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48b0a222a0
fix Ballista Bank Mod auto combat crash
1027 lines
27 KiB
C++
1027 lines
27 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 "BattleExchangeVariant.h"
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#include "../../lib/CStack.h"
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AttackerValue::AttackerValue()
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: value(0),
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isRetaliated(false)
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{
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}
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MoveTarget::MoveTarget()
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: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE)
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{
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turnsToRich = 1;
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}
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float BattleExchangeVariant::trackAttack(
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const AttackPossibility & ap,
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std::shared_ptr<HypotheticBattle> hb,
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DamageCache & damageCache)
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{
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if(!ap.attackerState)
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{
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logAi->trace("Skipping fake ap attack");
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return 0;
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}
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auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
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float attackValue = ap.attackValue();
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auto affectedUnits = ap.affectedUnits;
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dpsScore.ourDamageReduce += ap.attackerDamageReduce + ap.collateralDamageReduce;
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dpsScore.enemyDamageReduce += ap.defenderDamageReduce + ap.shootersBlockedDmg;
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attackerValue[attacker->unitId()].value = attackValue;
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affectedUnits.push_back(ap.attackerState);
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for(auto affectedUnit : affectedUnits)
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{
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auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
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auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();
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if(damageDealt > 0)
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{
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unitToUpdate->damage(damageDealt);
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}
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if(unitToUpdate->unitSide() == attacker->unitSide())
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{
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if(unitToUpdate->unitId() == attacker->unitId())
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{
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unitToUpdate->afterAttack(ap.attack.shooting, false);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap retaliation, %s, dps: %lld",
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hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),
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ap.attack.attacker->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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damageDealt);
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#endif
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}
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else
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s, ap collateral, dps: %lld",
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unitToUpdate->getDescription(),
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damageDealt);
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#endif
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}
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}
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else
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{
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if(unitToUpdate->unitId() == ap.attack.defender->unitId())
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{
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if(unitToUpdate->ableToRetaliate() && !affectedUnit->ableToRetaliate())
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{
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unitToUpdate->afterAttack(ap.attack.shooting, true);
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}
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, ap attack, %s, dps: %lld",
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attacker->getDescription(),
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ap.attack.defender->getDescription(),
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ap.attack.shooting ? "shot" : "mellee",
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damageDealt);
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#endif
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}
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else
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s, ap enemy collateral, dps: %lld",
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unitToUpdate->getDescription(),
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damageDealt);
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#endif
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}
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}
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}
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace(
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"ap score: our: %2f, enemy: %2f, collateral: %2f, blocked: %2f",
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ap.attackerDamageReduce,
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ap.defenderDamageReduce,
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ap.collateralDamageReduce,
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ap.shootersBlockedDmg);
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#endif
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return attackValue;
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}
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float BattleExchangeVariant::trackAttack(
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std::shared_ptr<StackWithBonuses> attacker,
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std::shared_ptr<StackWithBonuses> defender,
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bool shooting,
