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BattleAI: damage cache and switch to different model of spells evaluation

Andrii Danylchenko 2 years ago
parent
commit
274bf739b8

+ 105 - 22
AI/BattleAI/AttackPossibility.cpp

@@ -18,6 +18,81 @@ uint64_t averageDmg(const DamageRange & range)
 	return (range.min + range.max) / 2;
 }
 
+void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
+{
+	auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
+
+	damageCache[attacker->unitId()][defender->unitId()] = damage / attacker->getCount();
+}
+
+
+void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side)
+{
+	auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
+		{
+			return true;
+		});
+
+	std::vector<const battle::Unit *> ourUnits, enemyUnits;
+
+	for(auto stack : stacks)
+	{
+		if(stack->unitSide() == side)
+			ourUnits.push_back(stack);
+		else
+			enemyUnits.push_back(stack);
+	}
+
+	for(auto ourUnit : ourUnits)
+	{
+		if(!ourUnit->alive())
+			continue;
+
+		for(auto enemyUnit : enemyUnits)
+		{
+			if(enemyUnit->alive())
+			{
+				cacheDamage(ourUnit, enemyUnit, hb);
+				cacheDamage(enemyUnit, ourUnit, hb);
+			}
+		}
+	}
+}
+
+int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
+{
+	auto damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
+
+	if(damage == 0)
+	{
+		cacheDamage(attacker, defender, hb);
+
+		damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
+	}
+
+	return static_cast<int64_t>(damage);
+}
+
+int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
+{
+	if(parent)
+	{
+		auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
+
+		if(attackerDamageMap != parent->damageCache.end())
+		{
+			auto targetDamage = attackerDamageMap->second.find(defender->unitId());
+
+			if(targetDamage != attackerDamageMap->second.end())
+			{
+				return static_cast<int64_t>(targetDamage->second * attacker->getCount());
+			}
+		}
+	}
+
+	return getDamage(attacker, defender, hb);
+}
+
 AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
 	: from(from), dest(dest), attack(attack)
 {
@@ -42,7 +117,8 @@ int64_t AttackPossibility::calculateDamageReduce(
 	const battle::Unit * attacker,
 	const battle::Unit * defender,
 	uint64_t damageDealt,
-	const CBattleInfoCallback & cb)
+	DamageCache & damageCache,
+	std::shared_ptr<CBattleInfoCallback> state)
 {
 	const float HEALTH_BOUNTY = 0.5;
 	const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
@@ -52,11 +128,11 @@ int64_t AttackPossibility::calculateDamageReduce(
 	// FIXME: provide distance info for Jousting bonus
 	auto attackerUnitForMeasurement = attacker;
 
-	if(attackerUnitForMeasurement->isTurret())
+	if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
 	{
-		auto ourUnits = cb.battleGetUnitsIf([&](const battle::Unit * u) -> bool
+		auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
 			{
-				return u->unitSide() == attacker->unitSide() && !u->isTurret();
+				return u->unitSide() != defender->unitSide() && !u->isTurret();
 			});
 
 		if(ourUnits.empty())
@@ -65,15 +141,18 @@ int64_t AttackPossibility::calculateDamageReduce(
 			attackerUnitForMeasurement = ourUnits.front();
 	}
 
-	auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attackerUnitForMeasurement, 0);
+	auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
 	auto enemiesKilled = damageDealt / defender->getMaxHealth() + (damageDealt % defender->getMaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
-	auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
-	auto damagePerEnemy = enemyDamage / (double)defender->getCount();
+	auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
 
 	return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->getMaxHealth()));
 }
 
-int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
+int64_t AttackPossibility::evaluateBlockedShootersDmg(
+	const BattleAttackInfo & attackInfo,
+	BattleHex hex,
+	DamageCache & damageCache,
+	std::shared_ptr<CBattleInfoCallback> state)
 {
 	int64_t res = 0;
 
@@ -84,10 +163,10 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
 	auto hexes = attacker->getSurroundingHexes(hex);
 	for(BattleHex tile : hexes)
 	{
-		auto st = state.battleGetUnitByPos(tile, true);
-		if(!st || !state.battleMatchOwner(st, attacker))
+		auto st = state->battleGetUnitByPos(tile, true);
+		if(!st || !state->battleMatchOwner(st, attacker))
 			continue;
-		if(!state.battleCanShoot(st))
+		if(!state->battleCanShoot(st))
 			continue;
 
 		// FIXME: provide distance info for Jousting bonus
@@ -97,8 +176,8 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
 		BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
 		meleeAttackInfo.defenderPos = hex;
 
-		auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
-		auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
+		auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
+		auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
 
 		int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
 		res += gain;
@@ -107,13 +186,17 @@ int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & a
 	return res;
 }
 
-AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
+AttackPossibility AttackPossibility::evaluate(
+	const BattleAttackInfo & attackInfo,
+	BattleHex hex,
+	DamageCache & damageCache,
+	std::shared_ptr<CBattleInfoCallback> state)
 {
 	auto attacker = attackInfo.attacker;
 	auto defender = attackInfo.defender;
 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
 	static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
-	const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker));
+	const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 
 	AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
@@ -141,9 +224,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 		std::vector<const battle::Unit*> units;
 
 		if (attackInfo.shooting)
-			units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
+			units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
 		else
-			units = state.getAttackedBattleUnits(attacker, defHex, false, hex);
+			units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
 
