper) override
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{
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return [=]()->double
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{
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return (lower + upper)/2;
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};
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}
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};
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enum class SpellTypes
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{
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ADVENTURE, BATTLE, OTHER
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};
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SpellTypes spellType(const CSpell * spell)
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{
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if(!spell->isCombatSpell() || spell->isCreatureAbility())
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return SpellTypes::OTHER;
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if(spell->isOffensiveSpell() || spell->hasEffects() || spell->hasBattleEffects())
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return SpellTypes::BATTLE;
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return SpellTypes::OTHER;
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}
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CBattleAI::CBattleAI()
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: side(-1), wasWaitingForRealize(false), wasUnlockingGs(false)
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{
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}
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CBattleAI::~CBattleAI()
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{
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if(cb)
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{
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//Restore previous state of CB - it may be shared with the main AI (like VCAI)
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cb->waitTillRealize = wasWaitingForRealize;
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cb->unlockGsWhenWaiting = wasUnlockingGs;
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}
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}
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void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
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{
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setCbc(CB);
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cb = CB;
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playerID = *CB->getPlayerID(); //TODO should be sth in callback
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wasWaitingForRealize = cb->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = true;
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CB->unlockGsWhenWaiting = false;
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}
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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try
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{
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if(stack->type->idNumber == CreatureID::CATAPULT)
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return useCatapult(stack);
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
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{
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auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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std::map<int, const CStack*> woundHpToStack;
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for(auto stack : healingTargets)
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if(auto woundHp = stack->MaxHealth() - stack->getFirstHPleft())
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woundHpToStack[woundHp] = stack;
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if(woundHpToStack.empty())
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return BattleAction::makeDefend(stack);
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else
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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attemptCastingSpell();
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if(auto ret = getCbc()->battleIsFinished())
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{
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//spellcast may finish battle
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//send special preudo-action
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BattleAction cancel;
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cancel.actionType = EActionType::CANCEL;
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return cancel;
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}
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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//best action is from effective owner point if view, we are effective owner as we received "activeStack"
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//evaluate casting spell for spellcasting stack
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boost::optional<PossibleSpellcast> bestSpellcast(boost::none);
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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if(stack->hasBonusOfType(Bonus::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
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{
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const CSpell * spell = creatureSpellToCast.toSpell();
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if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
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{
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std::vector<PossibleSpellcast> possibleCasts;
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spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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evaluateCreatureSpellcast(stack, ps);
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possibleCasts.push_back(ps);
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}
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std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
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if(!possibleCasts.empty() && possibleCasts.front().value > 0)
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{
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bestSpellcast = boost::optional<PossibleSpellcast>(possibleCasts.front());
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}
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}
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}
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HypotheticBattle hb(getCbc());
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PotentialTargets targets(stack, &hb);
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if(!targets.possibleAttacks.empty())
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{
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AttackPossibility bestAttack = targets.bestAction();
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//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
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if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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else if(bestAttack.attack.shooting)
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return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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else {
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auto &target = bestAttack;
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logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d",
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VLC->creh->creatures.at(target.attackerState->creatureId())->identifier.c_str(),
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VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier.c_str(),
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(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
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(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true),
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(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue()
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);
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return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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}
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}
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else if(bestSpellcast.is_initialized())
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{
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return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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}
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else
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{
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if(stack->waited())
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{
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//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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auto dists = getCbc()->battleGetDistances(stack, stack->getPosition());
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if(!targets.unreachableEnemies.empty())
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{
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const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
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if(distToNearestNeighbour(ei.s->getPosition(), dists) < GameConstants::BFIELD_SIZE)
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{
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return goTowards(stack, ei.s->getPosition());
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}
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}
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}
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else
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{
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return BattleAction::makeWait(stack);
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}
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}
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}
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catch(boost::thread_interrupted &)
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{
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throw;
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}
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catch(std::exception &e)
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{
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logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
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}
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return BattleAction::makeDefend(stack);
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}
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BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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{
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if(!destination.isValid())
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{
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logAi->error("CBattleAI::goTowards: invalid destination");
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return BattleAction::makeDefend(stack);
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}
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
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if(vstd::contains(avHexes, destination))
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return BattleAction::makeMove(stack, destination);
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auto destNeighbours = destination.neighbouringTiles();
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if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
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if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
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{
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return BattleAction::makeDefend(stack);
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}
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if(stack->hasBonusOfType(Bonus::FLYING))
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{
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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// We just check all available hexes and pick the one closest to the target.