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bool isOurAttack,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb,
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bool evaluateOnly)
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{
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
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float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
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float attackerDamageReduce = 0;
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if(!evaluateOnly)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, normal attack, %s, dps: %lld, %2f",
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attacker->getDescription(),
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defender->getDescription(),
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shooting ? "shot" : "mellee",
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attackDamage,
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defenderDamageReduce);
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#endif
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if(isOurAttack)
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{
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dpsScore.enemyDamageReduce += defenderDamageReduce;
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attackerValue[attacker->unitId()].value += defenderDamageReduce;
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}
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else
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dpsScore.ourDamageReduce += defenderDamageReduce;
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defender->damage(attackDamage);
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attacker->afterAttack(shooting, false);
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}
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if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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{
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auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
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attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace(
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"%s -> %s, retaliation, dps: %lld, %2f",
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defender->getDescription(),
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attacker->getDescription(),
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retaliationDamage,
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attackerDamageReduce);
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#endif
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if(isOurAttack)
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{
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dpsScore.ourDamageReduce += attackerDamageReduce;
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attackerValue[attacker->unitId()].isRetaliated = true;
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}
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else
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{
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dpsScore.enemyDamageReduce += attackerDamageReduce;
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attackerValue[defender->unitId()].value += attackerDamageReduce;
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}
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attacker->damage(retaliationDamage);
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defender->afterAttack(false, true);
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}
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auto score = defenderDamageReduce - attackerDamageReduce;
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#if BATTLE_TRACE_LEVEL>=1
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if(!score)
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{
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logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);
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}
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#endif
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return score;
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}
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float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const
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{
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return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();
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}
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EvaluationResult BattleExchangeEvaluator::findBestTarget(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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EvaluationResult result(targets.bestAction());
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if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
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{
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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#endif
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auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
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hbWaited->makeWait(activeStack);
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updateReachabilityMap(hbWaited);
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for(auto & ap : targets.possibleAttacks)
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{
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float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
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if(score > result.score)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = true;
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score %2f", result.score);
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#endif
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}
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}
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}
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#if BATTLE_TRACE_LEVEL>=1
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logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());
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#endif
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updateReachabilityMap(hb);
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if(result.bestAttack.attack.shooting
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&& !result.bestAttack.defenderDead
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&& !activeStack->waited()
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&& hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))
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{
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if(!canBeHitThisTurn(result.bestAttack))
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return result; // lets wait
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}
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for(auto & ap : targets.possibleAttacks)
