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BattleAI: rework movement when no targtes

Andrii Danylchenko 3 роки тому
батько
коміт
601ced3749

+ 18 - 11
AI/BattleAI/AttackPossibility.cpp

@@ -28,6 +28,22 @@ int64_t AttackPossibility::attackValue() const
 	return damageDiff();
 }
 
+int64_t AttackPossibility::calculateDpsReduce(
+	const battle::Unit * attacker,
+	const battle::Unit * defender,
+	uint64_t damageDealt,
+	std::shared_ptr<CBattleInfoCallback> cb)
+{
+	vstd::amin(damageDealt, defender->getAvailableHealth());
+
+	auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
+	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
+	auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
+	auto dpsPerEnemy = enemyDps / (double)defender->getCount();
+
+	return (int64_t)(dpsPerEnemy * (enemiesKilled + damageDealt / (double)defender->MaxHealth()) / 2);
+}
+
 int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
 {
 	int64_t res = 0;
@@ -136,15 +152,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 				vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
 
 				damageDealt = (attackDmg.first + attackDmg.second) / 2;
+				enemyDpsReduce = calculateDpsReduce(attacker, defender, damageDealt, getCbc());
 				ap.attackerState->afterAttack(attackInfo.shooting, false);
 
-				auto enemiesKilled = damageDealt / u->MaxHealth() + (damageDealt % u->MaxHealth() >= u->getFirstHPleft() ? 1 : 0);
-				auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
-
-				enemyDpsReduce = enemiesKilled
-					? (int64_t)(enemyDps * enemiesKilled / (double)u->getCount())
-					: (int64_t)(enemyDps / (double)u->getCount() * damageDealt / u->getFirstHPleft());
-
 				//FIXME: use ranged retaliation
 				damageReceived = 0;
 				ourDpsReduce = 0;
@@ -152,11 +162,8 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInf
 				if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
 				{
 					damageReceived = (retaliation.first + retaliation.second) / 2;
+					ourDpsReduce = calculateDpsReduce(defender, attacker, damageReceived, getCbc());
 					defenderState->afterAttack(attackInfo.shooting, true);
-
-					auto ourUnitsKilled = damageReceived / attacker->MaxHealth() + (damageReceived % attacker->MaxHealth() >= attacker->getFirstHPleft() ? 1 : 0);
-
-					ourDpsReduce = (int64_t)(damageDealt * ourUnitsKilled / (double)attacker->getCount());
 				}
 
 				bool isEnemy = state->battleMatchOwner(attacker, u);

+ 8 - 0
AI/BattleAI/AttackPossibility.h

@@ -13,6 +13,8 @@
 #include "common.h"
 #include "StackWithBonuses.h"
 
+#define BATTLE_TRACE_LEVEL 0
+
 class AttackPossibility
 {
 public:
@@ -36,6 +38,12 @@ public:
 
 	static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
 
+	static int64_t calculateDpsReduce(
+		const battle::Unit * attacker,
+		const battle::Unit * defender,
+		uint64_t damageDealt,
+		std::shared_ptr<CBattleInfoCallback> cb);
+
 private:
 	static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
 };

+ 56 - 54
AI/BattleAI/BattleAI.cpp

@@ -94,7 +94,10 @@ void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCa
 BattleAction CBattleAI::activeStack( const CStack * stack )
 {
 	LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
+
+	BattleAction result = BattleAction::makeDefend(stack);
 	setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
+
 	try
 	{
 		if(stack->type->idNumber == CreatureID::CATAPULT)
@@ -162,84 +165,83 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 		
 		PotentialTargets targets(stack, &hb);
 		BattleExchangeEvaluator scoreEvaluator(cb, env);
+		auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
+
+		int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
 
 		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 & bestAttack = evaluationResult.bestAttack;
-			
+
 			//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
 			if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
-				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
-
-			if(evaluationResult.wait)
 			{
-				return BattleAction::makeWait(stack);
+				// return because spellcast value is damage dealt and score is dps reduce
+				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 			}
 
