|
@@ -0,0 +1,504 @@
|
|
|
+/*
|
|
|
+ * 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"
|
|
|
+
|
|
|
+int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
|
|
|
+{
|
|
|
+ auto affectedUnits = ap.affectedUnits;
|
|
|
+
|
|
|
+ affectedUnits.push_back(ap.attackerState);
|
|
|
+
|
|
|
+ for(auto affectedUnit : affectedUnits)
|
|
|
+ {
|
|
|
+ auto unitToUpdate = state->getForUpdate(affectedUnit->unitId());
|
|
|
+
|
|
|
+ unitToUpdate->health = affectedUnit->health;
|
|
|
+ unitToUpdate->shots = affectedUnit->shots;
|
|
|
+ unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
|
|
|
+ unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto attackValue = ap.attackValue();
|
|
|
+
|
|
|
+ dpsScore += attackValue;
|
|
|
+
|
|
|
+ logAi->trace(
|
|
|
+ "%s -> %s, ap attack, %s, dps: %d, score: %d",
|
|
|
+ ap.attack.attacker->getDescription(),
|
|
|
+ ap.attack.defender->getDescription(),
|
|
|
+ ap.attack.shooting ? "shot" : "mellee",
|
|
|
+ ap.damageDealt,
|
|
|
+ attackValue);
|
|
|
+
|
|
|
+ return attackValue;
|
|
|
+}
|
|
|
+
|
|
|
+int64_t BattleExchangeVariant::trackAttack(
|
|
|
+ std::shared_ptr<StackWithBonuses> attacker,
|
|
|
+ std::shared_ptr<StackWithBonuses> defender,
|
|
|
+ bool shooting,
|
|
|
+ bool isOurAttack,
|
|
|
+ std::shared_ptr<CBattleInfoCallback> cb,
|
|
|
+ bool evaluateOnly)
|
|
|
+{
|
|
|
+ const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
|
|
|
+ static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
|
|
|
+ const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
|
|
|
+
|
|
|
+ TDmgRange retalitation;
|
|
|
+ BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
|
|
|
+ auto attack = cb->battleEstimateDamage(bai, &retalitation);
|
|
|
+ int64_t attackDamage = (attack.first + attack.second) / 2;
|
|
|
+ int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
|
|
|
+ int64_t attackerDpsReduce = 0;
|
|
|
+
|
|
|
+ if(!evaluateOnly)
|
|
|
+ {
|
|
|
+ logAi->trace(
|
|
|
+ "%s -> %s, normal attack, %s, dps: %d, %d",
|
|
|
+ attacker->getDescription(),
|
|
|
+ defender->getDescription(),
|
|
|
+ shooting ? "shot" : "mellee",
|
|
|
+ attackDamage,
|
|
|
+ defenderDpsReduce);
|
|
|
+
|
|
|
+ if(isOurAttack)
|
|
|
+ {
|
|
|
+ dpsScore += defenderDpsReduce;
|
|
|
+ attackerValue[attacker->unitId()].value += defenderDpsReduce;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ dpsScore -= defenderDpsReduce;
|
|
|
+
|
|
|
+ defender->damage(attackDamage);
|
|
|
+ attacker->afterAttack(shooting, false);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
|
|
|
+ {
|
|
|
+ if(retalitation.second != 0)
|
|
|
+ {
|
|
|
+ auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
|
|
|
+ attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
|
|
|
+
|
|
|
+ if(!evaluateOnly)
|
|
|
+ {
|
|
|
+ logAi->trace(
|
|
|
+ "%s -> %s, retalitation, dps: %d, %d",
|
|
|
+ defender->getDescription(),
|
|
|
+ attacker->getDescription(),
|
|
|
+ retalitationDamage,
|
|
|
+ attackerDpsReduce);
|
|
|
+
|
|
|
+ if(isOurAttack)
|
|
|
+ {
|
|
|
+ dpsScore -= attackerDpsReduce;
|
|
|
+ attackerValue[attacker->unitId()].isRetalitated = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ dpsScore += attackerDpsReduce;
|
|
|
+ attackerValue[defender->unitId()].value += attackerDpsReduce;
|
|
|
+ }
|
|
|
+
|
|
|
+ attacker->damage(retalitationDamage);
|
|
|
+ defender->afterAttack(false, true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ auto score = defenderDpsReduce - attackerDpsReduce;
|
|
|
+
|
|
|
+ if(!score)
|
|
|
+ {
|
|
|
+ logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
|
|
|
+ }
|
|
|
+
|
|
|
+ return score;
|
|
|
+}
|
|
|
+
|
|
|
+int64_t BattleExchangeVariant::calculateDpsReduce(
|
|
|
+ const battle::Unit * attacker,
|
|
|
+ const battle::Unit * defender,
|
|
|
+ uint64_t damageDealt,
|
|
|
+ std::shared_ptr<CBattleInfoCallback> cb) const
|
|
|
+{
|
|
|
+ vstd::amin(damageDealt, defender->getAvailableHealth());
|
|
|
+
|
|
|
+ auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
|
|
|
+ auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
|
|
|
+ auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
|
|
|
+
|
|
|
+ return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
|
|
|
+ + enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
|
|
|
+};
|
|
|
+
|
|
|
+EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
|
|
|
+{
|
|
|
+ EvaluationResult result(targets.bestAction());