 		// ensure the defender is also affected
 		bool addDefender = true;
@@ -172,7 +255,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 				int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
 
 				DamageEstimation retaliation;
-				auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
+				auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
 
 				vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
 				vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
@@ -181,7 +264,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 				vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
 
 				damageDealt = averageDmg(attackDmg.damage);
-				defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
+				defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, damageCache, state);
 				ap.attackerState->afterAttack(attackInfo.shooting, false);
 
 				//FIXME: use ranged retaliation
@@ -191,11 +274,11 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
 				{
 					damageReceived = averageDmg(retaliation.damage);
-					attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
+					attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, damageCache, state);
 					defenderState->afterAttack(attackInfo.shooting, true);
 				}
 
-				bool isEnemy = state.battleMatchOwner(attacker, u);
+				bool isEnemy = state->battleMatchOwner(attacker, u);
 
 				// this includes enemy units as well as attacker units under enemy's mind control
 				if(isEnemy)
@@ -225,7 +308,7 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 	}
 
 	// check how much damage we gain from blocking enemy shooters on this hex
-	bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
+	bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
 
 #if BATTLE_TRACE_LEVEL>=1
 	logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",

+ 28 - 3
AI/BattleAI/AttackPossibility.h

@@ -15,6 +15,22 @@
 
 #define BATTLE_TRACE_LEVEL 0
 
+class DamageCache
+{
+private:
+	std::unordered_map<uint32_t, std::unordered_map<uint32_t, float>> damageCache;
+	DamageCache * parent;
+
+public:
+	DamageCache() : parent(nullptr) {}
+	DamageCache(DamageCache * parent) : parent(parent) {}
+
+	void cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
+	int64_t getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
+	int64_t getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb);
+	void buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side);
+};
+
 /// <summary>
 /// Evaluate attack value of one particular attack taking into account various effects like
 /// retaliation, 2-hex breath, collateral damage, shooters blocked damage
@@ -40,14 +56,23 @@ public:
 	int64_t damageDiff() const;
 	int64_t attackValue() const;
 
-	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
+	static AttackPossibility evaluate(
+		const BattleAttackInfo & attackInfo,
+		BattleHex hex,
+		DamageCache & damageCache,
+		std::shared_ptr<CBattleInfoCallback> state);
 
 	static int64_t calculateDamageReduce(
 		const battle::Unit * attacker,
 		const battle::Unit * defender,
 		uint64_t damageDealt,
-		const CBattleInfoCallback & cb);
+		DamageCache & damageCache,
+		std::shared_ptr<CBattleInfoCallback> cb);
 
 private:
-	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state);
+	static int64_t evaluateBlockedShootersDmg(
+		const BattleAttackInfo & attackInfo,
+		BattleHex hex,
+		DamageCache & damageCache,
+		std::shared_ptr<CBattleInfoCallback> state);
 };

+ 144 - 99
AI/BattleAI/BattleAI.cpp

@@ -44,7 +44,55 @@ SpellTypes spellType(const CSpell * spell)
 	return SpellTypes::OTHER;
 }
 
-std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
+class BattleEvaluator
+{
+	std::unique_ptr<PotentialTargets> targets;
+	std::shared_ptr<HypotheticBattle> hb;
+	BattleExchangeEvaluator scoreEvaluator;
+	std::shared_ptr<CBattleCallback> cb;
+	std::shared_ptr<Environment> env;
+	bool activeActionMade = false;
+	std::optional<AttackPossibility> cachedAttack;
+	PlayerColor playerID;
+	int side;
+	int64_t cachedScore;
+	DamageCache damageCache;
+	
+public:
+	BattleAction selectStackAction(const CStack * stack);
+	void attemptCastingSpell(const CStack * stack);
+	std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
+	BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
+	std::vector<BattleHex> getBrokenWallMoatHexes() const;
+	void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
+	void print(const std::string & text) const;
+
+	BattleEvaluator(std::shared_ptr<Environment> env, std::shared_ptr<CBattleCallback> cb, const battle::Unit * activeStack, PlayerColor playerID, int side)
+		:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
+	{
+		hb = std::make_shared<HypotheticBattle>(env.get(), cb);
+		damageCache.buildDamageCache(hb, side);
+
+		targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
+		cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
+	}
+
+	BattleEvaluator(
+		std::shared_ptr<Environment> env,
+		std::shared_ptr<CBattleCallback> cb,
+		std::shared_ptr<HypotheticBattle> hb,
+		DamageCache & damageCache,
+		const battle::Unit * activeStack,
+		PlayerColor playerID,
+		int side)
+		:scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
+	{
+		targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
+		cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
+	}
+};
+
+std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
 {
 	std::vector<BattleHex> result;
 
@@ -110,7 +158,7 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
 		return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
 }
 
-std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
+std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
 {
 	//TODO: faerie dragon type spell should be selected by server
 	SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
@@ -141,40 +189,37 @@ std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *
 	return std::nullopt;
 }
 