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auto distToDestNeighbour = [&](BattleHex hex) -> int
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{
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auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
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{return BattleHex::getDistance(a, hex);});
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return BattleHex::getDistance(*nearestNeighbourToHex, hex);
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};
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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}
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else
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{
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BattleHex bestNeighbor = destination;
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if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
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{
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return BattleAction::makeDefend(stack);
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}
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BattleHex currentDest = bestNeighbor;
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while(1)
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{
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if(!currentDest.isValid())
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{
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logAi->error("CBattleAI::goTowards: internal error");
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return BattleAction::makeDefend(stack);
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}
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if(vstd::contains(avHexes, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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currentDest = reachability.predecessors[currentDest];
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}
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}
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}
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BattleAction CBattleAI::useCatapult(const CStack * stack)
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{
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throw std::runtime_error("CBattleAI::useCatapult is not implemented.");
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}
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void CBattleAI::attemptCastingSpell()
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{
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auto hero = cb->battleGetMyHero();
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if(!hero)
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return;
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if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
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return;
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LOGL("Casting spells sounds like fun. Let's see...");
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//Get all spells we can cast
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std::vector<const CSpell*> possibleSpells;
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vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero](const CSpell *s) -> bool
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{
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return s->canBeCast(getCbc().get(), spells::Mode::HERO, hero);
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});
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LOGFL("I can cast %d spells.", possibleSpells.size());
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vstd::erase_if(possibleSpells, [](const CSpell *s)
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{
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return spellType(s) != SpellTypes::BATTLE;
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});
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LOGFL("I know how %d of them works.", possibleSpells.size());
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//Get possible spell-target pairs
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std::vector<PossibleSpellcast> possibleCasts;
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for(auto spell : possibleSpells)
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{
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spells::BattleCast temp(getCbc().get(), hero, spells::Mode::HERO, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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possibleCasts.push_back(ps);
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}
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}
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LOGFL("Found %d spell-target combinations.", possibleCasts.size());
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if(possibleCasts.empty())
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return;
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using ValueMap = PossibleSpellcast::ValueMap;
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auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle * state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
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{
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bool firstRound = true;
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bool enemyHadTurn = false;
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size_t ourTurnSpan = 0;
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bool stop = false;
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for(auto & round : queue)
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{
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if(!firstRound)
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state->nextRound(0);//todo: set actual value?
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for(auto unit : round)
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{
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if(!vstd::contains(values, unit->unitId()))
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values[unit->unitId()] = 0;
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if(!unit->alive())
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continue;
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if(state->battleGetOwner(unit) != playerID)
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{
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enemyHadTurn = true;
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if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
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{
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//enemy could counter our spell at this point
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//anyway, we do not know what enemy will do
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//just stop evaluation
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stop = true;
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break;
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}
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}
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else if(!enemyHadTurn)
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{
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ourTurnSpan++;
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}
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state->nextTurn(unit->unitId());
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PotentialTargets pt(unit, state);
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if(!pt.possibleAttacks.empty())
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{
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AttackPossibility ap = pt.bestAction();
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auto swb = state->getForUpdate(unit->unitId());
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*swb = *ap.attackerState;
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if(ap.damageDealt > 0)
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swb->removeUnitBonus(Bonus::UntilAttack);
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if(ap.damageReceived > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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for(auto affected : ap.affectedUnits)
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{
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swb = state->getForUpdate(affected->unitId());
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*swb = *affected;
