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https://github.com/vcmi/vcmi.git
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740 lines
21 KiB
C++
740 lines
21 KiB
C++
#include "StdInc.h"
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#include "../../lib/AI_Base.h"
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#include "BattleAI.h"
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#include "../../lib/BattleState.h"
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#include "../../CCallback.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CSpellHandler.h"
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#include "../../lib/VCMI_Lib.h"
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using boost::optional;
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shared_ptr<CBattleCallback> cbc;
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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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struct Priorities
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{
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double manaValue;
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double generalResourceValueModifier;
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std::vector<double> resourceTypeBaseValues;
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std::function<double(const CStack *)> stackEvaluator;
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Priorities()
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{
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manaValue = 0.;
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generalResourceValueModifier = 1.;
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range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
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stackEvaluator = [](const CStack*){ return 1.0; };
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}
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} priorities;
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int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
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{
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int ret = 1000000;
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for(BattleHex n : hex.neighbouringTiles())
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{
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if(dists[n] >= 0 && dists[n] < ret)
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{
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ret = dists[n];
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if(chosenHex)
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*chosenHex = n;
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}
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}
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return ret;
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}
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bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
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{
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return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
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}
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template <typename Container, typename Pred>
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auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
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{
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double ret = 0;
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for(const auto &element : c)
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{
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ret += p(element);
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}
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return ret;
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}
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CBattleAI::CBattleAI(void)
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: side(-1)
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{
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print("created");
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}
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CBattleAI::~CBattleAI(void)
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{
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print("destroyed");
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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(shared_ptr<CBattleCallback> CB)
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{
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print("init called, saving ptr to IBattleCallback");
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cbc = 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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static bool thereRemainsEnemy()
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{
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return !cbc->battleIsFinished();
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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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cbc = 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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print("activeStack called for " + stack->nodeName());
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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->firstHPleft)
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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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if(cb->battleCanCastSpell())
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attemptCastingSpell();
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if(!thereRemainsEnemy())
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return BattleAction();
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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if(cb->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY).empty())
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{
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//We apparently won battle by casting spell, return defend... (accessing cb may cause trouble)
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return BattleAction::makeDefend(stack);
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}
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PotentialTargets targets(stack);
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if(targets.possibleAttacks.size())
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{
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auto hlp = targets.bestAction();
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if(hlp.attack.shooting)
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return BattleAction::makeShotAttack(stack, hlp.enemy);
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else
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return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
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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);
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auto dists = cbc->battleGetDistances(stack);
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const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, boost::bind(isCloser, _1, _2, boost::ref(dists)));
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if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
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{
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return goTowards(stack, ei.s->position);
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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(std::exception &e)
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{
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logAi->errorStream() << "Exception occurred in " << __FUNCTION__ << " " << e.what();
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}
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return BattleAction::makeDefend(stack);
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}
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void CBattleAI::actionFinished(const BattleAction &action)
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{
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print("actionFinished called");
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}
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void CBattleAI::actionStarted(const BattleAction &action)
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{
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print("actionStarted called");
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}
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void CBattleAI::battleAttack(const BattleAttack *ba)
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{
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print("battleAttack called");
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}
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void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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{
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print("battleStacksAttacked called");
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}
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void CBattleAI::battleEnd(const BattleResult *br)
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{
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print("battleEnd called");
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}