-BattleAction CBattleAI::selectStackAction(const CStack * stack)
+BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
 {
 	//evaluate casting spell for spellcasting stack
 	std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
 
-	HypotheticBattle hb(env.get(), cb);
-
-	PotentialTargets targets(stack, hb);
-	BattleExchangeEvaluator scoreEvaluator(cb, env);
-	auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
-
-	int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
+	auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
+	auto score = EvaluationResult::INEFFECTIVE_SCORE;
 
-
-	if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
+	if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
 	{
-		movesSkippedByDefense = 0;
+		activeActionMade = true;
 		return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 	}
 
-	if(!targets.possibleAttacks.empty())
+	if(!targets->possibleAttacks.empty())
 	{
 #if BATTLE_TRACE_LEVEL>=1
 		logAi->trace("Evaluating attack for %s", stack->getDescription());
 #endif
 
-		auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
+		auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
 		auto & bestAttack = evaluationResult.bestAttack;
 
+		cachedAttack = bestAttack;
+		cachedScore = evaluationResult.score;
+
 		//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
 		if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
 		{
 			// return because spellcast value is damage dealt and score is dps reduce
-			movesSkippedByDefense = 0;
+			activeActionMade = true;
 			return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 		}
 
@@ -194,7 +239,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
 				bestAttack.attackerDamageReduce, bestAttack.attackValue()
 			);
 
-			if (moveTarget.score <= score)
+			if (moveTarget.scorePerTurn <= score)
 			{
 				if(evaluationResult.wait)
 				{
@@ -202,12 +247,12 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
 				}
 				else if(bestAttack.attack.shooting)
 				{
-					movesSkippedByDefense = 0;
+					activeActionMade = true;
 					return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
 				}
 				else
 				{
-					movesSkippedByDefense = 0;
+					activeActionMade = true;
 					return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
 				}
 			}
@@ -215,9 +260,11 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
 	}
 
 	//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
-	if(moveTarget.score > score)
+	if(moveTarget.scorePerTurn > score)
 	{
 		score = moveTarget.score;
+		cachedAttack = moveTarget.cachedAttack;
+		cachedScore = score;
 
 		if(stack->waited())
 		{
@@ -238,7 +285,7 @@ BattleAction CBattleAI::selectStackAction(const CStack * stack)
 
 		if(brokenWallMoat.size())
 		{
-			movesSkippedByDefense = 0;
+			activeActionMade = true;
 
 			if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
 				return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
@@ -284,7 +331,11 @@ void CBattleAI::activeStack( const CStack * stack )
 			return;
 		}
 
-		if (attemptCastingSpell())
+		BattleEvaluator evaluator(env, cb, stack, playerID, side);
+
+		result = evaluator.selectStackAction(stack);
+
+		if(evaluator.attemptCastingSpell(stack))
 			return;
 
 		logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
@@ -294,8 +345,6 @@ void CBattleAI::activeStack( const CStack * stack )
 			cb->battleMakeUnitAction(*action);
 			return;
 		}
-
-		result = selectStackAction(stack);
 	}
 	catch(boost::thread_interrupted &)
 	{
@@ -320,7 +369,7 @@ void CBattleAI::activeStack( const CStack * stack )
 	cb->battleMakeUnitAction(result);
 }
 
-BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
+BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
 {
 	auto reachability = cb->getReachability(stack);
 	auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
@@ -357,9 +406,6 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 		return BattleAction::makeDefend(stack);
 	}
 
-	BattleExchangeEvaluator scoreEvaluator(cb, env);
-	HypotheticBattle hb(env.get(), cb);
-
 	scoreEvaluator.updateReachabilityMap(hb);
 
 	if(stack->hasBonusOfType(BonusType::FLYING))
@@ -371,7 +417,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 			obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
 		};
 
-		const auto & obstacles = hb.battleGetAllObstacles();
+		const auto & obstacles = hb->battleGetAllObstacles();
 
 		for (const auto & obst: obstacles) {
 
@@ -396,7 +442,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 			if(vstd::contains(obstacleHexes, hex))
 				distance += NEGATIVE_OBSTACLE_PENALTY;
 
-			return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
+			return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
 		});
 
 		return BattleAction::makeMove(stack, *nearestAvailableHex);
@@ -412,7 +458,7 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 			}
 
 			if(vstd::contains(avHexes, currentDest)
-				&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
+				&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
 				return BattleAction::makeMove(stack, currentDest);
 
 			currentDest = reachability.predecessors[currentDest];
@@ -468,7 +514,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
 	return attack;
 }
 
+<<<<<<< HEAD
 bool CBattleAI::attemptCastingSpell()
+=======
+void BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
+>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
 {
 	auto hero = cb->battleGetMyHero();
 	if(!hero)
@@ -488,7 +538,7 @@ bool CBattleAI::attemptCastingSpell()
 
 	vstd::erase_if(possibleSpells, [](const CSpell *s)
 	{
-		return spellType(s) != SpellTypes::BATTLE;
+		return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
 	});
 
 	LOGFL("I know how %d of them works.", possibleSpells.size());
@@ -499,7 +549,7 @@ bool CBattleAI::attemptCastingSpell()
 	{
 		spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
 
