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@@ -1,188 +1,190 @@
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-/*
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- * AttackPossibility.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 "AttackPossibility.h"
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-#include "../../lib/CStack.h"//todo: remove
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-
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-AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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- : from(from), dest(dest), attack(attack)
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-{
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-}
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-
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-int64_t AttackPossibility::damageDiff() const
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-{
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- return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
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-}
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-
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-int64_t AttackPossibility::attackValue() const
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-{
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- return damageDiff();
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-}
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-
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-int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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-{
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- int64_t res = 0;
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-
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- if(attackInfo.shooting)
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- return 0;
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-
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- auto attacker = attackInfo.attacker;
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- auto hexes = attacker->getSurroundingHexes(hex);
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- for(BattleHex tile : hexes)
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- {
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- auto st = state->battleGetUnitByPos(tile, true);
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- if(!st || !state->battleMatchOwner(st, attacker))
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- continue;
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- if(!state->battleCanShoot(st))
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- continue;
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-
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- BattleAttackInfo rangeAttackInfo(st, attacker, true);
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- rangeAttackInfo.defenderPos = hex;
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-
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- BattleAttackInfo meleeAttackInfo(st, attacker, false);
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- meleeAttackInfo.defenderPos = hex;
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-
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- auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
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- auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
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-
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- int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
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- res += gain;
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- }
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-
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- return res;
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-}
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-
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-AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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-{
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- auto attacker = attackInfo.attacker;
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- auto defender = attackInfo.defender;
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- const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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- static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
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- const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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+/*
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+ * AttackPossibility.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 "AttackPossibility.h"
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+#include "../../lib/CStack.h"//todo: remove
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+
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+AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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+ : from(from), dest(dest), attack(attack)
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+{
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+}
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+
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+int64_t AttackPossibility::damageDiff() const
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+{
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+ return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
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+}
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+
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+int64_t AttackPossibility::attackValue() const
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+{
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+ return damageDiff();
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+}
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+
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+int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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+{
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+ int64_t res = 0;
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+
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+ if(attackInfo.shooting)
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+ return 0;
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+
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+ auto attacker = attackInfo.attacker;
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+ auto hexes = attacker->getSurroundingHexes(hex);
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+ for(BattleHex tile : hexes)
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+ {
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+ auto st = state->battleGetUnitByPos(tile, true);
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+ if(!st || !state->battleMatchOwner(st, attacker))
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+ continue;
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+ if(!state->battleCanShoot(st))
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+ continue;
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+
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+ BattleAttackInfo rangeAttackInfo(st, attacker, true);
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+ rangeAttackInfo.defenderPos = hex;
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+
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+ BattleAttackInfo meleeAttackInfo(st, attacker, false);
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+ meleeAttackInfo.defenderPos = hex;
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+
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+ auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
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+ auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
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+
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+ int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
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+ res += gain;
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+ }
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+
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+ return res;
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+}
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+
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+AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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+{
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+ auto attacker = attackInfo.attacker;
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+ auto defender = attackInfo.defender;
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+ const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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+ static const auto selectorBlocksRetaliation = Selector::type(Bonus::BLOCKS_RETALIATION);
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+ const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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const bool mindControlled = [&](const battle::Unit *attacker) -> bool
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{
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- auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
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- if (actualSide && actualSide.get() != attacker->unitSide())
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+ auto actualSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
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+ if (actualSide && actualSide.get() != attacker->unitSide())
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return true;
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return false;
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} (attacker);
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-
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- AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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-
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- std::vector<BattleHex> defenderHex;
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- if(attackInfo.shooting) {
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- defenderHex = defender->getHexes();
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- } else {
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- defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
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- }
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-
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- for(BattleHex defHex : defenderHex) {
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- if(defHex == hex) {
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- // should be impossible but check anyway
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- continue;
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- }
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-
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- AttackPossibility ap(hex, defHex, attackInfo);
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- ap.attackerState = attacker->acquireState();
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- ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
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-
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- const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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-
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- if (!attackInfo.shooting)
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- ap.attackerState->setPosition(hex);
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-
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- std::vector<const battle::Unit*> units;
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-
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- if (attackInfo.shooting)
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- units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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- else
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- units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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-
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- // ensure the defender is also affected
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- bool addDefender = true;
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- for(auto unit : units) {
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- if (unit->unitId() == defender->unitId()) {
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- addDefender = false;
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- break;
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- }
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- }
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- if(addDefender) {
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- units.push_back(defender);
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- }
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-
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- for(auto u : units) {
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- if(!ap.attackerState->alive()) {
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- break;
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- }
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-
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- assert(u->unitId() != attacker->unitId());
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-
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- auto defenderState = u->acquireState();
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- ap.affectedUnits.push_back(defenderState);
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-
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- for(int i = 0; i < totalAttacks; i++) {
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- si64 damageDealt, damageReceived;
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-
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- TDmgRange retaliation(0, 0);
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- auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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-
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- vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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- vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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-
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- vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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- vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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-
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- damageDealt = (attackDmg.first + attackDmg.second) / 2;
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- ap.attackerState->afterAttack(attackInfo.shooting, false);
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-
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- //FIXME: use ranged retaliation
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- damageReceived = 0;
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- if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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- {
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- damageReceived = (retaliation.first + retaliation.second) / 2;
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- defenderState->afterAttack(attackInfo.shooting, true);
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- }
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-
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- bool isEnemy = state->battleMatchOwner(attacker, u) && !mindControlled;
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- if(isEnemy)
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- ap.damageDealt += damageDealt;
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- else // friendly fire
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- ap.collateralDamage += damageDealt;
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-
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- if(u->unitId() == defender->unitId() ||
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- (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex))) { //FIXME: handle RANGED_RETALIATION ?