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void CBattleAI::battleNewRoundFirst(int round)
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{
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print("battleNewRoundFirst called");
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}
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void CBattleAI::battleNewRound(int round)
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{
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print("battleNewRound called");
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}
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void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
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print("battleStackMoved called");;
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}
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void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
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{
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print("battleSpellCast called");
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}
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void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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print("battleStacksEffectsSet called");
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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{
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print("battleStart called");
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side = Side;
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}
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void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
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{
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print("battleStacksHealedRes called");
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}
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void CBattleAI::battleNewStackAppeared(const CStack * stack)
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{
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print("battleNewStackAppeared called");
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}
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void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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{
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print("battleObstaclesRemoved called");
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}
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void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
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print("battleCatapultAttacked called");
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}
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void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
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{
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print("battleStacksRemoved called");
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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->traceStream() << "CBattleAI [" << this <<"]: " << text;
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}
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BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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{
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assert(destination.isValid());
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auto avHexes = cb->battleGetAvailableHexes(stack, false);
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auto reachability = cb->getReachability(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->warnStream() << "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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print("goTowards: Stack cannot move! That's " + stack->nodeName());
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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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{
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return BattleHex::getDistance(a, hex);
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});
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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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print("goTowards: Cannot reach");
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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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assert(currentDest.isValid());
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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("The method or operation is not implemented.");
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}
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enum SpellTypes
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{
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OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
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};
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SpellTypes spellType(const CSpell *spell)
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{
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if (spell->isOffensiveSpell())
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return OFFENSIVE_SPELL;
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if (spell->hasEffects())
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return TIMED_EFFECT;
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return OTHER;
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}
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struct PossibleSpellcast
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{
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const CSpell *spell;
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BattleHex dest;
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};
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struct CurrentOffensivePotential
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{
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std::map<const CStack *, PotentialTargets> ourAttacks;
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std::map<const CStack *, PotentialTargets> enemyAttacks;
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CurrentOffensivePotential(ui8 side)
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{
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for(auto stack : cbc->battleGetStacks())
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{
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if(stack->attackerOwned == !side)
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ourAttacks[stack] = PotentialTargets(stack);
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else
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enemyAttacks[stack] = PotentialTargets(stack);
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}
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}
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int potentialValue()
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{
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int ourPotential = 0, enemyPotential = 0;
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for(auto &p : ourAttacks)
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ourPotential += p.second.bestAction().attackValue();
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for(auto &p : enemyAttacks)
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enemyPotential += p.second.bestAction().attackValue();
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return ourPotential - enemyPotential;
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}
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};
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//
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// //set has its own order, so remove_if won't work. TODO - reuse for map
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// template<typename Elem, typename Predicate>
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// void erase_if(std::set<Elem> &setContainer, Predicate pred)
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// {
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// auto itr = setContainer.begin();
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// auto endItr = setContainer.end();
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// while(itr != endItr)
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// {
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// auto tmpItr = itr++;
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// if(pred(*tmpItr))
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// setContainer.erase(tmpItr);
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// }
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// }
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void CBattleAI::attemptCastingSpell()
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{
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LOGL("Casting spells sounds like fun. Let's see...");
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auto hero = cb->battleGetMyHero();
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//auto known = cb->battleGetFightingHero(side);
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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->spells, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
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{
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auto problem = cbc->battleCanCastThisSpell(s);
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return problem == ESpellCastProblem::OK;
