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vcmi/AI/BattleAI/BattleAI.cpp
Arseniy Shestakov 9fd1cff090 Refactoring: always use std prefix for shared_ptr, unique_ptr and make_shared
Long time ago it's was used without prefix to make future switch from boost to std version easier.
I discusses this with Ivan and decide to drop these using from Global.h now.

This change wouldn't break anything because there was already code with prefix for each of three cases.
2015-12-29 05:43:33 +03:00

744 lines
21 KiB
C++

#include "StdInc.h"
#include "../../lib/AI_Base.h"
#include "BattleAI.h"
#include "../../lib/BattleState.h"
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/spells/CSpellHandler.h"
#include "../../lib/VCMI_Lib.h"
using boost::optional;
static std::shared_ptr<CBattleCallback> cbc;
#define LOGL(text) print(text)
#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
struct Priorities
{
double manaValue;
double generalResourceValueModifier;
std::vector<double> resourceTypeBaseValues;
std::function<double(const CStack *)> stackEvaluator;
Priorities()
{
manaValue = 0.;
generalResourceValueModifier = 1.;
range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
stackEvaluator = [](const CStack*){ return 1.0; };
}
};
Priorities *priorities = nullptr;
namespace {
int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
{
int ret = 1000000;
for(BattleHex n : hex.neighbouringTiles())
{
if(dists[n] >= 0 && dists[n] < ret)
{
ret = dists[n];
if(chosenHex)
*chosenHex = n;
}
}
return ret;
}
bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
{
return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
}
}
template <typename Container, typename Pred>
auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
{
double ret = 0;
for(const auto &element : c)
{
ret += p(element);
}
return ret;
}
CBattleAI::CBattleAI(void)
: side(-1)
{
print("created");
}
CBattleAI::~CBattleAI(void)
{
print("destroyed");
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::init(std::shared_ptr<CBattleCallback> CB)
{
print("init called, saving ptr to IBattleCallback");
cbc = cb = CB;
playerID = *CB->getPlayerID();; //TODO should be sth in callback
wasWaitingForRealize = cb->waitTillRealize;
wasUnlockingGs = CB->unlockGsWhenWaiting;
CB->waitTillRealize = true;
CB->unlockGsWhenWaiting = false;
}
static bool thereRemainsEnemy()
{
return !cbc->battleIsFinished();
}
BattleAction CBattleAI::activeStack( const CStack * stack )
{
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
cbc = cb; //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
try
{
print("activeStack called for " + stack->nodeName());
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->firstHPleft)
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
}
if(cb->battleCanCastSpell())
attemptCastingSpell();
if(!thereRemainsEnemy())
return BattleAction();
if(auto action = considerFleeingOrSurrendering())
return *action;
if(cb->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY).empty())
{
//We apparently won battle by casting spell, return defend... (accessing cb may cause trouble)
return BattleAction::makeDefend(stack);
}
PotentialTargets targets(stack);
if(targets.possibleAttacks.size())
{
auto hlp = targets.bestAction();
if(hlp.attack.shooting)
return BattleAction::makeShotAttack(stack, hlp.enemy);
else
return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
}
else
{
if(stack->waited())
{
ThreatMap threatsToUs(stack);
auto dists = cbc->battleGetDistances(stack);
const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
{
return goTowards(stack, ei.s->position);
}
}
else
{
return BattleAction::makeWait(stack);
}
}
}
catch(std::exception &e)
{
logAi->errorStream() << "Exception occurred in " << __FUNCTION__ << " " << e.what();
}
return BattleAction::makeDefend(stack);
}
void CBattleAI::actionFinished(const BattleAction &action)
{
print("actionFinished called");
}
void CBattleAI::actionStarted(const BattleAction &action)
{
print("actionStarted called");
}
void CBattleAI::battleAttack(const BattleAttack *ba)
{
print("battleAttack called");
}
void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
print("battleStacksAttacked called");
}
void CBattleAI::battleEnd(const BattleResult *br)
{
print("battleEnd called");
}
void CBattleAI::battleNewRoundFirst(int round)
{
print("battleNewRoundFirst called");
}
void CBattleAI::battleNewRound(int round)
{
print("battleNewRound called");
}
void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
print("battleStackMoved called");;
}
void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
{
print("battleStart called");
side = Side;
}
void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
{
print("battleStacksHealedRes called");
}
void CBattleAI::battleNewStackAppeared(const CStack * stack)
{
print("battleNewStackAppeared called");
}
void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
print("battleObstaclesRemoved called");
}
void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
print("battleStacksRemoved called");
}
void CBattleAI::print(const std::string &text) const
{
logAi->traceStream() << "CBattleAI [" << this <<"]: " << text;
}
BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
{
assert(destination.isValid());
auto avHexes = cb->battleGetAvailableHexes(stack, false);
auto reachability = cb->getReachability(stack);
if(vstd::contains(avHexes, destination))
return BattleAction::makeMove(stack, destination);
auto destNeighbours = destination.neighbouringTiles();
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
{
logAi->warnStream() << "Warning: already standing on neighbouring tile!";
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
{
print("goTowards: Stack cannot move! That's " + stack->nodeName());
return BattleAction::makeDefend(stack);
}
if(stack->hasBonusOfType(Bonus::FLYING))
{
// 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 distToDestNeighbour = [&](BattleHex hex) -> int
{
auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
{