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{
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float score = evaluateExchange(ap, 0, targets, damageCache, hb);
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bool sameScoreButWaited = vstd::isAlmostEqual(score, result.score) && result.wait;
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if(score > result.score || sameScoreButWaited)
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{
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result.score = score;
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result.bestAttack = ap;
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result.wait = false;
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score %2f", result.score);
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#endif
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}
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}
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return result;
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}
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ReachabilityInfo getReachabilityWithEnemyBypass(
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const battle::Unit * activeStack,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> state)
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{
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ReachabilityInfo::Parameters params(activeStack, activeStack->getPosition());
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if(!params.flying)
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{
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for(const auto * unit : state->battleAliveUnits())
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{
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if(unit->unitSide() == activeStack->unitSide())
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continue;
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auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);
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auto turnsToKill = unit->getAvailableHealth() / std::max(dmg, (int64_t)1);
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vstd::amin(turnsToKill, 100);
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for(auto & hex : unit->getHexes())
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if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
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params.destructibleEnemyTurns[hex] = turnsToKill * unit->getMovementRange();
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}
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params.bypassEnemyStacks = true;
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}
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return state->getReachability(params);
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}
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MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
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const battle::Unit * activeStack,
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PotentialTargets & targets,
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DamageCache & damageCache,
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std::shared_ptr<HypotheticBattle> hb)
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{
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MoveTarget result;
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BattleExchangeVariant ev;
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logAi->trace("Find move towards unreachable. Enemies count %d", targets.unreachableEnemies.size());
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if(targets.unreachableEnemies.empty())
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return result;
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auto speed = activeStack->getMovementRange();
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if(speed == 0)
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return result;
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updateReachabilityMap(hb);
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auto dists = getReachabilityWithEnemyBypass(activeStack, damageCache, hb);
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auto flying = activeStack->hasBonusOfType(BonusType::FLYING);
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for(const battle::Unit * enemy : targets.unreachableEnemies)
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{
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logAi->trace(
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"Checking movement towards %d of %s",
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enemy->getCount(),
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enemy->creatureId().toCreature()->getNameSingularTranslated());
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auto distance = dists.distToNearestNeighbour(activeStack, enemy);
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if(distance >= GameConstants::BFIELD_SIZE)
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continue;
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if(distance <= speed)
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continue;
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auto turnsToRich = (distance - 1) / speed + 1;
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auto hexes = enemy->getSurroundingHexes();
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auto enemySpeed = enemy->getMovementRange();
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auto speedRatio = speed / static_cast<float>(enemySpeed);
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auto multiplier = speedRatio > 1 ? 1 : speedRatio;
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for(auto & hex : hexes)
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{
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// FIXME: provide distance info for Jousting bonus
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auto bai = BattleAttackInfo(activeStack, enemy, 0, cb->battleCanShoot(activeStack));
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auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
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attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
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auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
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score.enemyDamageReduce *= multiplier;
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));
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#endif
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if(result.score < scoreValue(score)
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|| (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))
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{
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result.score = scoreValue(score);
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result.positions.clear();