-			if(evaluationResult.score == EvaluationResult::INEFFECTIVE_SCORE)
-			{
-				return BattleAction::makeDefend(stack);
-			}
-			
-			if(bestAttack.attack.shooting)
+			if(evaluationResult.score > score)
 			{
-				auto &target = bestAttack;
-				logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld",
-					target.attackerState->unitType()->identifier,
-					target.affectedUnits[0]->unitType()->identifier,
-					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
-					bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
-					target.damageDealt, target.damageReceived, target.attackValue()
-				);
+				auto & target = bestAttack;
+				score = evaluationResult.score;
+				std::string action;
 
-				return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
-			}
-			else
-			{
-				auto &target = bestAttack;
-				logAi->debug("BattleAI: %s -> %s x %d, mellee, from %d curpos %d dist %d speed %d: %lld %lld %lld",
-					target.attackerState->unitType()->identifier,
-					target.affectedUnits[0]->unitType()->identifier,
-					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
+				if(evaluationResult.wait)
+				{
+					result = BattleAction::makeWait(stack);
+					action = "wait";
+				}
+				else if(bestAttack.attack.shooting)
+				{
+
+					result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
+					action = "shot";
+				}
+				else
+				{
+					result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
+					action = "mellee";
+				}
+
+				logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: %lld %lld %lld",
+					bestAttack.attackerState->unitType()->identifier,
+					bestAttack.affectedUnits[0]->unitType()->identifier,
+					(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
 					bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
-					target.damageDealt, target.damageReceived, target.attackValue()
+					bestAttack.damageDealt, bestAttack.damageReceived, bestAttack.attackValue()
 				);
-
-				return BattleAction::makeMeleeAttack(stack,	bestAttack.attack.defender->getPosition(), bestAttack.from);
-		}
+			}
 		}
 		else if(bestSpellcast.is_initialized())
 		{
 			return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 		}
-		else
+
+			//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
+		if(moveTarget.score > score)
 		{
+			score = moveTarget.score;
+
 			if(stack->waited())
 			{
-				//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
-				auto dists = cb->getReachability(stack);
-				if(!targets.unreachableEnemies.empty())
-				{
-					auto closestEnemy = vstd::minElementByFun(targets.unreachableEnemies, [&](const battle::Unit * enemy) -> int
-					{
-						return dists.distToNearestNeighbour(stack, enemy);
-					});
-
-					if(dists.distToNearestNeighbour(stack, *closestEnemy) < GameConstants::BFIELD_SIZE)
-					{
-						return goTowardsNearest(stack, (*closestEnemy)->getAttackableHexes(stack));
-					}
-				}
+				result = goTowardsNearest(stack, moveTarget.positions);
 			}
 			else
 			{
-				return BattleAction::makeWait(stack);
+				result = BattleAction::makeWait(stack);
 			}
 		}
 
+		if(score > EvaluationResult::INEFFECTIVE_SCORE)
+		{
+			return result;
+		}
+
 		if(!stack->hasBonusOfType(Bonus::FLYING)
 			&& stack->unitSide() == BattleSide::ATTACKER
 			&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
@@ -252,7 +254,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 					return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
 				else
 					return goTowardsNearest(stack, brokenWallMoat);
-	}
+			}
 		}
 	}
 	catch(boost::thread_interrupted &)
@@ -264,7 +266,7 @@ BattleAction CBattleAI::activeStack( const CStack * stack )
 		logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
 	}
 
-	return BattleAction::makeDefend(stack);
+	return result;
 }
 
 BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
@@ -289,10 +291,10 @@ BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<Battl
 
 		if(stack->coversPos(hex))
 		{
-		logAi->warn("Warning: already standing on neighbouring tile!");
-		//We shouldn't even be here...
-		return BattleAction::makeDefend(stack);
-	}
+			logAi->warn("Warning: already standing on neighbouring tile!");
+			//We shouldn't even be here...
+			return BattleAction::makeDefend(stack);
+		}
 	}
 
 	BattleHex bestNeighbor = hexes.front();

