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vcmi/AI/BattleAI/BattleAI.cpp
Konstantin 6c5f5dba75 BattleAI: check negative obstacles instead of moat.
This will work for fire walls too (and if someone will summon elementals
after placing land mines). But will not work for Tower's landmines.
2023-03-31 01:01:25 +03:00

815 lines
22 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 = true;
CB->unlockGsWhenWaiting = false;
}
BattleAction 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)
try
{
if(stack->type->idNumber == CreatureID::CATAPULT)
return useCatapult(stack);
if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
{
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
std::map<int, const CStack*> woundHpToStack;
for(auto stack : healingTargets)
if(auto woundHp = stack->MaxHealth() - 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
}
attemptCastingSpell();
if(cb->battleIsFinished() || !stack->alive())
{
//spellcast may finish battle or kill active stack
//send special preudo-action
BattleAction cancel;
cancel.actionType = EActionType::CANCEL;
return cancel;
}
if(auto action = considerFleeingOrSurrendering())
return *action;
//best action is from effective owner point if view, we are effective owner as we received "activeStack"
//evaluate casting spell for spellcasting stack
boost::optional<PossibleSpellcast> bestSpellcast(boost::none);
//TODO: faerie dragon type spell should be selected by server
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
if(stack->hasBonusOfType(Bonus::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)
{
bestSpellcast = boost::optional<PossibleSpellcast>(possibleCasts.front());
}
}
}
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())
{
#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.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
{
// return because spellcast value is damage dealt and score is dps reduce
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
}
if(evaluationResult.score > score)
{
score = evaluationResult.score;
std::string action;
if(evaluationResult.wait)
{
result = BattleAction::makeWait(stack);
action = "wait";
}
else if(bestAttack.attack.shooting)
{
result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
action = "shot";
}
else
{
result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
action = "melee";
}
logAi->debug("BattleAI: %s -> %s x %d, %s, 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(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
bestAttack.attack.chargeDistance, bestAttack.attack.attacker->Speed(0, true),
bestAttack.defenderDamageReduce, bestAttack.attackerDamageReduce, bestAttack.attackValue()
);
}
}
else if(bestSpellcast.is_initialized())
{
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
}
//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())
{
result = goTowardsNearest(stack, moveTarget.positions);
}
else
{
result = BattleAction::makeWait(stack);
}
}
if(score > EvaluationResult::INEFFECTIVE_SCORE)
{
return result;
}
if(!stack->hasBonusOfType(Bonus::FLYING)
&& stack->unitSide() == BattleSide::ATTACKER
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
{
auto brokenWallMoat = getBrokenWallMoatHexes();
if(brokenWallMoat.size())
{
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
else
return goTowardsNearest(stack, brokenWallMoat);
}
}
}
catch(boost::thread_interrupted &)
{
throw;
}
catch(std::exception &e)
{
logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
}
return result;
}
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
{
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
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(Bonus::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) {
const auto * spellObst = dynamic_cast<const SpellCreatedObstacle*>(obst.get());
if(spellObst && spellObst->trigger)
{
auto triggerAbility = VLC->spells()->getById(SpellID(spellObst->ID));
auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
if(triggerIsNegative)
insertAffected(spellObst, 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->ID;
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);
for(auto & target : temp.findPotentialTargets())
{
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;
for(auto unit : all)
{
auto unitId = unit->unitId();
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 unit : all)
{
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;
}
};
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->battleMakeAction(&spellcast);
}
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)
{
LOG_TRACE(logAi);
side = Side;
}
void CBattleAI::print(const std::string &text) const
{
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
}
boost::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->side == bs.ourSide)
bs.ourStacks.push_back(stack);
else
{
bs.enemyStacks.push_back(stack);
bs.enemyHero = cb->battleGetOwnerHero(stack);
}
}
}
if(!bs.canFlee || !bs.canSurrender)
{
return boost::none;
}
return cb->makeSurrenderRetreatDecision(bs);
}