-		if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
+		if(spell->getTargetType() == spells::AimType::LOCATION)
 			continue;
 		
 		const bool FAST = true;
@@ -518,7 +568,7 @@ bool CBattleAI::attemptCastingSpell()
 
 	using ValueMap = PossibleSpellcast::ValueMap;
 
-	auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
+	auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
 	{
 		bool firstRound = true;
 		bool enemyHadTurn = false;
@@ -529,7 +579,7 @@ bool CBattleAI::attemptCastingSpell()
 		for(auto & round : queue)
 		{
 			if(!firstRound)
-				state.nextRound(0);//todo: set actual value?
+				state->nextRound(0);//todo: set actual value?
 			for(auto unit : round)
 			{
 				if(!vstd::contains(values, unit->unitId()))
@@ -538,11 +588,11 @@ bool CBattleAI::attemptCastingSpell()
 				if(!unit->alive())
 					continue;
 
-				if(state.battleGetOwner(unit) != playerID)
+				if(state->battleGetOwner(unit) != playerID)
 				{
 					enemyHadTurn = true;
 
-					if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
+					if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
 					{
 						//enemy could counter our spell at this point
 						//anyway, we do not know what enemy will do
@@ -556,15 +606,15 @@ bool CBattleAI::attemptCastingSpell()
 					ourTurnSpan++;
 				}
 
-				state.nextTurn(unit->unitId());
+				state->nextTurn(unit->unitId());
 
-				PotentialTargets pt(unit, state);
+				PotentialTargets pt(unit, damageCache, state);
 
 				if(!pt.possibleAttacks.empty())
 				{
 					AttackPossibility ap = pt.bestAction();
 
-					auto swb = state.getForUpdate(unit->unitId());
+					auto swb = state->getForUpdate(unit->unitId());
 					*swb = *ap.attackerState;
 
 					if(ap.defenderDamageReduce > 0)
@@ -574,7 +624,7 @@ bool CBattleAI::attemptCastingSpell()
 
 					for(auto affected : ap.affectedUnits)
 					{
-						swb = state.getForUpdate(affected->unitId());
+						swb = state->getForUpdate(affected->unitId());
 						*swb = *affected;
 
 						if(ap.defenderDamageReduce > 0)
@@ -587,7 +637,7 @@ bool CBattleAI::attemptCastingSpell()
 				auto bav = pt.bestActionValue();
 
 				//best action is from effective owner`s point if view, we need to convert to our point if view
-				if(state.battleGetOwner(unit) != playerID)
+				if(state->battleGetOwner(unit) != playerID)
 					bav = -bav;
 				values[unit->unitId()] += bav;
 			}
@@ -638,13 +688,13 @@ bool CBattleAI::attemptCastingSpell()
 	{
 		bool enemyHadTurn = false;
 
-		HypotheticBattle state(env.get(), cb);
+		auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
 
 		evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
 
 		if(!enemyHadTurn)
 		{
-			auto battleIsFinishedOpt = state.battleIsFinished();
+			auto battleIsFinishedOpt = state->battleIsFinished();
 
 			if(battleIsFinishedOpt)
 			{
@@ -661,74 +711,60 @@ bool CBattleAI::attemptCastingSpell()
 
 	auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
 	{
-		HypotheticBattle state(env.get(), cb);
-
-		spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
-		cast.castEval(state.getServerCallback(), ps->dest);
-		ValueMap newHealthOfStack;
-		ValueMap newValueOfStack;
+		auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
 
-		size_t ourUnits = 0;
+		spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps->spell);
+		cast.castEval(state->getServerCallback(), ps->dest);
 
-		std::set<uint32_t> unitIds;
+		auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool{ return true; });
 
-		state.battleGetUnitsIf([&](const battle::Unit * u)->bool
-		{
-			if(!u->isGhost() && !u->isTurret())
-				unitIds.insert(u->unitId());
+		auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
+			{
+				auto original = cb->battleGetUnitByID(u->unitId());
+				return  !original || u->speed() != original->speed();
+			});
 
-			return false;
-		});
+		DamageCache innerCache(&damageCache);
+		innerCache.buildDamageCache(state, side);
 
-		for(auto unitId : unitIds)
+		if(needFullEval || !cachedAttack)
 		{
-			auto localUnit = state.battleGetUnitByID(unitId);
+			PotentialTargets innerTargets(activeStack, damageCache, state);
+			BattleExchangeEvaluator innerEvaluator(state, env);
 
-			newHealthOfStack[unitId] = localUnit->getAvailableHealth();
-			newValueOfStack[unitId] = 0;
-
-			if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
-				ourUnits++;
-		}
-
-		size_t minTurnSpan = ourUnits/3; //todo: tweak this
-
-		std::vector<battle::Units> newTurnOrder;
+			if(!innerTargets.possibleAttacks.empty())
+			{
+				innerEvaluator.updateReachabilityMap(state);
 
-		state.battleGetTurnOrder(newTurnOrder, amount, 2);
+				auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
 
-		const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
+				ps->value = newStackAction.score;
+			}
+			else
+			{
+				ps->value = 0;
+			}
+		}
+		else
+		{
+			ps->value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
+		}
 