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- ap.damageReceived += damageReceived;
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- }
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-
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- ap.attackerState->damage(damageReceived);
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- defenderState->damage(damageDealt);
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-
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- if (!ap.attackerState->alive() || !defenderState->alive())
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- break;
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- }
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- }
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-
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- if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) {
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- bestAp = ap;
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- }
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- }
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-
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- // check how much damage we gain from blocking enemy shooters on this hex
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- bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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-
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- logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
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- VLC->creh->creatures.at(attackInfo.attacker->acquireState()->creatureId())->identifier.c_str(),
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- VLC->creh->creatures.at(attackInfo.defender->acquireState()->creatureId())->identifier.c_str(),
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- (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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- (int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
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-
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- //TODO other damage related to attack (eg. fire shield and other abilities)
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- return bestAp;
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-}
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+
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+ AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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+
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+ std::vector<BattleHex> defenderHex;
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+ if(attackInfo.shooting)
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+ defenderHex = defender->getHexes();
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+ else
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+ defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
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+
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+ for(BattleHex defHex : defenderHex)
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+ {
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+ if(defHex == hex) {
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+ // should be impossible but check anyway
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+ continue;
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+ }
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+
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+ AttackPossibility ap(hex, defHex, attackInfo);
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+ ap.attackerState = attacker->acquireState();
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+ ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
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+
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+ const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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+
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+ if (!attackInfo.shooting)
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+ ap.attackerState->setPosition(hex);
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+
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+ std::vector<const battle::Unit*> units;
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+
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+ if (attackInfo.shooting)
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+ units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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+ else
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+ units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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+
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+ // ensure the defender is also affected
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+ bool addDefender = true;
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+ for(auto unit : units) {
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+ if (unit->unitId() == defender->unitId()) {
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+ addDefender = false;
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+ break;
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+ }
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+ }
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+ if(addDefender) {
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+ units.push_back(defender);
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+ }
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+
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+ for(auto u : units) {
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+ if(!ap.attackerState->alive()) {
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+ break;
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+ }
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+
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+ assert(u->unitId() != attacker->unitId());
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+
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+ auto defenderState = u->acquireState();
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+ ap.affectedUnits.push_back(defenderState);
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+
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+ for(int i = 0; i < totalAttacks; i++) {
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+ si64 damageDealt, damageReceived;
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+
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+ TDmgRange retaliation(0, 0);
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+ auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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+
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+ vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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+ vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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+
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+ vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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+ vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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+
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+ damageDealt = (attackDmg.first + attackDmg.second) / 2;
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+ ap.attackerState->afterAttack(attackInfo.shooting, false);
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+
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+ //FIXME: use ranged retaliation
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+ damageReceived = 0;
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+ if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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+ {
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+ damageReceived = (retaliation.first + retaliation.second) / 2;
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+ defenderState->afterAttack(attackInfo.shooting, true);
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+ }
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+
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+ bool isEnemy = state->battleMatchOwner(attacker, u) && !mindControlled;
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+ if(isEnemy)
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+ ap.damageDealt += damageDealt;
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+ else // friendly fire
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+ ap.collateralDamage += damageDealt;
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+
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+ if(u->unitId() == defender->unitId() ||
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+ (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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+ {
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+ //FIXME: handle RANGED_RETALIATION ?
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+ ap.damageReceived += damageReceived;
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+ }
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+
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+ ap.attackerState->damage(damageReceived);
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+ defenderState->damage(damageDealt);
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+
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+ if (!ap.attackerState->alive() || !defenderState->alive())
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+ break;
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+ }
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+ }
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+
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+ if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue()) {
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+ bestAp = ap;
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+ }
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+ }
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+
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+ // check how much damage we gain from blocking enemy shooters on this hex
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+ bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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+
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+ logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %d %d %d %s",
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+ VLC->creh->creatures.at(attackInfo.attacker->acquireState()->creatureId())->identifier.c_str(),
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+ VLC->creh->creatures.at(attackInfo.defender->acquireState()->creatureId())->identifier.c_str(),
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+ (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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+ (int)bestAp.damageDealt, (int)bestAp.damageReceived, (int)bestAp.collateralDamage, (int)bestAp.shootersBlockedDmg);
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+
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+ //TODO other damage related to attack (eg. fire shield and other abilities)
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+ return bestAp;
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+}
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