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score");
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#endif
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for(const BattleHex & initialEnemyHex : enemy->getAttackableHexes(activeStack))
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{
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BattleHex enemyHex = initialEnemyHex;
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while(!flying && dists.distances[enemyHex] > speed && dists.predecessors.at(enemyHex).isValid())
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{
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enemyHex = dists.predecessors.at(enemyHex);
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if(dists.accessibility[enemyHex] == EAccessibility::ALIVE_STACK)
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{
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auto defenderToBypass = hb->battleGetUnitByPos(enemyHex);
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if(defenderToBypass)
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{
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("Found target to bypass at %d", enemyHex.hex);
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#endif
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auto attackHex = dists.predecessors[enemyHex];
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auto baiBypass = BattleAttackInfo(activeStack, defenderToBypass, 0, cb->battleCanShoot(activeStack));
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auto attackBypass = AttackPossibility::evaluate(baiBypass, attackHex, damageCache, hb);
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auto adjacentStacks = getAdjacentUnits(enemy);
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adjacentStacks.push_back(defenderToBypass);
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vstd::removeDuplicates(adjacentStacks);
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auto bypassScore = calculateExchange(
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attackBypass,
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dists.distances[attackHex],
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targets,
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damageCache,
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hb,
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adjacentStacks);
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if(scoreValue(bypassScore) > result.score)
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{
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result.score = scoreValue(bypassScore);
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#if BATTLE_TRACE_LEVEL >= 1
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logAi->trace("New high score after bypass %f", scoreValue(bypassScore));
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#endif
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}
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}
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}
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}
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result.positions.push_back(enemyHex);
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}
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result.cachedAttack = attack;
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result.turnsToRich = turnsToRich;
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}
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}
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}
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return result;
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}
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std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) const
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{
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std::queue<const battle::Unit *> queue;
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std::vector<const battle::Unit *> checkedStacks;
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queue.push(blockerUnit);
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while(!queue.empty())
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{
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auto stack = queue.front();
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queue.pop();
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checkedStacks.push_back(stack);
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auto hexes = stack->getSurroundingHexes();
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for(auto hex : hexes)
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{
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auto neighbor = cb->battleGetUnitByPos(hex);
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if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
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{
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queue.push(neighbor);
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checkedStacks.push_back(neighbor);
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}
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}
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}
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return checkedStacks;
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}
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ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
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const AttackPossibility & ap,
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uint8_t turn,
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PotentialTargets & targets,
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std::shared_ptr<HypotheticBattle> hb,
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std::vector<const battle::Unit *> additionalUnits) const
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{
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ReachabilityData result;
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auto hexes = ap.attack.defender->getSurroundingHexes();
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if(!ap.attack.shooting) hexes.push_back(ap.from);
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std::vector<const battle::Unit *> allReachableUnits = additionalUnits;
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for(auto hex : hexes)
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{
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vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
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}
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if(!ap.attack.attacker->isTurret())
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{
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for(auto hex : ap.attack.attacker->getHexes())
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{
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auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
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for(auto unit : unitsReachingAttacker)