-		if(turnSpanOK || castNow)
+		for(auto unit : allUnits)
 		{
-			int64_t totalGain = 0;
+			auto newHealth = unit->getAvailableHealth();
+			auto oldHealth = healthOfStack[unit->unitId()];
 
-			for(auto unitId : unitIds)
+			if(oldHealth != newHealth)
 			{
-				auto localUnit = state.battleGetUnitByID(unitId);
-
-				auto newValue = getValOr(newValueOfStack, unitId, 0);
-				auto oldValue = getValOr(valueOfStack, unitId, 0);
-
-				auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
-
-				if(localUnit->unitOwner() != playerID)
-					healthDiff = -healthDiff;
+				auto damage = std::abs(oldHealth - newHealth);
+				auto originalDefender = cb->battleGetUnitByID(unit->unitId());
+				auto dpsReduce = AttackPossibility::calculateDamageReduce(nullptr, originalDefender ? originalDefender : unit, damage, innerCache, state);
+				auto ourUnit = unit->unitSide() == side ? 1 : -1;
+				auto goodEffect = newHealth > oldHealth ? 1 : -1;
 
-				if(healthDiff < 0)
-				{
-					ps->value = -1;
-					return; //do not damage own units at all
-				}
-
-				totalGain += (newValue - oldValue + healthDiff);
+				ps->value += ourUnit * goodEffect * dpsReduce;
 			}
-
-			ps->value = totalGain;
-		}
-		else
-		{
-			ps->value = -1;
 		}
 	};
 
@@ -767,7 +803,7 @@ bool CBattleAI::attemptCastingSpell()
 	};
 	auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
 
-	if(castToPerform.value > 0)
+	if(castToPerform.value > cachedScore)
 	{
 		LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
 		BattleAction spellcast;
@@ -777,8 +813,12 @@ bool CBattleAI::attemptCastingSpell()
 		spellcast.side = side;
 		spellcast.stackNumber = (!side) ? -1 : -2;
 		cb->battleMakeSpellAction(spellcast);
+<<<<<<< HEAD
 		movesSkippedByDefense = 0;
 		return true;
+=======
+		activeActionMade = true;
+>>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
 	}
 	else
 	{
@@ -788,7 +828,7 @@ bool CBattleAI::attemptCastingSpell()
 }
 
 //Below method works only for offensive spells
-void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
+void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
 {
 	using ValueMap = PossibleSpellcast::ValueMap;
 
@@ -849,6 +889,11 @@ void CBattleAI::print(const std::string &text) const
 	logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
 }
 
+void BattleEvaluator::print(const std::string & text) const
+{
+	logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
+}
+
 std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 {
 	BattleStateInfoForRetreat bs;

+ 0 - 9
AI/BattleAI/BattleAI.h

@@ -68,9 +68,6 @@ public:
 	~CBattleAI();
 
 	void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
-	bool attemptCastingSpell();
-
-	void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
 
 	void activeStack(const CStack * stack) override; //called when it's turn of that stack
 	void yourTacticPhase(int distance) override;
@@ -80,8 +77,6 @@ public:
 	void print(const std::string &text) const;
 	BattleAction useCatapult(const CStack *stack);
 	BattleAction useHealingTent(const CStack *stack);
-	BattleAction selectStackAction(const CStack * stack);
-	std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack *stack);
 
 	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
 	//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
@@ -98,8 +93,4 @@ public:
 	//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
 	//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
 	//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
-
-private:
-	BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const;
-	std::vector<BattleHex> getBrokenWallMoatHexes() const;
 };

+ 73 - 62
AI/BattleAI/BattleExchangeVariant.cpp

@@ -18,9 +18,11 @@ AttackerValue::AttackerValue()
 }
 
 MoveTarget::MoveTarget()
-	: positions()
+	: positions(), cachedAttack()
 {
 	score = EvaluationResult::INEFFECTIVE_SCORE;
+	scorePerTurn = EvaluationResult::INEFFECTIVE_SCORE;
+	turnsToRich = 1;
 }
 
 int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
@@ -61,14 +63,14 @@ int64_t BattleExchangeVariant::trackAttack(
 	std::shared_ptr<StackWithBonuses> defender,
 	bool shooting,
 	bool isOurAttack,
-	const CBattleInfoCallback & cb,
+	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);
 
-	DamageEstimation retaliation;
 	// FIXME: provide distance info for Jousting bonus
 	BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
 
@@ -77,9 +79,8 @@ int64_t BattleExchangeVariant::trackAttack(
 		bai.attackerPos.setXY(8, 5);
 	}
 
-	auto attack = cb.battleEstimateDamage(bai, &retaliation);
-	int64_t attackDamage = (attack.damage.min + attack.damage.max) / 2;
-	int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
+	int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
+	int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
 	int64_t attackerDamageReduce = 0;
 
 	if(!evaluateOnly)
@@ -108,36 +109,33 @@ int64_t BattleExchangeVariant::trackAttack(
 
 	if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
 	{
-		if(retaliation.damage.max != 0)
-		{
-			auto retaliationDamage = (retaliation.damage.min + retaliation.damage.max) / 2;
-			attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
+		auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
+		attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
 