return BattleHex::getDistance(a, hex);
});
return BattleHex::getDistance(*nearestNeighbourToHex, hex);
};
auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
return BattleAction::makeMove(stack, *nearestAvailableHex);
}
else
{
BattleHex bestNeighbor = destination;
if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
{
print("goTowards: Cannot reach");
return BattleAction::makeDefend(stack);
}
BattleHex currentDest = bestNeighbor;
while(1)
{
assert(currentDest.isValid());
if(vstd::contains(avHexes, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];
}
}
}
BattleAction CBattleAI::useCatapult(const CStack * stack)
{
throw std::runtime_error("The method or operation is not implemented.");
}
enum SpellTypes
{
OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
};
SpellTypes spellType(const CSpell *spell)
{
if (spell->isOffensiveSpell())
return OFFENSIVE_SPELL;
if (spell->hasEffects())
return TIMED_EFFECT;
return OTHER;
}
struct PossibleSpellcast
{
const CSpell *spell;
BattleHex dest;
};
struct CurrentOffensivePotential
{
std::map<const CStack *, PotentialTargets> ourAttacks;
std::map<const CStack *, PotentialTargets> enemyAttacks;
CurrentOffensivePotential(ui8 side)
{
for(auto stack : cbc->battleGetStacks())
{
if(stack->attackerOwned == !side)
ourAttacks[stack] = PotentialTargets(stack);
else
enemyAttacks[stack] = PotentialTargets(stack);
}
}
int potentialValue()
{
int ourPotential = 0, enemyPotential = 0;
for(auto &p : ourAttacks)
ourPotential += p.second.bestAction().attackValue();
for(auto &p : enemyAttacks)
enemyPotential += p.second.bestAction().attackValue();
return ourPotential - enemyPotential;
}
};
//
// //set has its own order, so remove_if won't work. TODO - reuse for map
// template<typename Elem, typename Predicate>
// void erase_if(std::set<Elem> &setContainer, Predicate pred)
// {
// auto itr = setContainer.begin();
// auto endItr = setContainer.end();
// while(itr != endItr)
// {
// auto tmpItr = itr++;
// if(pred(*tmpItr))
// setContainer.erase(tmpItr);
// }
// }
void CBattleAI::attemptCastingSpell()
{
LOGL("Casting spells sounds like fun. Let's see...");
auto hero = cb->battleGetMyHero();
//auto known = cb->battleGetFightingHero(side);
//Get all spells we can cast
std::vector<const CSpell*> possibleSpells;
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
{
auto problem = cbc->battleCanCastThisSpell(s);
return problem == ESpellCastProblem::OK;
});
LOGFL("I can cast %d spells.", possibleSpells.size());
vstd::erase_if(possibleSpells, [](const CSpell *s)
{return spellType(s) == OTHER; });
LOGFL("I know about workings of %d of them.", possibleSpells.size());
//Get possible spell-target pairs
std::vector<PossibleSpellcast> possibleCasts;
for(auto spell : possibleSpells)
{
for(auto hex : getTargetsToConsider(spell))
{
PossibleSpellcast ps = {spell, hex};
possibleCasts.push_back(ps);
}
}
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
if(possibleCasts.empty())
return;
std::map<const CStack*, int> valueOfStack;
for(auto stack : cb->battleGetStacks())
{
PotentialTargets pt(stack);
valueOfStack[stack] = pt.bestActionValue();
}
auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
{
const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
switch(spellType(ps.spell))
{
case OFFENSIVE_SPELL:
{
int damageDealt = 0, damageReceived = 0;
auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, playerID, skillLevel, ps.dest, hero);
if(stacksSuffering.empty())
return -1;
for(auto stack : stacksSuffering)
{
const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
if(stack->owner == playerID)
damageReceived += dmg;
else
damageDealt += dmg;
}
const int damageDiff = damageDealt - damageReceived;
LOGFL("Casting %s on hex %d would deal %d damage points among %d stacks.",
ps.spell->name % ps.dest % damageDiff % stacksSuffering.size());
//TODO tactic effect too
return damageDiff;
}
case TIMED_EFFECT:
{
StackWithBonuses swb;
swb.stack = cb->battleGetStackByPos(ps.dest);
if(!swb.stack)
return -1;
Bonus pseudoBonus;
pseudoBonus.sid = ps.spell->id;
pseudoBonus.val = skillLevel;
pseudoBonus.turnsRemain = 1; //TODO
CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
HypotheticChangesToBattleState state;
state.bonusesOfStacks[swb.stack] = &swb;
PotentialTargets pt(swb.stack, state);
auto newValue = pt.bestActionValue();
auto oldValue = valueOfStack[swb.stack];
auto gain = newValue - oldValue;
if(swb.stack->owner != playerID) //enemy
gain = -gain;
LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
return gain;
}
default:
assert(0);
return 0;
}
};
auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
BattleAction spellcast;
spellcast.actionType = Battle::HERO_SPELL;
spellcast.additionalInfo = castToPerform.spell->id;
spellcast.destinationTile = castToPerform.dest;
spellcast.side = side;
spellcast.stackNumber = (!side) ? -1 : -2;
cb->battleMakeAction(&spellcast);
}
std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) const
{
if(spell->getTargetType() == CSpell::NO_TARGET)
{
//Spell can be cast anywhere, all hexes are potentially considerable.
std::vector<BattleHex> ret;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
if(BattleHex(i).isAvailable())
ret.push_back(i);
return ret;
}
else
{
//TODO when massive effect -> doesn't matter where cast
return cbc->battleGetPossibleTargets(playerID, spell);
}
}
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
{
if(cb->battleCanSurrender(playerID))
{
}
if(cb->battleCanFlee())
{
}
return boost::none;
}
ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
{
sufferedDamage.fill(0);
for(const CStack *enemy : cbc->battleGetStacks())
{
//Consider only stacks of different owner
if(enemy->attackerOwned == endangered->attackerOwned)
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 = std::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
{
if (!priorities)
priorities = new Priorities;
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->counterAttacksRemaining());
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;
}