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vcmi/AI/BattleAI/BattleExchangeVariant.cpp

1015 lines
27 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 "BattleExchangeVariant.h"
#include "../../lib/CStack.h"
AttackerValue::AttackerValue()
: value(0),
isRetaliated(false)
{
}
MoveTarget::MoveTarget()
: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE)
{
turnsToRich = 1;
}
float BattleExchangeVariant::trackAttack(
const AttackPossibility & ap,
std::shared_ptr<HypotheticBattle> hb,
DamageCache & damageCache)
{
auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
float attackValue = ap.attackValue();
auto affectedUnits = ap.affectedUnits;
dpsScore.ourDamageReduce += ap.attackerDamageReduce + ap.collateralDamageReduce;
dpsScore.enemyDamageReduce += ap.defenderDamageReduce + ap.shootersBlockedDmg;
attackerValue[attacker->unitId()].value = attackValue;
affectedUnits.push_back(ap.attackerState);
for(auto affectedUnit : affectedUnits)
{
auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();
if(damageDealt > 0)
{
unitToUpdate->damage(damageDealt);
}
if(unitToUpdate->unitSide() == attacker->unitSide())
{
if(unitToUpdate->unitId() == attacker->unitId())
{
unitToUpdate->afterAttack(ap.attack.shooting, false);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap retaliation, %s, dps: %lld",
hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),
ap.attack.attacker->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
damageDealt);
#endif
}
else
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s, ap collateral, dps: %lld",
unitToUpdate->getDescription(),
damageDealt);
#endif
}
}
else
{
if(unitToUpdate->unitId() == ap.attack.defender->unitId())
{
if(unitToUpdate->ableToRetaliate() && !affectedUnit->ableToRetaliate())
{
unitToUpdate->afterAttack(ap.attack.shooting, true);
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, ap attack, %s, dps: %lld",
attacker->getDescription(),
ap.attack.defender->getDescription(),
ap.attack.shooting ? "shot" : "mellee",
damageDealt);
#endif
}
else
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s, ap enemy collateral, dps: %lld",
unitToUpdate->getDescription(),
damageDealt);
#endif
}
}
}
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace(
"ap score: our: %2f, enemy: %2f, collateral: %2f, blocked: %2f",
ap.attackerDamageReduce,
ap.defenderDamageReduce,
ap.collateralDamageReduce,
ap.shootersBlockedDmg);
#endif
return attackValue;
}
float BattleExchangeVariant::trackAttack(
std::shared_ptr<StackWithBonuses> attacker,
std::shared_ptr<StackWithBonuses> defender,
bool shooting,
bool isOurAttack,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb,
bool evaluateOnly)
{
const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
float attackerDamageReduce = 0;
if(!evaluateOnly)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, normal attack, %s, dps: %lld, %2f",
attacker->getDescription(),
defender->getDescription(),
shooting ? "shot" : "mellee",
attackDamage,
defenderDamageReduce);
#endif
if(isOurAttack)
{
dpsScore.enemyDamageReduce += defenderDamageReduce;
attackerValue[attacker->unitId()].value += defenderDamageReduce;
}
else
dpsScore.ourDamageReduce += defenderDamageReduce;
defender->damage(attackDamage);
attacker->afterAttack(shooting, false);
}
if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
{
auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
#if BATTLE_TRACE_LEVEL>=1
logAi->trace(
"%s -> %s, retaliation, dps: %lld, %2f",
defender->getDescription(),
attacker->getDescription(),
retaliationDamage,
attackerDamageReduce);
#endif
if(isOurAttack)
{
dpsScore.ourDamageReduce += attackerDamageReduce;
attackerValue[attacker->unitId()].isRetaliated = true;
}
else
{
dpsScore.enemyDamageReduce += attackerDamageReduce;
attackerValue[defender->unitId()].value += attackerDamageReduce;
}
attacker->damage(retaliationDamage);
defender->afterAttack(false, true);
}
auto score = defenderDamageReduce - attackerDamageReduce;
#if BATTLE_TRACE_LEVEL>=1
if(!score)
{
logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);
}
#endif
return score;
}
float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const
{
return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();
}
EvaluationResult BattleExchangeEvaluator::findBestTarget(
const battle::Unit * activeStack,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
EvaluationResult result(targets.bestAction());
if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
{
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
#endif
auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
hbWaited->makeWait(activeStack);
updateReachabilityMap(hbWaited);
for(auto & ap : targets.possibleAttacks)
{
float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
if(score > result.score)
{
result.score = score;
result.bestAttack = ap;
result.wait = true;
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score %2f", result.score);
#endif
}
}
}
#if BATTLE_TRACE_LEVEL>=1
logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());
#endif
updateReachabilityMap(hb);
if(result.bestAttack.attack.shooting
&& !result.bestAttack.defenderDead
&& !activeStack->waited()
&& hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))
{
if(!canBeHitThisTurn(result.bestAttack))
return result; // lets wait
}
for(auto & ap : targets.possibleAttacks)
{
float score = evaluateExchange(ap, 0, targets, damageCache, hb);
bool sameScoreButWaited = vstd::isAlmostEqual(score, result.score) && result.wait;
if(score > result.score || sameScoreButWaited)
{
result.score = score;
result.bestAttack = ap;
result.wait = false;
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score %2f", result.score);
#endif
}
}
return result;
}