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{
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if(unit->unitSide() != ap.attack.attacker->unitSide())
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{
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allReachableUnits.push_back(unit);
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result.enemyUnitsReachingAttacker.insert(unit->unitId());
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}
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}
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}
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}
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vstd::removeDuplicates(allReachableUnits);
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auto copy = allReachableUnits;
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for(auto unit : copy)
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{
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for(auto adjacentUnit : getAdjacentUnits(unit))
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{
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auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
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if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
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&& !vstd::contains(allReachableUnits, unitWithBonuses))
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{
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allReachableUnits.push_back(unitWithBonuses);
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}
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}
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}
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vstd::removeDuplicates(allReachableUnits);
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|
|
if(!vstd::contains(allReachableUnits, ap.attack.attacker))
|
|
{
|
|
allReachableUnits.push_back(ap.attack.attacker);
|
|
}
|
|
|
|
if(allReachableUnits.size() < 2)
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
for(auto unit : allReachableUnits)
|
|
{
|
|
auto accessible = !unit->canShoot() || vstd::contains(additionalUnits, unit);
|
|
|
|
if(!accessible)
|
|
{
|
|
for(auto hex : unit->getSurroundingHexes())
|
|
{
|
|
if(ap.attack.defender->coversPos(hex))
|
|
{
|
|
accessible = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(accessible)
|
|
result.melleeAccessible.push_back(unit);
|
|
else
|
|
result.shooters.push_back(unit);
|
|
}
|
|
|
|
for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
{
|
|
for(auto unit : turnOrder[turn])
|
|
{
|
|
if(vstd::contains(allReachableUnits, unit))
|
|
result.units[turn].push_back(unit);
|
|
}
|
|
|
|
vstd::erase_if(result.units[turn], [&](const battle::Unit * u) -> bool
|
|
{
|
|
return !hb->battleGetUnitByID(u->unitId())->alive();
|
|
});
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
float BattleExchangeEvaluator::evaluateExchange(
|
|
const AttackPossibility & ap,
|
|
uint8_t turn,
|
|
PotentialTargets & targets,
|
|
DamageCache & damageCache,
|
|
std::shared_ptr<HypotheticBattle> hb) const
|
|
{
|
|
BattleScore score = calculateExchange(ap, turn, targets, damageCache, hb);
|
|
|
|
#if BATTLE_TRACE_LEVEL >= 1
|
|
logAi->trace(
|
|
"calculateExchange score +%2f -%2fx%2f = %2f",
|
|
score.enemyDamageReduce,
|
|
score.ourDamageReduce,
|
|
getNegativeEffectMultiplier(),
|
|
scoreValue(score));
|
|
#endif
|
|
|
|
return scoreValue(score);
|
|
}
|
|
|
|
BattleScore BattleExchangeEvaluator::calculateExchange(
|
|
const AttackPossibility & ap,
|
|
uint8_t turn,
|
|
PotentialTargets & targets,
|
|
DamageCache & damageCache,
|
|
std::shared_ptr<HypotheticBattle> hb,
|
|
std::vector<const battle::Unit *> additionalUnits) const
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
|
|
#endif
|
|
|
|
if(cb->battleGetMySide() == BattleSide::LEFT_SIDE
|
|
&& cb->battleGetGateState() == EGateState::BLOCKED
|
|
&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
|
|
{
|
|
return BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
|
|
}
|
|
|
|
std::vector<const battle::Unit *> ourStacks;
|
|
std::vector<const battle::Unit *> enemyStacks;
|
|
|
|
if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
|
|
enemyStacks.push_back(ap.attack.defender);
|
|
|
|
ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb, additionalUnits);
|
|
|
|
if(exchangeUnits.units.empty())
|
|
{
|
|
return BattleScore();
|
|
}
|
|
|
|
auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
|
|
BattleExchangeVariant v;
|
|
|
|
for(int exchangeTurn = 0; exchangeTurn < exchangeUnits.units.size(); exchangeTurn++)
|
|
{
|
|
for(auto unit : exchangeUnits.units.at(exchangeTurn))
|
|
{
|
|
if(unit->isTurret())
|
|
continue;
|
|
|
|
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
|
|
auto & attackerQueue = isOur ? ourStacks : enemyStacks;
|
|
auto u = exchangeBattle->getForUpdate(unit->unitId());
|
|
|
|
if(u->alive() && !vstd::contains(attackerQueue, unit))
|
|
{
|
|
attackerQueue.push_back(unit);
|
|
|
|
#if BATTLE_TRACE_LEVEL
|
|
logAi->trace("Exchanging: %s", u->getDescription());
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
auto melleeAttackers = ourStacks;
|
|
|
|
vstd::removeDuplicates(melleeAttackers);
|
|
vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return cb->battleCanShoot(u);
|
|
});
|
|
|
|
bool canUseAp = true;
|
|
|
|
std::set<uint32_t> blockedShooters;
|
|
|
|
int totalTurnsCount = simulationTurnsCount >= turn + turnOrder.size()
|
|
? simulationTurnsCount
|
|
: turn + turnOrder.size();
|
|
|
|
for(int exchangeTurn = 0; exchangeTurn < simulationTurnsCount; exchangeTurn++)
|
|
{
|
|
bool isMovingTurm = exchangeTurn < turn;
|
|
int queueTurn = exchangeTurn >= exchangeUnits.units.size()
|
|
? exchangeUnits.units.size() - 1
|
|
: exchangeTurn;
|
|
|
|
for(auto activeUnit : exchangeUnits.units.at(queueTurn))
|
|
{
|
|
bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
|
|
battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
|
|
battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
|
|
|
|
auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
|
|
auto shooting = exchangeBattle->battleCanShoot(attacker.get())
|
|
&& !vstd::contains(blockedShooters, attacker->unitId());
|
|
|
|
if(!attacker->alive())
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Attacker is dead");
|
|
#endif
|
|
|
|
continue;
|
|
}
|
|
|
|
if(isMovingTurm && !shooting
|
|
&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Attacker is moving");
|
|
#endif
|
|
|
|
continue;
|
|
}
|
|
|
|
auto targetUnit = ap.attack.defender;
|
|
|
|
if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=2
|
|
logAi->trace("Best target selector for %s", attacker->getDescription());
|
|
#endif
|
|
auto estimateAttack = [&](const battle::Unit * u) -> float
|
|
{
|
|
auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
|
|
auto score = v.trackAttack(
|
|
attacker,
|
|
stackWithBonuses,
|
|
exchangeBattle->battleCanShoot(stackWithBonuses.get()),
|
|
isOur,
|
|
damageCache,
|
|
hb,
|
|
true);
|
|
|
|
#if BATTLE_TRACE_LEVEL>=2
|
|
logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
|
|
#endif
|
|
|
|
return score;
|
|
};
|
|
|
|
auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
|
|
|
|
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
|
|
{
|
|
return vstd::contains(exchangeUnits.shooters, u);
|
|
});
|
|
|
|
if(!isOur
|
|
&& exchangeTurn == 0
|
|
&& exchangeUnits.units.at(exchangeTurn).at(0)->unitId() != ap.attack.attacker->unitId()
|
|
&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
|
|
{
|
|
vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return u->unitId() == ap.attack.attacker->unitId();
|
|
});
|
|
}
|
|
|
|
if(!unitsInOppositeQueueExceptInaccessible.empty())
|
|
{
|
|
targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
|
|
}
|
|
else
|
|
{
|
|
auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
|
|
{
|
|
if(u->unitSide() == attacker->unitSide())
|
|
return false;
|
|
|
|
if(!exchangeBattle->getForUpdate(u->unitId())->alive())
|
|
return false;
|
|
|
|
if(!u->getPosition().isValid())
|
|
return false; // e.g. tower shooters
|
|
|
|
return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
|
|
{
|
|
return attacker->unitId() == other->unitId();
|
|
});
|
|
});
|
|
|
|
if(!reachable.empty())
|
|
{
|
|
targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
|
|
}
|
|
else
|
|
{
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Battle queue is empty and no reachable enemy.");
|
|
#endif
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
|
|
const int totalAttacks = attacker->getTotalAttacks(shooting);
|
|
|
|
if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
|
|
&& targetUnit->unitId() == ap.attack.defender->unitId())
|
|
{
|
|
v.trackAttack(ap, exchangeBattle, damageCache);
|
|
}
|
|
else
|
|
{
|
|
for(int i = 0; i < totalAttacks; i++)
|
|
{
|
|
v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
|
|
|
|
if(!attacker->alive() || !defender->alive())
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(!shooting)
|
|
blockedShooters.insert(defender->unitId());
|
|
|
|
canUseAp = false;
|
|
|
|
vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
|
});
|
|
|
|
vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
|
{
|
|
return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
|
|
});
|
|
}
|
|
|
|
exchangeBattle->nextRound();
|
|
}
|
|
|
|
// avoid blocking path for stronger stack by weaker stack
|
|
// the method checks if all stacks can be placed around enemy
|
|
std::map<BattleHex, battle::Units> reachabilityMap;
|
|
|
|
auto hexes = ap.attack.defender->getSurroundingHexes();
|
|
|
|
for(auto hex : hexes)
|
|
reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
|
|
|
|
auto score = v.getScore();
|
|
|
|
if(simulationTurnsCount < totalTurnsCount)
|
|
{
|
|
float scalingRatio = simulationTurnsCount / static_cast<float>(totalTurnsCount);
|
|
|
|
score.enemyDamageReduce *= scalingRatio;
|
|
score.ourDamageReduce *= scalingRatio;
|
|
}
|
|
|
|
if(turn > 0)
|
|
{
|
|
auto turnMultiplier = 1 - std::min(0.2, 0.05 * turn);
|
|
|
|
score.enemyDamageReduce *= turnMultiplier;
|
|
}
|
|
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Exchange score: enemy: %2f, our -%2f", score.enemyDamageReduce, score.ourDamageReduce);
|
|
#endif
|
|
|
|
return score;
|
|
}
|
|
|
|
bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
|
|
{
|
|
for(auto pos : ap.attack.attacker->getSurroundingHexes())
|
|
{
|
|
for(auto u : reachabilityMap[pos])
|
|
{
|
|
if(u->unitSide() != ap.attack.attacker->unitSide())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb)
|
|
{
|
|
const int TURN_DEPTH = 2;
|
|
|
|
turnOrder.clear();
|
|
|
|
hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
|
|
|
for(auto turn : turnOrder)
|
|
{
|
|
for(auto u : turn)
|
|
{
|
|
if(!vstd::contains(reachabilityCache, u->unitId()))
|
|
{
|
|
reachabilityCache[u->unitId()] = hb->getReachability(u);
|
|
}
|
|
}
|
|
}
|
|
|
|
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
{
|
|
reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);
|
|
}
|
|
}
|
|
|
|
std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const
|
|
{
|
|
std::vector<const battle::Unit *> result;
|
|
|
|
for(int i = 0; i < turnOrder.size(); i++)
|
|
{
|
|
auto & turnQueue = turnOrder[i];
|
|
HypotheticBattle turnBattle(env.get(), cb);
|
|
|
|
for(const battle::Unit * unit : turnQueue)
|
|
{
|
|
if(unit->isTurret())
|
|
continue;
|
|
|
|
if(turnBattle.battleCanShoot(unit))
|
|
{
|
|
result.push_back(unit);
|
|
|
|
continue;
|
|
}
|
|
|
|
auto unitSpeed = unit->getMovementRange(turn);
|
|
auto radius = unitSpeed * (turn + 1);
|
|
|
|
auto reachabilityIter = reachabilityCache.find(unit->unitId());
|
|
assert(reachabilityIter != reachabilityCache.end()); // missing updateReachabilityMap call?
|
|
|
|
ReachabilityInfo unitReachability = reachabilityIter != reachabilityCache.end() ? reachabilityIter->second : turnBattle.getReachability(unit);
|
|
|
|
bool reachable = unitReachability.distances.at(hex) <= radius;
|
|
|
|
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
{
|
|
const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
|
|
|
|
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
{
|
|
for(BattleHex neighbor : hex.neighbouringTiles())
|
|
{
|
|
reachable = unitReachability.distances.at(neighbor) <= radius;
|
|
|
|
if(reachable) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(reachable)
|
|
{
|
|
result.push_back(unit);
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
// avoid blocking path for stronger stack by weaker stack
|
|
bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
|
{
|
|
const int BLOCKING_THRESHOLD = 70;
|
|
const int BLOCKING_OWN_ATTACK_PENALTY = 100;
|
|
const int BLOCKING_OWN_MOVE_PENALTY = 1;
|
|
|
|
float blockingScore = 0;
|
|
|
|
auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
|
|
|
|
for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
{
|
|
auto & turnQueue = turnOrder[turn];
|
|
HypotheticBattle turnBattle(env.get(), cb);
|
|
|
|
auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
|
|
unitToUpdate->setPosition(position);
|
|
|
|
for(const battle::Unit * unit : turnQueue)
|
|
{
|
|
if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
|
|
continue;
|
|
|
|
auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
|
|
float ratio = blockedUnitDamage / (float)(blockedUnitDamage + activeUnitDamage + 0.01);
|
|
|
|
auto unitReachability = turnBattle.getReachability(unit);
|
|
auto unitSpeed = unit->getMovementRange(turn); // Cached value, to avoid performance hit
|
|
|
|
for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
{
|
|
bool enemyUnit = false;
|
|
bool reachable = unitReachability.distances.at(hex) <= unitSpeed;
|
|
|
|
if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
{
|
|
const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
|
|
|
|
if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
{
|
|
enemyUnit = true;
|
|
|
|
for(BattleHex neighbor : hex.neighbouringTiles())
|
|
{
|
|
reachable = unitReachability.distances.at(neighbor) <= unitSpeed;
|
|
|
|
if(reachable) break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!reachable && std::count(reachabilityMap[hex].begin(), reachabilityMap[hex].end(), unit) > 1)
|
|
{
|
|
blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#if BATTLE_TRACE_LEVEL>=1
|
|
logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
|
|
#endif
|
|
|
|
return blockingScore > BLOCKING_THRESHOLD;
|
|
}
|