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@@ -1,88 +1,47 @@
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+/*
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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 "../../lib/AI_Base.h"
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#include "BattleAI.h"
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-#include "../../lib/BattleState.h"
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-#include "../../CCallback.h"
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-#include "../../lib/CCreatureHandler.h"
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+#include "StackWithBonuses.h"
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+#include "EnemyInfo.h"
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#include "../../lib/spells/CSpellHandler.h"
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-#include "../../lib/VCMI_Lib.h"
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-using boost::optional;
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-static std::shared_ptr<CBattleCallback> cbc;
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-#define LOGL(text) print(text)
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-#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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-
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-struct Priorities
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-{
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- double manaValue;
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- double generalResourceValueModifier;
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- std::vector<double> resourceTypeBaseValues;
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- std::function<double(const CStack *)> stackEvaluator;
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-
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-
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- Priorities()
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- {
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- manaValue = 0.;
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- generalResourceValueModifier = 1.;
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- range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
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- stackEvaluator = [](const CStack*){ return 1.0; };
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- }
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-};
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-
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-Priorities *priorities = nullptr;
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-
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-
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-namespace {
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-
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-int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
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-{
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- int ret = 1000000;
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- for(BattleHex n : hex.neighbouringTiles())
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- {
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- if(dists[n] >= 0 && dists[n] < ret)
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- {
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- ret = dists[n];
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- if(chosenHex)
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- *chosenHex = n;
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- }
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- }
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-
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- return ret;
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-}
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-
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-bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
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-{
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- return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
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-}
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-
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-}
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-
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-template <typename Container, typename Pred>
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-auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
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-{
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- double ret = 0;
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- for(const auto &element : c)
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- {
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- ret += p(element);
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- }
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-
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- return ret;
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-}
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+/*
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+ //
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+ // //set has its own order, so remove_if won't work. TODO - reuse for map
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+ // template<typename Elem, typename Predicate>
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+ // void erase_if(std::set<Elem> &setContainer, Predicate pred)
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+ // {
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+ // auto itr = setContainer.begin();
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+ // auto endItr = setContainer.end();
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+ // while(itr != endItr)
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+ // {
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+ // auto tmpItr = itr++;
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+ // if(pred(*tmpItr))
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+ // setContainer.erase(tmpItr);
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+ // }
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+ // }
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+ */
