mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-16 10:19:47 +02:00
386805c4e0
* should fix https://bugs.vcmi.eu/view.php?id=2901
568 lines
15 KiB
C++
568 lines
15 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 <vstd/RNG.h>
|
|
|
|
#include "StackWithBonuses.h"
|
|
#include "EnemyInfo.h"
|
|
#include "PossibleSpellcast.h"
|
|
#include "../../lib/CStopWatch.h"
|
|
#include "../../lib/CThreadHelper.h"
|
|
#include "../../lib/spells/CSpellHandler.h"
|
|
#include "../../lib/spells/ISpellMechanics.h"
|
|
#include "../../lib/CStack.h"//todo: remove
|
|
|
|
#define LOGL(text) print(text)
|
|
#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
|
|
|
|
class RNGStub : public vstd::RNG
|
|
{
|
|
public:
|
|
vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
|
|
{
|
|
return [=]()->int64_t
|
|
{
|
|
return (lower + upper)/2;
|
|
};
|
|
}
|
|
|
|
vstd::TRand getDoubleRange(double lower, double upper) override
|
|
{
|
|
return [=]()->double
|
|
{
|
|
return (lower + upper)/2;
|
|
};
|
|
}
|
|
};
|
|
|
|
enum class SpellTypes
|
|
{
|
|
ADVENTURE, BATTLE, OTHER
|
|
};
|
|
|
|
SpellTypes spellType(const CSpell * spell)
|
|
{
|
|
if(!spell->isCombatSpell() || spell->isCreatureAbility())
|
|
return SpellTypes::OTHER;
|
|
|
|
if(spell->isOffensiveSpell() || spell->hasEffects() || spell->hasBattleEffects())
|
|
return SpellTypes::BATTLE;
|
|
|
|
return SpellTypes::OTHER;
|
|
}
|
|
|
|
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::init(std::shared_ptr<CBattleCallback> CB)
|
|
{
|
|
setCbc(CB);
|
|
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()) ;
|
|
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(auto ret = getCbc()->battleIsFinished())
|
|
{
|
|
//spellcast may finish battle
|
|
//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"
|
|
|
|
HypotheticBattle hb(getCbc());
|
|
|
|
PotentialTargets targets(stack, &hb);
|
|
if(targets.possibleAttacks.size())
|
|
{
|
|
auto hlp = targets.bestAction();
|
|
if(hlp.attack.shooting)
|
|
return BattleAction::makeShotAttack(stack, hlp.attack.defender);
|
|
else
|
|
return BattleAction::makeMeleeAttack(stack, hlp.attack.defender->getPosition(), hlp.tile);
|
|
}
|
|
else
|
|
{
|
|
if(stack->waited())
|
|
{
|
|
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
|
|
auto dists = getCbc()->battleGetDistances(stack, stack->getPosition());
|
|
if(!targets.unreachableEnemies.empty())
|
|
{
|
|
const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
|
|
if(distToNearestNeighbour(ei.s->getPosition(), dists) < GameConstants::BFIELD_SIZE)
|
|
{
|
|
return goTowards(stack, ei.s->getPosition());
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return BattleAction::makeWait(stack);
|
|
}
|
|
}
|
|
}
|
|
catch(boost::thread_interrupted &)
|
|
{
|
|
throw;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
|
|
}
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
|
|
{
|
|
if(!destination.isValid())
|
|
{
|
|
logAi->error("CBattleAI::goTowards: invalid destination");
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
auto reachability = cb->getReachability(stack);
|
|
auto avHexes = cb->battleGetAvailableHexes(reachability, 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->warn("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
|
|
{
|
|
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)
|
|
{
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
BattleHex currentDest = bestNeighbor;
|
|
while(1)
|
|
{
|
|
if(!currentDest.isValid())
|
|
{
|
|
logAi->error("CBattleAI::goTowards: internal error");
|
|
return BattleAction::makeDefend(stack);
|
|
}
|
|
|
|
if(vstd::contains(avHexes, currentDest))
|
|
return BattleAction::makeMove(stack, currentDest);
|
|
currentDest = reachability.predecessors[currentDest];
|
|
}
|
|
}
|
|
}
|
|
|
|
BattleAction CBattleAI::useCatapult(const CStack * stack)
|
|
{
|
|
throw std::runtime_error("CBattleAI::useCatapult is not implemented.");
|
|
}
|
|
|
|
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), [this, hero] (const CSpell *s) -> bool
|
|
{
|
|
return s->canBeCast(getCbc().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(getCbc().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.damageDealt > 0)
|
|
swb->removeUnitBonus(Bonus::UntilAttack);
|
|
if(ap.damageReceived > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
|
|
for(auto affected : ap.affectedUnits)
|
|
{
|
|
swb = state->getForUpdate(affected->unitId());
|
|
*swb = *affected;
|
|
|
|
if(ap.damageDealt > 0)
|
|
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
|
if(ap.damageReceived > 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;
|
|
};
|
|
|
|
RNGStub rngStub;
|
|
|
|
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(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;
|
|
}
|
|
}
|
|
}
|
|
|
|
auto evaluateSpellcast = [&] (PossibleSpellcast * ps)
|
|
{
|
|
HypotheticBattle state(cb);
|
|
|
|
spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
|
|
cast.target = ps->dest;
|
|
cast.cast(&state, rngStub);
|
|
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;
|
|
}
|
|
};
|
|
|
|
std::vector<std::function<void()>> tasks;
|
|
|
|
for(PossibleSpellcast & psc : possibleCasts)
|
|
tasks.push_back(std::bind(evaluateSpellcast, &psc));
|
|
|
|
uint32_t threadCount = boost::thread::hardware_concurrency();
|
|
|
|
if(threadCount == 0)
|
|
{
|
|
logGlobal->warn("No information of CPU cores available");
|
|
threadCount = 1;
|
|
}
|
|
|
|
CStopWatch timer;
|
|
|
|
CThreadHelper threadHelper(&tasks, threadCount);
|
|
threadHelper.run();
|
|
|
|
LOGFL("Evaluation took %d ms", timer.getDiff());
|
|
|
|
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
|
{
|
|
return ps.value;
|
|
};
|
|
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
|
|
|
if(castToPerform.value > 0)
|
|
{
|
|
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->name % castToPerform.value);
|
|
BattleAction spellcast;
|
|
spellcast.actionType = EActionType::HERO_SPELL;
|
|
spellcast.actionSubtype = castToPerform.spell->id;
|
|
spellcast.setTarget(castToPerform.dest);
|
|
spellcast.side = side;
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
cb->battleMakeAction(&spellcast);
|
|
}
|
|
else
|
|
{
|
|
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->name % castToPerform.value);
|
|
}
|
|
}
|
|
|
|
int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
|
|
{
|
|
int ret = 1000000;
|
|
for(BattleHex n : hex.neighbouringTiles())
|
|
{
|
|
if(dists[n] >= 0 && dists[n] < ret)
|
|
{
|
|
ret = dists[n];
|
|
if(chosenHex)
|
|
*chosenHex = n;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
side = Side;
|
|
}
|
|
|
|
bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
|
|
{
|
|
return distToNearestNeighbour(ei1.s->getPosition(), dists) < distToNearestNeighbour(ei2.s->getPosition(), dists);
|
|
}
|
|
|
|
void CBattleAI::print(const std::string &text) const
|
|
{
|
|
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
|
}
|
|
|
|
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
{
|
|
if(cb->battleCanSurrender(playerID))
|
|
{
|
|
}
|
|
if(cb->battleCanFlee())
|
|
{
|
|
}
|
|
return boost::none;
|
|
}
|
|
|
|
|
|
|