ReachabilityInfo getReachabilityWithEnemyBypass(
const battle::Unit * activeStack,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> state)
{
ReachabilityInfo::Parameters params(activeStack, activeStack->getPosition());
if(!params.flying)
{
for(const auto * unit : state->battleAliveUnits())
{
if(unit->unitSide() == activeStack->unitSide())
continue;
auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);
auto turnsToKill = unit->getAvailableHealth() / dmg;
vstd::amin(turnsToKill, 100);
for(auto & hex : unit->getHexes())
if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
params.destructibleEnemyTurns[hex] = turnsToKill * unit->getMovementRange();
}
params.bypassEnemyStacks = true;
}
return state->getReachability(params);
}
MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
const battle::Unit * activeStack,
PotentialTargets & targets,
DamageCache & damageCache,
std::shared_ptr<HypotheticBattle> hb)
{
MoveTarget result;
BattleExchangeVariant ev;
logAi->trace("Find move towards unreachable. Enemies count %d", targets.unreachableEnemies.size());
if(targets.unreachableEnemies.empty())
return result;
auto speed = activeStack->getMovementRange();
if(speed == 0)
return result;
updateReachabilityMap(hb);
auto dists = getReachabilityWithEnemyBypass(activeStack, damageCache, hb);
auto flying = activeStack->hasBonusOfType(BonusType::FLYING);
for(const battle::Unit * enemy : targets.unreachableEnemies)
{
logAi->trace(
"Checking movement towards %d of %s",
enemy->getCount(),
enemy->creatureId().toCreature()->getNameSingularTranslated());
auto distance = dists.distToNearestNeighbour(activeStack, enemy);
if(distance >= GameConstants::BFIELD_SIZE)
continue;
if(distance <= speed)
continue;
auto turnsToRich = (distance - 1) / speed + 1;
auto hexes = enemy->getSurroundingHexes();
auto enemySpeed = enemy->getMovementRange();
auto speedRatio = speed / static_cast<float>(enemySpeed);
auto multiplier = speedRatio > 1 ? 1 : speedRatio;
for(auto & hex : hexes)
{
// FIXME: provide distance info for Jousting bonus
auto bai = BattleAttackInfo(activeStack, enemy, 0, cb->battleCanShoot(activeStack));
auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
score.enemyDamageReduce *= multiplier;
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));
#endif
if(result.score < scoreValue(score)
|| (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))
{
result.score = scoreValue(score);
result.positions.clear();
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score");
#endif
for(BattleHex enemyHex : enemy->getAttackableHexes(activeStack))
{
while(!flying && dists.distances[enemyHex] > speed)
{
enemyHex = dists.predecessors.at(enemyHex);
if(dists.accessibility[enemyHex] == EAccessibility::ALIVE_STACK)
{
auto defenderToBypass = hb->battleGetUnitByPos(enemyHex);
if(defenderToBypass)
{
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("Found target to bypass at %d", enemyHex.hex);
#endif
auto attackHex = dists.predecessors[enemyHex];
auto baiBypass = BattleAttackInfo(activeStack, defenderToBypass, 0, cb->battleCanShoot(activeStack));
auto attackBypass = AttackPossibility::evaluate(baiBypass, attackHex, damageCache, hb);
auto adjacentStacks = getAdjacentUnits(enemy);
adjacentStacks.push_back(defenderToBypass);
vstd::removeDuplicates(adjacentStacks);
auto bypassScore = calculateExchange(
attackBypass,
dists.distances[attackHex],
targets,
damageCache,
hb,
adjacentStacks);
if(scoreValue(bypassScore) > result.score)
{
result.score = scoreValue(bypassScore);
#if BATTLE_TRACE_LEVEL >= 1
logAi->trace("New high score after bypass %f", scoreValue(bypassScore));
#endif
}
}
}
}
result.positions.push_back(enemyHex);
}
result.cachedAttack = attack;
result.turnsToRich = turnsToRich;
}
}
}
return result;
}
std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) const
{
std::queue<const battle::Unit *> queue;
std::vector<const battle::Unit *> checkedStacks;
queue.push(blockerUnit);
while(!queue.empty())
{
auto stack = queue.front();
queue.pop();
checkedStacks.push_back(stack);
auto hexes = stack->getSurroundingHexes();
for(auto hex : hexes)
{
auto neighbor = cb->battleGetUnitByPos(hex);
if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
{
queue.push(neighbor);
checkedStacks.push_back(neighbor);
}
}
}
return checkedStacks;
}
ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
const AttackPossibility & ap,
uint8_t turn,
PotentialTargets & targets,
std::shared_ptr<HypotheticBattle> hb,
std::vector<const battle::Unit *> additionalUnits) const
{
ReachabilityData result;
auto hexes = ap.attack.defender->getSurroundingHexes();
if(!ap.attack.shooting) hexes.push_back(ap.from);
std::vector<const battle::Unit *> allReachableUnits = additionalUnits;
for(auto hex : hexes)
{
vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
}
for(auto hex : ap.attack.attacker->getHexes())
{
auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
for(auto unit : unitsReachingAttacker)
{
if(unit->unitSide() != ap.attack.attacker->unitSide())
{
allReachableUnits.push_back(unit);
result.enemyUnitsReachingAttacker.insert(unit->unitId());
}
}
}
vstd::removeDuplicates(allReachableUnits);
auto copy = allReachableUnits;
for(auto unit : copy)
{
for(auto adjacentUnit : getAdjacentUnits(unit))
{
auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
&& !vstd::contains(allReachableUnits, unitWithBonuses))
{
allReachableUnits.push_back(unitWithBonuses);
}
}
}
vstd::removeDuplicates(allReachableUnits);
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[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[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[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[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;
}