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+#define LOGL(text) print(text)
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+#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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CBattleAI::CBattleAI(void)
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: side(-1)
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{
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- print("created");
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}
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-
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CBattleAI::~CBattleAI(void)
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{
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- print("destroyed");
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-
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if(cb)
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{
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//Restore previous state of CB - it may be shared with the main AI (like VCAI)
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@@ -93,10 +52,9 @@ CBattleAI::~CBattleAI(void)
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void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
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{
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- print("init called, saving ptr to IBattleCallback");
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- cbc = cb = CB;
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+ setCbc(CB);
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+ cb = CB;
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playerID = *CB->getPlayerID();; //TODO should be sth in callback
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-
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wasWaitingForRealize = cb->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = true;
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@@ -106,14 +64,11 @@ void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
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-
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- cbc = cb; //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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+ setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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try
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{
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- print("activeStack called for " + stack->nodeName());
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if(stack->type->idNumber == CreatureID::CATAPULT)
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return useCatapult(stack);
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-
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
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{
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auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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@@ -121,7 +76,6 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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for(auto stack : healingTargets)
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if(auto woundHp = stack->MaxHealth() - stack->firstHPleft)
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woundHpToStack[woundHp] = stack;
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-
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if(woundHpToStack.empty())
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return BattleAction::makeDefend(stack);
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else
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@@ -130,8 +84,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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if(cb->battleCanCastSpell())
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attemptCastingSpell();
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-
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- if(auto ret = cbc->battleIsFinished())
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+ if(auto ret = getCbc()->battleIsFinished())
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{
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//spellcast may finish battle
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//send special preudo-action
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@@ -142,9 +95,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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-
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PotentialTargets targets(stack);
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-
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if(targets.possibleAttacks.size())
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{
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auto hlp = targets.bestAction();
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@@ -157,8 +108,8 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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if(stack->waited())
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{
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- ThreatMap threatsToUs(stack);
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- auto dists = cbc->battleGetDistances(stack);
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+ //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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+ auto dists = getCbc()->battleGetDistances(stack);
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const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
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if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
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{
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@@ -175,105 +126,16 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
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}
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-
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return BattleAction::makeDefend(stack);
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}
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-void CBattleAI::actionFinished(const BattleAction &action)
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-{
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- print("actionFinished called");
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-}