-			if(!evaluateOnly)
-			{
+		if(!evaluateOnly)
+		{
 #if BATTLE_TRACE_LEVEL>=1
-				logAi->trace(
-					"%s -> %s, retaliation, dps: %lld, %lld",
-					defender->getDescription(),
-					attacker->getDescription(),
-					retaliationDamage,
-					attackerDamageReduce);
+			logAi->trace(
+				"%s -> %s, retaliation, dps: %lld, %lld",
+				defender->getDescription(),
+				attacker->getDescription(),
+				retaliationDamage,
+				attackerDamageReduce);
 #endif
 
-				if(isOurAttack)
-				{
-					dpsScore -= attackerDamageReduce;
-					attackerValue[attacker->unitId()].isRetalitated = true;
-				}
-				else
-				{
-					dpsScore += attackerDamageReduce;
-					attackerValue[defender->unitId()].value += attackerDamageReduce;
-				}
-
-				attacker->damage(retaliationDamage);
-				defender->afterAttack(false, true);
+			if(isOurAttack)
+			{
+				dpsScore -= attackerDamageReduce;
+				attackerValue[attacker->unitId()].isRetalitated = true;
+			}
+			else
+			{
+				dpsScore += attackerDamageReduce;
+				attackerValue[defender->unitId()].value += attackerDamageReduce;
 			}
+
+			attacker->damage(retaliationDamage);
+			defender->afterAttack(false, true);
 		}
 	}
 
@@ -153,7 +151,11 @@ int64_t BattleExchangeVariant::trackAttack(
 	return score;
 }
 
-EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
+EvaluationResult BattleExchangeEvaluator::findBestTarget(
+	const battle::Unit * activeStack,
+	PotentialTargets & targets,
+	DamageCache & damageCache,
+	std::shared_ptr<HypotheticBattle> hb)
 {
 	EvaluationResult result(targets.bestAction());
 
@@ -161,7 +163,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 
 	for(auto & ap : targets.possibleAttacks)
 	{
-		int64_t score = calculateExchange(ap, targets, hb);
+		int64_t score = calculateExchange(ap, targets, damageCache, hb);
 
 		if(score > result.score)
 		{
@@ -176,14 +178,14 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 		logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
 #endif
 
-		hb.getForUpdate(activeStack->unitId())->waiting = true;
-		hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
+		hb->getForUpdate(activeStack->unitId())->waiting = true;
+		hb->getForUpdate(activeStack->unitId())->waitedThisTurn = true;
 
 		updateReachabilityMap(hb);
 
 		for(auto & ap : targets.possibleAttacks)
 		{
-			int64_t score = calculateExchange(ap, targets, hb);
+			int64_t score = calculateExchange(ap, targets, damageCache, hb);
 
 			if(score > result.score)
 			{
@@ -197,7 +199,11 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 	return result;
 }
 
-MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
+MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
+	const battle::Unit * activeStack,
+	PotentialTargets & targets,
+	DamageCache & damageCache,
+	std::shared_ptr<HypotheticBattle> hb)
 {
 	MoveTarget result;
 	BattleExchangeVariant ev;
@@ -237,16 +243,20 @@ MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Uni
 		{
 			// FIXME: provide distance info for Jousting bonus
 			auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
-			auto attack = AttackPossibility::evaluate(bai, hex, hb);
+			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, targets, hb) / turnsToRich;
+			auto score = calculateExchange(attack, targets, damageCache, hb);
+			auto scorePerTurn = score / turnsToRich;
 
-			if(result.score < score)
+			if(result.scorePerTurn < scorePerTurn)
 			{
+				result.scorePerTurn = scorePerTurn;
 				result.score = score;
 				result.positions = closestStack->getAttackableHexes(activeStack);
+				result.cachedAttack = attack;
+				result.turnsToRich = turnsToRich;
 			}
 		}
 	}
@@ -287,7 +297,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(cons
 std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 	const AttackPossibility & ap,
 	PotentialTargets & targets,
-	HypotheticBattle & hb)
+	std::shared_ptr<HypotheticBattle> hb)
 {
 	auto hexes = ap.attack.defender->getHexes();
 
@@ -308,7 +318,7 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 	{
 		for(auto adjacentUnit : getAdjacentUnits(unit))
 		{
-			auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
+			auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
 
 			if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
 				&& !vstd::contains(allReachableUnits, unitWithBonuses))
@@ -349,7 +359,8 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 int64_t BattleExchangeEvaluator::calculateExchange(
 	const AttackPossibility & ap,
 	PotentialTargets & targets,
-	HypotheticBattle & hb)
+	DamageCache & damageCache,
+	std::shared_ptr<HypotheticBattle> hb)
 {
 #if BATTLE_TRACE_LEVEL>=1
 	logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
@@ -374,7 +385,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 		return 0;
 	}
 
-	HypotheticBattle exchangeBattle(env.get(), cb);
+	auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
 	BattleExchangeVariant v;
 	auto melleeAttackers = ourStacks;
 
@@ -389,10 +400,9 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 		if(unit->isTurret())
 			continue;
 
-		bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
+		bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
 		auto & attackerQueue = isOur ? ourStacks : enemyStacks;
 