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if(ap.damageDealt > 0)
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swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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if(ap.damageReceived > 0 && ap.attack.defender->unitId() == affected->unitId())
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swb->removeUnitBonus(Bonus::UntilAttack);
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}
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}
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auto bav = pt.bestActionValue();
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//best action is from effective owner`s point if view, we need to convert to our point if view
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if(state->battleGetOwner(unit) != playerID)
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bav = -bav;
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values[unit->unitId()] += bav;
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}
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firstRound = false;
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if(stop)
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break;
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}
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if(enemyHadTurnOut)
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*enemyHadTurnOut = enemyHadTurn;
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return ourTurnSpan >= minTurnSpan;
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};
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RNGStub rngStub;
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ValueMap valueOfStack;
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ValueMap healthOfStack;
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TStacks all = cb->battleGetAllStacks(false);
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size_t ourRemainingTurns = 0;
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for(auto unit : all)
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{
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healthOfStack[unit->unitId()] = unit->getAvailableHealth();
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valueOfStack[unit->unitId()] = 0;
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if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
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ourRemainingTurns++;
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}
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LOGFL("I have %d turns left in this round", ourRemainingTurns);
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const bool castNow = ourRemainingTurns <= 1;
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if(castNow)
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print("I should try to cast a spell now");
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else
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print("I could wait better moment to cast a spell");
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auto amount = all.size();
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std::vector<battle::Units> turnOrder;
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cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
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{
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bool enemyHadTurn = false;
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HypotheticBattle state(cb);
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evaluateQueue(valueOfStack, turnOrder, &state, 0, &enemyHadTurn);
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if(!enemyHadTurn)
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{
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auto battleIsFinishedOpt = state.battleIsFinished();
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if(battleIsFinishedOpt)
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{
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print("No need to cast a spell. Battle will finish soon.");
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return;
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}
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}
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}
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auto evaluateSpellcast = [&] (PossibleSpellcast * ps)
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{
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HypotheticBattle state(cb);
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spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
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cast.target = ps->dest;
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cast.cast(&state, rngStub);
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ValueMap newHealthOfStack;
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ValueMap newValueOfStack;
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size_t ourUnits = 0;
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for(auto unit : all)
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{
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auto unitId = unit->unitId();
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auto localUnit = state.battleGetUnitByID(unitId);
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newHealthOfStack[unitId] = localUnit->getAvailableHealth();
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newValueOfStack[unitId] = 0;
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if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
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ourUnits++;
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}
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size_t minTurnSpan = ourUnits/3; //todo: tweak this
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std::vector<battle::Units> newTurnOrder;
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state.battleGetTurnOrder(newTurnOrder, amount, 2);
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const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, &state, minTurnSpan, nullptr);
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if(turnSpanOK || castNow)
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{
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int64_t totalGain = 0;
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for(auto unit : all)
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{
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auto unitId = unit->unitId();
|
|
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;
|
|
}
|
|
};
|
|
|
|
std::vector<std::function<void()>> tasks;
|
|
|
|
for(PossibleSpellcast & psc : possibleCasts)
|
|
tasks.push_back(std::bind(evaluateSpellcast, &psc));
|
|
|
|
uint32_t threadCount = boost::thread::hardware_concurrency();
|
|
|
|
if(threadCount == 0)
|
|
{
|
|
logGlobal->warn("No information of CPU cores available");
|
|
threadCount = 1;
|
|
}
|
|
|
|
CStopWatch timer;
|
|
|
|
CThreadHelper threadHelper(&tasks, threadCount);
|
|
threadHelper.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->name % castToPerform.value);
|
|
BattleAction spellcast;
|
|
spellcast.actionType = EActionType::HERO_SPELL;
|
|
spellcast.actionSubtype = castToPerform.spell->id;
|
|
spellcast.setTarget(castToPerform.dest);
|
|
spellcast.side = side;
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
cb->battleMakeAction(&spellcast);
|
|
}
|
|
else
|
|
{
|
|
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->name % 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(getCbc());
|
|
TStacks all = getCbc()->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.target = ps.dest;
|
|
cast.cast(&state, rngStub);
|
|
|
|
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;
|
|
};
|
|
|
|
int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
|
|
{
|
|
int ret = 1000000;
|
|
for(BattleHex n : hex.neighbouringTiles())
|
|
{
|
|
if(dists[n] >= 0 && dists[n] < ret)
|
|
{
|
|
ret = dists[n];
|
|
if(chosenHex)
|
|
*chosenHex = n;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
side = Side;
|
|
}
|
|
|
|
bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
|
|
{
|
|
return distToNearestNeighbour(ei1.s->getPosition(), dists) < distToNearestNeighbour(ei2.s->getPosition(), dists);
|
|
}
|
|
|
|
void CBattleAI::print(const std::string &text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
|
}
|
|
|
|
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
{
|
|
if(cb->battleCanSurrender(playerID))
|
|
{
|
|
}
|
|
if(cb->battleCanFlee())
|
|
{
|
|
}
|
|
return boost::none;
|
|
}
|
|
|
|
|
|
|