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-
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-void CBattleAI::actionStarted(const BattleAction &action)
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-{
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- print("actionStarted called");
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-}
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-
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-void CBattleAI::battleAttack(const BattleAttack *ba)
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-{
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- print("battleAttack called");
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-}
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-
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-void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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-{
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- print("battleStacksAttacked called");
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-}
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-
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-void CBattleAI::battleEnd(const BattleResult *br)
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-{
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- print("battleEnd called");
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-}
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-
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-void CBattleAI::battleNewRoundFirst(int round)
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-{
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- print("battleNewRoundFirst called");
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-}
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-
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-void CBattleAI::battleNewRound(int round)
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-{
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- print("battleNewRound called");
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-}
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-
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-void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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-{
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- print("battleStackMoved called");;
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-}
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-
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-void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
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-{
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- print("battleSpellCast called");
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-}
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-
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-void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
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-{
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- print("battleStacksEffectsSet called");
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-}
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-
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-void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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-{
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- print("battleStart called");
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- side = Side;
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-}
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-
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-void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
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-{
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- print("battleStacksHealedRes called");
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-}
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-
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-void CBattleAI::battleNewStackAppeared(const CStack * stack)
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-{
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- print("battleNewStackAppeared called");
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-}
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-
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-void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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-{
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- print("battleObstaclesRemoved called");
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-}
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-
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-void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
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-{
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- print("battleCatapultAttacked called");
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-}
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-
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-void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
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-{
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- print("battleStacksRemoved called");
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-}
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-
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-void CBattleAI::print(const std::string &text) const
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-{
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- logAi->trace("CBattleAI [%p]: %s", this, text);
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-}
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-
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BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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{
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assert(destination.isValid());
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auto avHexes = cb->battleGetAvailableHexes(stack, false);
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auto reachability = cb->getReachability(stack);
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-
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if(vstd::contains(avHexes, destination))