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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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{return spellType(s) == OTHER; });
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LOGFL("I know about workings of %d of them.", 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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for(auto hex : getTargetsToConsider(spell))
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{
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PossibleSpellcast ps = {spell, hex};
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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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std::map<const CStack*, int> valueOfStack;
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for(auto stack : cb->battleGetStacks())
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{
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PotentialTargets pt(stack);
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valueOfStack[stack] = pt.bestActionValue();
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}
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auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
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{
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const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
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const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
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switch(spellType(ps.spell))
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{
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case OFFENSIVE_SPELL:
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{
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int damageDealt = 0, damageReceived = 0;
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auto stacksSuffering = cb->getAffectedCreatures(ps.spell, skillLevel, playerID, ps.dest);
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vstd::erase_if(stacksSuffering, [&](const CStack *stack) -> bool
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{
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return cb->battleIsImmune(hero, ps.spell, ECastingMode::HERO_CASTING, ps.dest);
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});
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if(stacksSuffering.empty())
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return -1;
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for(auto stack : stacksSuffering)
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{
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const int dmg = cb->calculateSpellDmg(ps.spell, hero, stack, skillLevel, spellPower);
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if(stack->owner == playerID)
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damageReceived += dmg;
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else
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damageDealt += dmg;
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}
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const int damageDiff = damageDealt - damageReceived;
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LOGFL("Casting %s on hex %d would deal %d damage points among %d stacks.",
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ps.spell->name % ps.dest % damageDiff % stacksSuffering.size());
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//TODO tactic effect too
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return damageDiff;
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}
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case TIMED_EFFECT:
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{
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StackWithBonuses swb;
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swb.stack = cb->battleGetStackByPos(ps.dest);
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if(!swb.stack)
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return -1;
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Bonus pseudoBonus;
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pseudoBonus.sid = ps.spell->id;
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pseudoBonus.val = skillLevel;
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pseudoBonus.turnsRemain = 1; //TODO
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CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
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HypotheticChangesToBattleState state;
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state.bonusesOfStacks[swb.stack] = &swb;
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PotentialTargets pt(swb.stack, state);
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auto newValue = pt.bestActionValue();
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auto oldValue = valueOfStack[swb.stack];
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auto gain = newValue - oldValue;
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if(swb.stack->owner != playerID) //enemy
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gain = -gain;
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LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
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ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
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return gain;
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}
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default:
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assert(0);
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return 0;
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}
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};
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auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
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LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
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BattleAction spellcast;
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spellcast.actionType = Battle::HERO_SPELL;
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spellcast.additionalInfo = castToPerform.spell->id;
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spellcast.destinationTile = castToPerform.dest;
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spellcast.side = side;
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spellcast.stackNumber = (!side) ? -1 : -2;
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cb->battleMakeAction(&spellcast);
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}
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std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) const
|
|
{
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|
if(spell->getTargetType() == CSpell::NO_TARGET)
|
|
{
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|
//Spell can be casted anywhere, all hexes are potentially considerable.
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|
std::vector<BattleHex> ret;
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
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|
if(BattleHex(i).isAvailable())
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|
ret.push_back(i);
|
|
|
|
return ret;
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|
}
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|
else
|
|
{
|
|
//TODO when massive effect -> doesnt matter where cast
|
|
return cbc->battleGetPossibleTargets(playerID, spell);
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|
}
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|
}
|
|
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|
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
{
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|
if(cb->battleCanSurrender(playerID))
|
|
{
|
|
|
|
}
|
|
if(cb->battleCanFlee())
|
|
{
|
|
|
|
}
|
|
return boost::none;
|
|
}
|
|
|
|
ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
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|
{
|
|
sufferedDamage.fill(0);
|
|
|
|
for(const CStack *enemy : cbc->battleGetStacks())
|
|
{
|
|
//Consider only stacks of different owner
|
|
if(enemy->attackerOwned == endangered->attackerOwned)
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|
continue;
|
|
|
|
//Look-up which tiles can be melee-attacked
|
|
std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
|
|
meleeAttackable.fill(false);
|
|
auto enemyReachability = cbc->getReachability(enemy);
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
if(enemyReachability.isReachable(i))
|
|
{
|
|
meleeAttackable[i] = true;
|
|
for(auto n : BattleHex(i).neighbouringTiles())
|
|
meleeAttackable[n] = true;
|
|
}
|
|
}
|
|
|
|
//Gather possible assaults
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
if(cbc->battleCanShoot(enemy, i))
|
|
threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
|
|
else if(meleeAttackable[i])
|
|
{
|
|
BattleAttackInfo bai(enemy, endangered, false);
|
|
bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
|
|
threatMap[i].push_back(BattleAttackInfo(bai));
|
|
}
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
{
|
|
sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
|
|
{
|
|
auto dmg = cbc->calculateDmgRange(bai);
|
|
return (dmg.first + dmg.second)/2;
|
|
});
|
|
}
|
|
}
|
|
|
|
const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
|
|
{
|
|
TBonusListPtr ret = make_shared<BonusList>();
|
|
const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
|
|
range::copy(*originalList, std::back_inserter(*ret));
|
|
for(auto &bonus : bonusesToAdd)
|
|
{
|
|
if(selector(&bonus) && (!limit || !limit(&bonus)))
|
|
ret->push_back(&bonus);
|
|
}
|
|
|
|
//TODO limiters?