|
|
|
+
|
|
|
+ updateReachabilityMap(hb);
|
|
|
+
|
|
|
+ for(auto & ap : targets.possibleAttacks)
|
|
|
+ {
|
|
|
+ int64_t score = calculateExchange(ap);
|
|
|
+
|
|
|
+ if(score > result.score)
|
|
|
+ {
|
|
|
+ result.score = score;
|
|
|
+ result.bestAttack = ap;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!activeStack->waited())
|
|
|
+ {
|
|
|
+ logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
|
|
|
+
|
|
|
+ hb.getForUpdate(activeStack->unitId())->waiting = true;
|
|
|
+ hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
|
|
|
+
|
|
|
+ updateReachabilityMap(hb);
|
|
|
+
|
|
|
+ for(auto & ap : targets.possibleAttacks)
|
|
|
+ {
|
|
|
+ int64_t score = calculateExchange(ap);
|
|
|
+
|
|
|
+ if(score > result.score)
|
|
|
+ {
|
|
|
+ result.score = score;
|
|
|
+ result.bestAttack = ap;
|
|
|
+ result.wait = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
|
|
|
+ const AttackPossibility & ap)
|
|
|
+{
|
|
|
+ auto hexes = ap.attack.defender->getHexes();
|
|
|
+
|
|
|
+ if(!ap.attack.shooting) hexes.push_back(ap.from);
|
|
|
+
|
|
|
+ std::vector<const battle::Unit *> exchangeUnits;
|
|
|
+ std::vector<const battle::Unit *> allReachableUnits;
|
|
|
+
|
|
|
+ for(auto hex : hexes)
|
|
|
+ {
|
|
|
+ vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
|
|
|
+ }
|
|
|
+
|
|
|
+ vstd::removeDuplicates(allReachableUnits);
|
|
|
+
|
|
|
+ if(allReachableUnits.size() < 2)
|
|
|
+ {
|
|
|
+ logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
|
|
|
+
|
|
|
+ return exchangeUnits;
|
|
|
+ }
|
|
|
+
|
|
|
+ for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
|
+ {
|
|
|
+ for(auto unit : turnOrder[turn])
|
|
|
+ {
|
|
|
+ if(vstd::contains(allReachableUnits, unit))
|
|
|
+ exchangeUnits.push_back(unit);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return exchangeUnits;
|
|
|
+}
|
|
|
+
|
|
|
+int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
|
|
|
+{
|
|
|
+ logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
|
|
|
+
|
|
|
+ std::vector<const battle::Unit *> ourStacks;
|
|
|
+ std::vector<const battle::Unit *> enemyStacks;
|
|
|
+
|
|
|
+ enemyStacks.push_back(ap.attack.defender);
|
|
|
+
|
|
|
+ std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap);
|
|
|
+
|
|
|
+ if(exchangeUnits.empty())
|
|
|
+ {
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ HypotheticBattle exchangeBattle(env.get(), cb);
|
|
|
+ BattleExchangeVariant v;
|
|
|
+ auto melleeAttackers = ourStacks;
|
|
|
+
|
|
|
+ vstd::removeDuplicates(melleeAttackers);
|
|
|
+ vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
|
|
|
+ {
|
|
|
+ return !cb->battleCanShoot(u);
|
|
|
+ });
|
|
|
+
|
|
|
+ for(auto unit : exchangeUnits)
|
|
|
+ {
|
|
|
+ bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
|
|
|
+ auto & attackerQueue = isOur ? ourStacks : enemyStacks;
|
|
|
+ auto & oppositeQueue = isOur ? enemyStacks : ourStacks;
|
|
|
+
|
|
|
+ if(!vstd::contains(attackerQueue, unit))
|
|
|
+ {
|
|
|
+ attackerQueue.push_back(unit);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ bool canUseAp = true;
|
|
|
+
|
|
|
+ for(auto activeUnit : exchangeUnits)
|
|
|
+ {
|
|
|
+ bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
|
|
|
+ battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
|
|
|
+ battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
|
|
|
+
|
|
|
+ auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
|
|
|
+
|
|
|
+ if(!attacker->alive() || oppositeQueue.empty())
|
|
|
+ {
|
|
|
+ logAi->trace(
|
|
|
+ "Attacker [%s] dead(%d) or opposite queue empty(%d)",
|
|
|
+ attacker->getDescription(),
|
|
|
+ attacker->alive() ? 0 : 1,
|
|
|
+ oppositeQueue.size());
|
|
|
+
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto targetUnit = ap.attack.defender;
|
|
|
+
|
|
|
+ if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
|
|
|
+ {
|
|
|
+ targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t
|
|
|
+ {
|
|
|
+ auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
|
|
|
+ auto score = v.trackAttack(
|
|
|
+ attacker,
|
|
|
+ stackWithBonuses,
|
|
|
+ exchangeBattle.battleCanShoot(stackWithBonuses.get()),
|
|
|
+ isOur,
|
|
|
+ cb,
|
|
|
+ true);
|
|
|
+
|
|
|
+ logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
|
|
|
+
|
|
|
+ return score;
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
|
|
|
+ auto shooting = cb->battleCanShoot(attacker.get());
|
|
|