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return BattleAction::makeMove(stack, destination);
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-
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auto destNeighbours = destination.neighbouringTiles();
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if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
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{
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@@ -281,15 +143,11 @@ BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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-
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vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
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-
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if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
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{
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- print("goTowards: Stack cannot move! That's " + stack->nodeName());
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return BattleAction::makeDefend(stack);
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}
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-
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if(stack->hasBonusOfType(Bonus::FLYING))
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{
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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@@ -297,13 +155,9 @@ BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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auto distToDestNeighbour = [&](BattleHex hex) -> int
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{
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auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
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- {
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- return BattleHex::getDistance(a, hex);
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- });
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-
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+ {return BattleHex::getDistance(a, hex);});
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return BattleHex::getDistance(*nearestNeighbourToHex, hex);
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};
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-
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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}
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@@ -312,17 +166,14 @@ BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
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BattleHex bestNeighbor = destination;
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if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
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{
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- print("goTowards: Cannot reach");
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return BattleAction::makeDefend(stack);
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}
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-
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BattleHex currentDest = bestNeighbor;
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while(1)
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{
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assert(currentDest.isValid());
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if(vstd::contains(avHexes, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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-
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currentDest = reachability.predecessors[currentDest];
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}
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}
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@@ -333,6 +184,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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throw std::runtime_error("The method or operation is not implemented.");
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}
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+
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enum SpellTypes
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{
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OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
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@@ -345,74 +197,17 @@ SpellTypes spellType(const CSpell *spell)
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if (spell->hasEffects())
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return TIMED_EFFECT;
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return OTHER;
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-
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}
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-struct PossibleSpellcast
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-{
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- const CSpell *spell;
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- BattleHex dest;
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- si32 value;
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-};
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-
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-struct CurrentOffensivePotential
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-{
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- std::map<const CStack *, PotentialTargets> ourAttacks;
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- std::map<const CStack *, PotentialTargets> enemyAttacks;
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-
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- CurrentOffensivePotential(ui8 side)
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- {
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- for(auto stack : cbc->battleGetStacks())
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- {
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- if(stack->attackerOwned == !side)
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- ourAttacks[stack] = PotentialTargets(stack);
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- else
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- enemyAttacks[stack] = PotentialTargets(stack);
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- }
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- }
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-