|
|
|
|
return ret;
|
|
}
|
|
|
|
int AttackPossibility::damageDiff() const
|
|
{
|
|
const auto dealtDmgValue = priorities.stackEvaluator(enemy) * damageDealt;
|
|
const auto receivedDmgValue = priorities.stackEvaluator(attack.attacker) * damageReceived;
|
|
return dealtDmgValue - receivedDmgValue;
|
|
}
|
|
|
|
int AttackPossibility::attackValue() const
|
|
{
|
|
return damageDiff() + tacticImpact;
|
|
}
|
|
|
|
AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex)
|
|
{
|
|
auto attacker = AttackInfo.attacker;
|
|
auto enemy = AttackInfo.defender;
|
|
|
|
const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacks);
|
|
const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
|
|
const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
|
|
|
|
AttackPossibility ap = {enemy, hex, AttackInfo, 0, 0, 0};
|
|
|
|
auto curBai = AttackInfo; //we'll modify here the stack counts
|
|
for(int i = 0; i < totalAttacks; i++)
|
|
{
|
|
std::pair<ui32, ui32> retaliation(0,0);
|
|
auto attackDmg = cbc->battleEstimateDamage(curBai, &retaliation);
|
|
ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
|
|
ap.damageReceived = (retaliation.first + retaliation.second) / 2;
|
|
|
|
if(remainingCounterAttacks <= i || counterAttacksBlocked)
|
|
ap.damageReceived = 0;
|
|
|
|
curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
|
|
curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
|
|
if(!curBai.attackerCount)
|
|
break;
|
|
//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
|
|
}
|
|
|
|
//TODO other damage related to attack (eg. fire shield and other abilities)
|
|
|
|
//Limit damages by total stack health
|
|
vstd::amin(ap.damageDealt, enemy->count * enemy->MaxHealth() - (enemy->MaxHealth() - enemy->firstHPleft));
|
|
vstd::amin(ap.damageReceived, attacker->count * attacker->MaxHealth() - (attacker->MaxHealth() - attacker->firstHPleft));
|
|
|
|
return ap;
|
|
}
|
|
|
|
|
|
PotentialTargets::PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state /*= HypotheticChangesToBattleState()*/)
|
|
{
|
|
auto dists = cbc->battleGetDistances(attacker);
|
|
auto avHexes = cbc->battleGetAvailableHexes(attacker, false);
|
|
|
|
for(const CStack *enemy : cbc->battleGetStacks())
|
|
{
|
|
//Consider only stacks of different owner
|
|
if(enemy->attackerOwned == attacker->attackerOwned)
|
|
continue;
|
|
|
|
auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
|
|
{
|
|
auto bai = BattleAttackInfo(attacker, enemy, shooting);
|
|
bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker);
|
|
bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender);
|
|
|
|
if(hex.isValid())
|
|
{
|
|
assert(dists[hex] <= attacker->Speed());
|
|
bai.chargedFields = dists[hex];
|
|
}
|
|
|
|
return AttackPossibility::evaluate(bai, state, hex);
|
|
};
|
|
|
|
if(cbc->battleCanShoot(attacker, enemy->position))
|
|
{
|
|
possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
|
|
}
|
|
else
|
|
{
|
|
for(BattleHex hex : avHexes)
|
|
if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
|
|
possibleAttacks.push_back(GenerateAttackInfo(false, hex));
|
|
|
|
if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
|
|
unreachableEnemies.push_back(enemy);
|
|
}
|
|
}
|
|
}
|
|
|
|
AttackPossibility PotentialTargets::bestAction() const
|
|
{
|
|
if(possibleAttacks.empty())
|
|
throw std::runtime_error("No best action, since we don't have any actions");
|
|
|
|
return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
|
|
}
|
|
|
|
int PotentialTargets::bestActionValue() const
|
|
{
|
|
if(possibleAttacks.empty())
|
|
return 0;
|
|
|
|
return bestAction().attackValue();
|
|
}
|
|
|
|
void EnemyInfo::calcDmg(const CStack * ourStack)
|
|
{
|
|
TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
|
|
adi = (dmg.first + dmg.second) / 2;
|
|
adr = (retal.first + retal.second) / 2;
|
|
}
|