+ const int totalAttacks = attacker->getTotalAttacks(shooting);
|
|
|
+
|
|
|
+ if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
|
|
|
+ {
|
|
|
+ v.trackAttack(ap, &exchangeBattle);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for(int i = 0; i < totalAttacks; i++)
|
|
|
+ {
|
|
|
+ v.trackAttack(attacker, defender, shooting, isOur, cb);
|
|
|
+
|
|
|
+ if(!attacker->alive() || !defender->alive())
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ canUseAp = false;
|
|
|
+
|
|
|
+ vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
|
|
+ {
|
|
|
+ return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
|
|
+ });
|
|
|
+
|
|
|
+ vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
|
|
+ {
|
|
|
+ return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ v.adjustPositions(melleeAttackers, ap, reachabilityMap);
|
|
|
+
|
|
|
+ logAi->trace("Exchange score: %ld", v.getScore());
|
|
|
+
|
|
|
+ return v.getScore();
|
|
|
+}
|
|
|
+
|
|
|
+void BattleExchangeVariant::adjustPositions(
|
|
|
+ std::vector<const battle::Unit*> attackers,
|
|
|
+ const AttackPossibility & ap,
|
|
|
+ std::map<BattleHex, battle::Units> & reachabilityMap)
|
|
|
+{
|
|
|
+ auto hexes = ap.attack.defender->getSurroundingHexes();
|
|
|
+
|
|
|
+ boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
|
|
|
+ {
|
|
|
+ if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
|
|
|
+ return true;
|
|
|
+
|
|
|
+ if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
|
|
|
+ });
|
|
|
+
|
|
|
+ if(!ap.attack.shooting)
|
|
|
+ {
|
|
|
+ vstd::erase_if_present(hexes, ap.from);
|
|
|
+ vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
|
|
|
+ }
|
|
|
+
|
|
|
+ int64_t notRealizedDps = 0;
|
|
|
+
|
|
|
+ for(auto unit : attackers)
|
|
|
+ {
|
|
|
+ if(unit->unitId() == ap.attack.attacker->unitId())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
|
|
|
+ {
|
|
|
+ return vstd::contains(reachabilityMap[h], unit);
|
|
|
+ }))
|
|
|
+ {
|
|
|
+ notRealizedDps += attackerValue[unit->unitId()].value;
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
|
|
|
+ {
|
|
|
+ auto score = vstd::contains(reachabilityMap[h], unit)
|
|
|
+ ? reachabilityMap[h].size()
|
|
|
+ : 1000;
|
|
|
+
|
|
|
+ if(unit->doubleWide())
|
|
|
+ {
|
|
|
+ auto backHex = unit->occupiedHex(h);
|
|
|
+
|
|
|
+ if(vstd::contains(hexes, backHex))
|
|
|
+ score += reachabilityMap[backHex].size();
|
|
|
+ }
|
|
|
+
|
|
|
+ return score;
|
|
|
+ });
|
|
|
+
|
|
|
+ hexes.erase(desiredPosition);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(notRealizedDps > ap.attackValue() && notRealizedDps > attackerValue[ap.attack.attacker->unitId()].value)
|
|
|
+ {
|
|
|
+ dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
|
|
+{
|
|
|
+ turnOrder.clear();
|
|
|
+
|
|
|
+ hb.battleGetTurnOrder(turnOrder, 1000, 2);
|
|
|
+ reachabilityMap.clear();
|
|
|
+
|
|
|
+ for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
|
+ {
|
|
|
+ auto & turnQueue = turnOrder[turn];
|
|
|
+ HypotheticBattle turnBattle(env.get(), cb);
|
|
|
+
|
|
|
+ for(const battle::Unit * unit : turnQueue)
|
|
|
+ {
|
|
|
+ auto unitReachability = turnBattle.getReachability(unit);
|
|
|
+
|
|
|
+ for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
|
+ {
|
|
|
+ bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ 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] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(reachable) break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(reachable)
|
|
|
+ {
|
|
|
+ reachabilityMap[hex].push_back(unit);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
|
|
+{
|
|
|
+ int blockingScore = 0;
|
|
|
+
|
|
|
+ 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 unitReachability = turnBattle.getReachability(unit);
|
|
|
+
|
|
|
+ for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
|
+ {
|
|
|
+ bool enemyUnit = false;
|
|
|
+ bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ 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] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(reachable) break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!reachable && vstd::contains(reachabilityMap[hex], unit))
|
|
|
+ {
|
|
|
+ blockingScore += enemyUnit ? 100 : 1;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ logAi->trace("Position %d, blocking score %d", position.hex, blockingScore);
|
|
|
+
|
|
|
+ return blockingScore > 50;
|
|
|
+}
|