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- int potentialValue()
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- {
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- int ourPotential = 0, enemyPotential = 0;
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- for(auto &p : ourAttacks)
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- ourPotential += p.second.bestAction().attackValue();
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-
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- for(auto &p : enemyAttacks)
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- enemyPotential += p.second.bestAction().attackValue();
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-
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- return ourPotential - enemyPotential;
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- }
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-};
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-
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-
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-//
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-// //set has its own order, so remove_if won't work. TODO - reuse for map
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-// template<typename Elem, typename Predicate>
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-// void erase_if(std::set<Elem> &setContainer, Predicate pred)
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-// {
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-// auto itr = setContainer.begin();
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-// auto endItr = setContainer.end();
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-// while(itr != endItr)
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-// {
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-// auto tmpItr = itr++;
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-// if(pred(*tmpItr))
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-// setContainer.erase(tmpItr);
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-// }
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-// }
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-
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void CBattleAI::attemptCastingSpell()
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{
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LOGL("Casting spells sounds like fun. Let's see...");
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-
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- auto hero = cb->battleGetMyHero();
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-
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- //auto known = cb->battleGetFightingHero(side);
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-
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+ auto hero = cb->battleGetMyHero(); //auto known = cb->battleGetFightingHero(side);
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|
//Get all spells we can cast
|
|
|
std::vector<const CSpell*> possibleSpells;
|
|
|
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
|
|
|
{
|
|
|
- auto problem = cbc->battleCanCastThisSpell(s);
|
|
|
+ auto problem = getCbc()->battleCanCastThisSpell(s);
|
|
|
return problem == ESpellCastProblem::OK;
|
|
|
});
|
|
|
LOGFL("I can cast %d spells.", possibleSpells.size());
|
|
@@ -446,74 +241,59 @@ void CBattleAI::attemptCastingSpell()
|
|
|
{
|
|
|
const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
|
|
|
const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
|
|
|
-
|
|
|
switch(spellType(ps.spell))
|
|
|
{
|
|
|
case OFFENSIVE_SPELL:
|
|
|
+ {
|
|
|
+ int damageDealt = 0, damageReceived = 0;
|
|
|
+ auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
|
|
|
+ if(stacksSuffering.empty())
|
|
|
+ return -1;
|
|
|
+ for(auto stack : stacksSuffering)
|
|
|
{
|
|
|
- int damageDealt = 0, damageReceived = 0;
|
|
|
-
|
|
|
- auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
|
|
|
-
|
|
|
- if(stacksSuffering.empty())
|
|
|
- return -1;
|
|
|
-
|
|
|
- for(auto stack : stacksSuffering)
|
|
|
- {
|
|
|
- const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
|
|
|
- if(stack->owner == playerID)
|
|
|
- damageReceived += dmg;
|
|
|
- else
|
|
|
- damageDealt += dmg;
|
|
|
- }
|
|
|
-
|
|
|
- const int damageDiff = damageDealt - damageReceived * 10;
|
|
|
-
|
|
|
- LOGFL("Casting %s on hex %d would deal { %d %d } damage points among %d stacks.",
|
|
|
- ps.spell->name % ps.dest % damageDealt % damageReceived % stacksSuffering.size());
|
|
|
- //TODO tactic effect too
|
|
|
- return damageDiff;
|
|
|
+ const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
|
|
|
+ if(stack->owner == playerID)
|
|
|
+ damageReceived += dmg;
|
|
|
+ else
|
|
|
+ damageDealt += dmg;
|
|
|
}
|
|
|
+ const int damageDiff = damageDealt - damageReceived * 10;
|
|
|
+ LOGFL("Casting %s on hex %d would deal { %d %d } damage points among %d stacks.",
|
|
|
+ ps.spell->name % ps.dest % damageDealt % damageReceived % stacksSuffering.size());
|
|
|
+ //TODO tactic effect too
|
|
|
+ return damageDiff;
|
|
|
+ }
|
|
|
case TIMED_EFFECT:
|
|
|
+ {
|
|
|
+ auto stacksAffected = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
|
|
|
+ if(stacksAffected.empty())
|
|
|
+ return -1;
|
|
|
+ int totalGain = 0;
|
|
|
+ for(const CStack * sta : stacksAffected)
|
|
|
{
|
|
|
- auto stacksAffected = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
|
|
|
-
|
|
|
- if(stacksAffected.empty())
|
|
|
- return -1;
|
|
|
-
|
|
|
- int totalGain = 0;
|
|
|
-
|
|
|
- for(const CStack * sta : stacksAffected)
|
|
|
- {
|
|
|
- StackWithBonuses swb;
|
|
|
- swb.stack = sta;
|
|
|
-
|
|
|
- Bonus pseudoBonus;
|
|
|
- pseudoBonus.sid = ps.spell->id;
|
|
|
- pseudoBonus.val = skillLevel;
|
|
|
- pseudoBonus.turnsRemain = 1; //TODO
|
|
|
- CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
|
|
|
-
|
|
|
- HypotheticChangesToBattleState state;
|
|
|
- state.bonusesOfStacks[swb.stack] = &swb;
|
|
|
-
|
|
|
- PotentialTargets pt(swb.stack, state);
|
|
|
- auto newValue = pt.bestActionValue();
|
|
|
- auto oldValue = valueOfStack[swb.stack];
|
|
|
- auto gain = newValue - oldValue;
|
|
|
- if(swb.stack->owner != playerID) //enemy
|
|
|
- gain = -gain;
|
|
|
-
|
|
|
- LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
|
|
|
- ps.spell->name % sta->nodeName() % (gain) % (oldValue) % (newValue));
|
|
|
-
|
|
|
- totalGain += gain;
|
|
|
- }
|
|
|
-
|
|
|
- LOGFL("Total gain of cast %s at hex %d is %d", ps.spell->name % (ps.dest.hex) % (totalGain));
|
|