-
 		if(!vstd::contains(attackerQueue, unit))
 		{
 			attackerQueue.push_back(unit);
@@ -403,11 +413,11 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 
 	for(auto activeUnit : exchangeUnits)
 	{
-		bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
+		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 attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
 
 		if(!attacker->alive())
 		{
@@ -420,17 +430,18 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 
 		auto targetUnit = ap.attack.defender;
 
-		if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
+		if(!isOur || !exchangeBattle->getForUpdate(targetUnit->unitId())->alive())
 		{
 			auto estimateAttack = [&](const battle::Unit * u) -> int64_t
 			{
-				auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
+				auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
 				auto score = v.trackAttack(
 					attacker,
 					stackWithBonuses,
-					exchangeBattle.battleCanShoot(stackWithBonuses.get()),
+					exchangeBattle->battleCanShoot(stackWithBonuses.get()),
 					isOur,
-					*cb,
+					damageCache,
+					hb,
 					true);
 
 #if BATTLE_TRACE_LEVEL>=1
@@ -446,7 +457,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 			}
 			else
 			{
-				auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
+				auto reachable = exchangeBattle->battleGetUnitsIf([&](const battle::Unit * u) -> bool
 					{
 						if(!u->alive() || u->unitSide() == attacker->unitSide())
 							return false;
@@ -472,19 +483,19 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 			}
 		}
 
-		auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
-		auto shooting = cb->battleCanShoot(attacker.get());
+		auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
+		auto shooting = exchangeBattle->battleCanShoot(attacker.get());
 		const int totalAttacks = attacker->getTotalAttacks(shooting);
 
-		if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
+		if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId() && targetUnit->unitId() == ap.attack.defender->unitId())
 		{
-			v.trackAttack(ap, exchangeBattle);
+			v.trackAttack(ap, *exchangeBattle);
 		}
 		else
 		{
 			for(int i = 0; i < totalAttacks; i++)
 			{
-				v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
+				v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
 
 				if(!attacker->alive() || !defender->alive())
 					break;
@@ -495,12 +506,12 @@ int64_t BattleExchangeEvaluator::calculateExchange(
 
 		vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
 			{
-				return !exchangeBattle.getForUpdate(u->unitId())->alive();
+				return !exchangeBattle->getForUpdate(u->unitId())->alive();
 			});
 
 		vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
 			{
-				return !exchangeBattle.getForUpdate(u->unitId())->alive();
+				return !exchangeBattle->getForUpdate(u->unitId())->alive();
 			});
 	}
 
@@ -581,13 +592,13 @@ void BattleExchangeVariant::adjustPositions(
 	}
 }
 
-void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
+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);
+	hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
 	reachabilityMap.clear();
 
 	for(int turn = 0; turn < turnOrder.size(); turn++)

+ 26 - 6
AI/BattleAI/BattleExchangeVariant.h

@@ -26,7 +26,10 @@ struct AttackerValue
 struct MoveTarget
 {
 	int64_t score;
+	int64_t scorePerTurn;
 	std::vector<BattleHex> positions;
+	std::optional<AttackPossibility> cachedAttack;
+	uint8_t turnsToRich;
 
 	MoveTarget();
 };
@@ -65,7 +68,8 @@ public:
 		std::shared_ptr<StackWithBonuses> defender,
 		bool shooting,
 		bool isOurAttack,
-		const CBattleInfoCallback & cb,
+		DamageCache & damageCache,
+		std::shared_ptr<HypotheticBattle> hb,
 		bool evaluateOnly = false);
 
 	int64_t getScore() const { return dpsScore; }
@@ -91,11 +95,27 @@ private:
 public:
 	BattleExchangeEvaluator(std::shared_ptr<CBattleInfoCallback> cb, std::shared_ptr<Environment> env): cb(cb), env(env) {}
 
-	EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
-	int64_t calculateExchange(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
-	void updateReachabilityMap(HypotheticBattle & hb);
-	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
+	EvaluationResult findBestTarget(
+		const battle::Unit * activeStack,
+		PotentialTargets & targets,
+		DamageCache & damageCache,
+		std::shared_ptr<HypotheticBattle> hb);
+
+	int64_t calculateExchange(
+		const AttackPossibility & ap,
+		PotentialTargets & targets,
+		DamageCache & damageCache,
+		std::shared_ptr<HypotheticBattle> hb);
+
+	void updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb);
+	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, std::shared_ptr<HypotheticBattle> hb);
 	bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
-	MoveTarget findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
+
+	MoveTarget findMoveTowardsUnreachable(
+		const battle::Unit * activeStack,
+		PotentialTargets & targets,
+		DamageCache & damageCache,
+		std::shared_ptr<HypotheticBattle> hb);
+
 	std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit);
 };

+ 12 - 9
AI/BattleAI/PotentialTargets.cpp

@@ -11,11 +11,14 @@
 #include "PotentialTargets.h"
 #include "../../lib/CStack.h"//todo: remove
 
-PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state)
+PotentialTargets::PotentialTargets(
+	const battle::Unit * attacker,
+	DamageCache & damageCache,
+	std::shared_ptr<HypotheticBattle> state)
 {
-	auto attackerInfo = state.battleGetUnitByID(attacker->unitId());
-	auto reachability = state.getReachability(attackerInfo);
-	auto avHexes = state.battleGetAvailableHexes(reachability, attackerInfo, false);
+	auto attackerInfo = state->battleGetUnitByID(attacker->unitId());
+	auto reachability = state->getReachability(attackerInfo);
+	auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo, false);
 
 	//FIXME: this should part of battleGetAvailableHexes
 	bool forceTarget = false;
@@ -25,7 +28,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 	if(attackerInfo->hasBonusOfType(BonusType::ATTACKS_NEAREST_CREATURE))
 	{
 		forceTarget = true;
-		auto nearest = state.getNearestStack(attackerInfo);
+		auto nearest = state->getNearestStack(attackerInfo);
 
 		if(nearest.first != nullptr)
 		{
@@ -34,14 +37,14 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 		}
 	}
 
-	auto aliveUnits = state.battleGetUnitsIf([=](const battle::Unit * unit)
+	auto aliveUnits = state->battleGetUnitsIf([=](const battle::Unit * unit)
 	{
 		return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
 	});
 
 	for(auto defender : aliveUnits)
 	{
-		if(!forceTarget && !state.battleMatchOwner(attackerInfo, defender))
+		if(!forceTarget && !state->battleMatchOwner(attackerInfo, defender))
 			continue;
 
 		auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
@@ -49,7 +52,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 			int distance = hex.isValid() ? reachability.distances[hex] : 0;
 			auto bai = BattleAttackInfo(attackerInfo, defender, distance, shooting);
 
-			return AttackPossibility::evaluate(bai, hex, state);
+			return AttackPossibility::evaluate(bai, hex, damageCache, state);
 		};
 
 		if(forceTarget)
@@ -59,7 +62,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 			else
 				unreachableEnemies.push_back(defender);
 		}
-		else if(state.battleCanShoot(attackerInfo, defender->getPosition()))
+		else if(state->battleCanShoot(attackerInfo, defender->getPosition()))
 		{
 			possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
 		}

+ 4 - 1
AI/BattleAI/PotentialTargets.h

@@ -17,7 +17,10 @@ public:
 	std::vector<const battle::Unit *> unreachableEnemies;
 
 	PotentialTargets(){};
-	PotentialTargets(const battle::Unit * attacker, const HypotheticBattle & state);
+	PotentialTargets(
+		const battle::Unit * attacker,
+		DamageCache & damageCache,
+		std::shared_ptr<HypotheticBattle> hb);
 
 	const AttackPossibility & bestAction() const;
 	int64_t bestActionValue() const;

+ 11 - 2
AI/BattleAI/StackWithBonuses.cpp

@@ -124,7 +124,7 @@ TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, c
 
 	for(const Bonus & bonus : bonusesToUpdate)
 	{
-		if(selector(&bonus) && (!limit || !limit(&bonus)))
+		if(selector(&bonus) && (!limit || limit(&bonus)))
 		{
 			if(ret->getFirst(Selector::source(BonusSource::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
 			{
@@ -150,12 +150,18 @@ TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, c
 
 int64_t StackWithBonuses::getTreeVersion() const
 {
-	return owner->getTreeVersion();
+	auto result = owner->getTreeVersion();
+
+	if(bonusesToAdd.empty() && bonusesToUpdate.empty() && bonusesToRemove.empty())
+		return result;
+	else
+		return result + treeVersionLocal;
 }
 
 void StackWithBonuses::addUnitBonus(const std::vector<Bonus> & bonus)
 {
 	vstd::concatenate(bonusesToAdd, bonus);
+	treeVersionLocal++;
 }
 
 void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
@@ -163,6 +169,7 @@ void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
 	//TODO: optimize, actualize to last value
 
 	vstd::concatenate(bonusesToUpdate, bonus);
+	treeVersionLocal++;
 }
 
 void StackWithBonuses::removeUnitBonus(const std::vector<Bonus> & bonus)
@@ -197,6 +204,8 @@ void StackWithBonuses::removeUnitBonus(const CSelector & selector)
 
 	vstd::erase_if(bonusesToAdd, [&](const Bonus & b){return selector(&b);});
 	vstd::erase_if(bonusesToUpdate, [&](const Bonus & b){return selector(&b);});
+
+	treeVersionLocal++;
 }
 
 std::string StackWithBonuses::getDescription() const

+ 1 - 0
AI/BattleAI/StackWithBonuses.h

@@ -47,6 +47,7 @@ public:
 	std::vector<Bonus> bonusesToAdd;
 	std::vector<Bonus> bonusesToUpdate;
 	std::set<std::shared_ptr<Bonus>> bonusesToRemove;
+	int treeVersionLocal;
 
 	StackWithBonuses(const HypotheticBattle * Owner, const battle::CUnitState * Stack);
 

+ 1 - 1
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -138,8 +138,8 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	{
 		memory->removeInvisibleObjects(cb.get());
 
-		dangerHitMap->calculateTileOwners();
 		dangerHitMap->updateHitMap();
+		dangerHitMap->calculateTileOwners();
 
 		boost::this_thread::interruption_point();