|
-
|
|
|
- return totalGain;
|
|
|
+ StackWithBonuses swb;
|
|
|
+ swb.stack = sta;
|
|
|
+ Bonus pseudoBonus;
|
|
|
+ pseudoBonus.sid = ps.spell->id;
|
|
|
+ pseudoBonus.val = skillLevel;
|
|
|
+ pseudoBonus.turnsRemain = 1; //TODO
|
|
|
+ CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
|
|
|
+ HypotheticChangesToBattleState state;
|
|
|
+ state.bonusesOfStacks[swb.stack] = &swb;
|
|
|
+ PotentialTargets pt(swb.stack, state);
|
|
|
+ auto newValue = pt.bestActionValue();
|
|
|
+ auto oldValue = valueOfStack[swb.stack];
|
|
|
+ auto gain = newValue - oldValue;
|
|
|
+ if(swb.stack->owner != playerID) //enemy
|
|
|
+ gain = -gain;
|
|
|
+ LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
|
|
|
+ ps.spell->name % sta->nodeName() % (gain) % (oldValue) % (newValue));
|
|
|
+ totalGain += gain;
|
|
|
}
|
|
|
+
|
|
|
+ LOGFL("Total gain of cast %s at hex %d is %d", ps.spell->name % (ps.dest.hex) % (totalGain));
|
|
|
+ return totalGain;
|
|
|
+ }
|
|
|
default:
|
|
|
assert(0);
|
|
|
return 0;
|
|
@@ -522,22 +302,18 @@ void CBattleAI::attemptCastingSpell()
|
|
|
|
|
|
for(PossibleSpellcast & psc : possibleCasts)
|
|
|
psc.value = evaluateSpellcast(psc);
|
|
|
-
|
|
|
auto pscValue = [] (const PossibleSpellcast &ps) -> int
|
|
|
{
|
|
|
return ps.value;
|
|
|
};
|
|
|
-
|
|
|
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
|
|
LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
|
|
|
-
|
|
|
BattleAction spellcast;
|
|
|
spellcast.actionType = Battle::HERO_SPELL;
|
|
|
spellcast.additionalInfo = castToPerform.spell->id;
|
|
|
spellcast.destinationTile = castToPerform.dest;
|
|
|
spellcast.side = side;
|
|
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
|
|
-
|
|
|
cb->battleMakeAction(&spellcast);
|
|
|
}
|
|
|
|
|
@@ -545,7 +321,6 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider(const CSpell * spell, con
|
|
|
{
|
|
|
const CSpell::TargetInfo targetInfo(spell, caster->getSpellSchoolLevel(spell));
|
|
|
std::vector<BattleHex> ret;
|
|
|
-
|
|
|
if(targetInfo.massive || targetInfo.type == CSpell::NO_TARGET)
|
|
|
{
|
|
|
ret.push_back(BattleHex());
|
|
@@ -555,240 +330,86 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider(const CSpell * spell, con
|
|
|
switch(targetInfo.type)
|
|
|
{
|
|
|
case CSpell::CREATURE:
|
|
|
+ {
|
|
|
+ for(const CStack * stack : getCbc()->battleAliveStacks())
|
|
|
{
|
|
|
- for(const CStack * stack : cbc->battleAliveStacks())
|
|
|
- {
|
|
|
- bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
|
|
|
- bool casterStack = stack->owner == caster->getOwner();
|
|
|
-
|
|
|
- if(!immune)
|
|
|
- switch (spell->positiveness)
|
|
|
- {
|
|
|
- case CSpell::POSITIVE:
|
|
|
- if(casterStack || targetInfo.smart)
|
|
|
- ret.push_back(stack->position);
|
|
|
- break;
|
|
|
-
|
|
|
- case CSpell::NEUTRAL:
|
|
|
+ bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
|
|
|
+ bool casterStack = stack->owner == caster->getOwner();
|
|
|
+
|
|
|
+ if(!immune)
|
|
|
+ switch (spell->positiveness)
|
|
|
+ {
|
|
|
+ case CSpell::POSITIVE:
|
|
|
+ if(casterStack || targetInfo.smart)
|
|
|
ret.push_back(stack->position);
|
|
|
- break;
|
|
|
-
|
|
|
- case CSpell::NEGATIVE:
|
|
|
- if(!casterStack || targetInfo.smart)
|
|
|
- ret.push_back(stack->position);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
+ break;
|
|
|
+ case CSpell::NEUTRAL:
|
|
|
+ ret.push_back(stack->position);
|
|
|
+ break;
|
|
|
+ case CSpell::NEGATIVE:
|
|
|
+ if(!casterStack || targetInfo.smart)
|
|
|
+ ret.push_back(stack->position);
|
|
|
+ break;
|
|
|
+ }
|
|
|
}
|
|
|
+ }
|
|
|
break;
|
|
|
case CSpell::LOCATION:
|
|
|
- {
|
|
|
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
|
- if(BattleHex(i).isAvailable())
|
|
|
- ret.push_back(i);
|
|
|
- }
|
|
|
+ {
|
|
|
+ for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
|
+ if(BattleHex(i).isAvailable())
|
|
|
+ ret.push_back(i);
|
|
|
+ }
|
|
|
break;
|
|
|
|
|
|
default:
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
return ret;
|
|
|
}
|
|
|
|
|
|
-boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
|
+int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
|
|
|
{
|
|
|
- if(cb->battleCanSurrender(playerID))
|
|
|
- {
|
|
|
-
|
|
|
- }
|
|
|
- if(cb->battleCanFlee())
|
|
|
- {
|
|
|
-
|
|
|
- }
|
|
|
- return boost::none;
|
|
|
-}
|
|
|
-
|
|
|
-ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
|
|
|
-{
|
|
|
- sufferedDamage.fill(0);
|
|
|
-
|
|
|
- for(const CStack *enemy : cbc->battleGetStacks())
|
|
|
+ int ret = 1000000;
|
|
|
+ for(BattleHex n : hex.neighbouringTiles())
|
|
|
{
|
|
|
- //Consider only stacks of different owner
|
|
|
- if(enemy->attackerOwned == endangered->attackerOwned)
|
|
|
- continue;
|
|
|
-
|
|
|
- //Look-up which tiles can be melee-attacked
|
|
|
- std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
|
|
|
- meleeAttackable.fill(false);
|
|
|
- auto enemyReachability = cbc->getReachability(enemy);
|
|
|
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
|
- {
|
|
|
- if(enemyReachability.isReachable(i))
|
|
|
- {
|
|
|
- meleeAttackable[i] = true;
|
|
|
- for(auto n : BattleHex(i).neighbouringTiles())
|
|
|
- meleeAttackable[n] = true;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- //Gather possible assaults
|
|
|
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
|
+ if(dists[n] >= 0 && dists[n] < ret)
|
|
|
{
|
|
|
- if(cbc->battleCanShoot(enemy, i))
|
|
|
- threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
|
|
|
- else if(meleeAttackable[i])
|
|
|
- {
|
|
|
- BattleAttackInfo bai(enemy, endangered, false);
|
|
|
- bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
|
|
|
- threatMap[i].push_back(BattleAttackInfo(bai));
|
|
|
- }
|
|
|
+ ret = dists[n];
|
|
|
+ if(chosenHex)
|
|
|
+ *chosenHex = n;
|
|
|
}
|
|
|
}
|
|
|
-
|
|
|
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
|
|
- {
|
|
|
- sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
|
|
|
- {
|
|
|
- auto dmg = cbc->calculateDmgRange(bai);
|
|
|
- return (dmg.first + dmg.second)/2;
|
|
|
- });
|
|
|
- }
|
|
|
+ return ret;
|
|
|
}
|
|
|
|
|
|
-const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
|
|
|
+void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
|
|
{
|
|
|
- TBonusListPtr ret = std::make_shared<BonusList>();
|
|
|
- const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
|
|
|
- range::copy(*originalList, std::back_inserter(*ret));
|
|
|
- for(auto &bonus : bonusesToAdd)
|
|
|
- {
|
|
|
- auto b = std::make_shared<Bonus>(bonus);
|
|
|
- if(selector(b.get()) && (!limit || !limit(b.get())))
|
|
|
- ret->push_back(b);
|
|
|
- }
|
|
|
-
|
|
|
- //TODO limiters?
|
|
|
-
|
|
|
- return ret;
|
|
|
+ print("battleStart called");
|
|
|
+ side = Side;
|
|
|
}
|
|
|
|
|
|
-int AttackPossibility::damageDiff() const
|
|
|
+bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
|
|
|
{
|
|
|
- if (!priorities)
|
|
|
- priorities = new Priorities;
|
|
|
- const auto dealtDmgValue = priorities->stackEvaluator(enemy) * damageDealt;
|
|
|
- const auto receivedDmgValue = priorities->stackEvaluator(attack.attacker) * damageReceived;
|
|
|
- return dealtDmgValue - receivedDmgValue;
|
|
|
+ return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
|
|
|
}
|
|
|
|
|
|
-int AttackPossibility::attackValue() const
|
|
|
+void CBattleAI::print(const std::string &text) const
|
|
|
{
|
|
|
- return damageDiff() + tacticImpact;
|
|
|
+ logAi->trace("CBattleAI [%p]: %s", this, text);
|
|
|
}
|
|
|
|
|
|
-AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex)
|
|
|
+boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|
|
{
|
|
|
- auto attacker = AttackInfo.attacker;
|
|
|
- auto enemy = AttackInfo.defender;
|
|
|
-
|
|
|
- const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacksRemaining());
|
|
|
- const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
|
|
|
- const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
|
|
|
-
|
|
|
- AttackPossibility ap = {enemy, hex, AttackInfo, 0, 0, 0};
|
|
|
-
|
|
|
- auto curBai = AttackInfo; //we'll modify here the stack counts
|
|
|
- for(int i = 0; i < totalAttacks; i++)
|
|
|
+ if(cb->battleCanSurrender(playerID))
|
|
|
{
|
|
|
- std::pair<ui32, ui32> retaliation(0,0);
|
|
|
- auto attackDmg = cbc->battleEstimateDamage(CRandomGenerator::getDefault(), curBai, &retaliation);
|
|
|
- ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
|
|
|
- ap.damageReceived = (retaliation.first + retaliation.second) / 2;
|
|
|
-
|
|
|
- if(remainingCounterAttacks <= i || counterAttacksBlocked)
|
|
|
- ap.damageReceived = 0;
|
|
|
-
|
|
|
- curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
|
|
|
- curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
|
|
|
- if(!curBai.attackerCount)
|
|
|
- break;
|
|
|
- //TODO what about defender? should we break? but in pessimistic scenario defender might be alive
|
|
|
}
|
|
|
-
|
|
|
- //TODO other damage related to attack (eg. fire shield and other abilities)
|
|
|
-
|
|
|
- //Limit damages by total stack health
|
|
|
- vstd::amin(ap.damageDealt, enemy->count * enemy->MaxHealth() - (enemy->MaxHealth() - enemy->firstHPleft));
|
|
|
- vstd::amin(ap.damageReceived, attacker->count * attacker->MaxHealth() - (attacker->MaxHealth() - attacker->firstHPleft));
|
|
|
-
|
|
|
- return ap;
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-PotentialTargets::PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state /*= HypotheticChangesToBattleState()*/)
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-{
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- auto dists = cbc->battleGetDistances(attacker);
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- auto avHexes = cbc->battleGetAvailableHexes(attacker, false);
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-
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- for(const CStack *enemy : cbc->battleGetStacks())
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+ if(cb->battleCanFlee())
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{
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- //Consider only stacks of different owner
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- if(enemy->attackerOwned == attacker->attackerOwned)
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- continue;
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-
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- auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
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- {
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- auto bai = BattleAttackInfo(attacker, enemy, shooting);
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- bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker);
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- bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender);
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-
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- if(hex.isValid())
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- {
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- assert(dists[hex] <= attacker->Speed());
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- bai.chargedFields = dists[hex];
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- }
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-
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- return AttackPossibility::evaluate(bai, state, hex);
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- };
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-
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- if(cbc->battleCanShoot(attacker, enemy->position))
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- {
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- possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
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- }
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- else
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- {
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- for(BattleHex hex : avHexes)
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- if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
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- possibleAttacks.push_back(GenerateAttackInfo(false, hex));
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-
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- if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
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- unreachableEnemies.push_back(enemy);
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- }
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}
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+ return boost::none;
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}
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-AttackPossibility PotentialTargets::bestAction() const
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-{
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- if(possibleAttacks.empty())
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- throw std::runtime_error("No best action, since we don't have any actions");
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-
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- return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
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-}
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-
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-int PotentialTargets::bestActionValue() const
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-{
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- if(possibleAttacks.empty())
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- return 0;
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- return bestAction().attackValue();
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-}
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-void EnemyInfo::calcDmg(const CStack * ourStack)
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-{
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- TDmgRange retal, dmg = cbc->battleEstimateDamage(CRandomGenerator::getDefault(), ourStack, s, &retal);
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- adi = (dmg.first + dmg.second) / 2;
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- adr = (retal.first + retal.second) / 2;
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-}
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