+ 222 - 44
AI/BattleAI/BattleExchangeVariant.cpp

@@ -11,6 +11,18 @@
 #include "BattleExchangeVariant.h"
 #include "../../lib/CStack.h"
 
+AttackerValue::AttackerValue()
+{
+	value = 0;
+	isRetalitated = false;
+}
+
+MoveTarget::MoveTarget()
+	:positions()
+{
+	score = EvaluationResult::INEFFECTIVE_SCORE;
+}
+
 int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle * state)
 {
 	auto affectedUnits = ap.affectedUnits;
@@ -31,6 +43,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
 
 	dpsScore += attackValue;
 
+#if BATTLE_TRACE_LEVEL==1
 	logAi->trace(
 		"%s -> %s, ap attack, %s, dps: %d, score: %d",
 		ap.attack.attacker->getDescription(),
@@ -38,6 +51,7 @@ int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, Hypothe
 		ap.attack.shooting ? "shot" : "mellee",
 		ap.damageDealt,
 		attackValue);
+#endif
 
 	return attackValue;
 }
@@ -56,13 +70,20 @@ int64_t BattleExchangeVariant::trackAttack(
 
 	TDmgRange retalitation;
 	BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
+
+	if(shooting)
+	{
+		bai.attackerPos.setXY(8, 5);
+	}
+
 	auto attack = cb->battleEstimateDamage(bai, &retalitation);
 	int64_t attackDamage = (attack.first + attack.second) / 2;
-	int64_t defenderDpsReduce = calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
+	int64_t defenderDpsReduce = AttackPossibility::calculateDpsReduce(attacker.get(), defender.get(), attackDamage, cb);
 	int64_t attackerDpsReduce = 0;
 
 	if(!evaluateOnly)
 	{
+#if BATTLE_TRACE_LEVEL==1
 		logAi->trace(
 			"%s -> %s, normal attack, %s, dps: %d, %d",
 			attacker->getDescription(),
@@ -70,6 +91,7 @@ int64_t BattleExchangeVariant::trackAttack(
 			shooting ? "shot" : "mellee",
 			attackDamage,
 			defenderDpsReduce);
+#endif
 
 		if(isOurAttack)
 		{
@@ -88,16 +110,18 @@ int64_t BattleExchangeVariant::trackAttack(
 		if(retalitation.second != 0)
 		{
 			auto retalitationDamage = (retalitation.first + retalitation.second) / 2;
-			attackerDpsReduce = calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
+			attackerDpsReduce = AttackPossibility::calculateDpsReduce(defender.get(), attacker.get(), retalitationDamage, cb);
 
 			if(!evaluateOnly)
 			{
+#if BATTLE_TRACE_LEVEL==1
 				logAi->trace(
 					"%s -> %s, retalitation, dps: %d, %d",
 					defender->getDescription(),
 					attacker->getDescription(),
 					retalitationDamage,
 					attackerDpsReduce);
+#endif
 
 				if(isOurAttack)
 				{
@@ -118,30 +142,16 @@ int64_t BattleExchangeVariant::trackAttack(
 
 	auto score = defenderDpsReduce - attackerDpsReduce;
 
+#if BATTLE_TRACE_LEVEL==1
 	if(!score)
 	{
 		logAi->trace("Zero %d %d", defenderDpsReduce, attackerDpsReduce);
 	}
+#endif
 
 	return score;
 }
 
-int64_t BattleExchangeVariant::calculateDpsReduce(
-	const battle::Unit * attacker,
-	const battle::Unit * defender,
-	uint64_t damageDealt,
-	std::shared_ptr<CBattleInfoCallback> cb) const
-{
-	vstd::amin(damageDealt, defender->getAvailableHealth());
-
-	auto enemyDamageBeforeAttack = cb->battleEstimateDamage(BattleAttackInfo(defender, attacker, defender->canShoot()));
-	auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
-	auto enemyDps = (enemyDamageBeforeAttack.first + enemyDamageBeforeAttack.second) / 2;
-
-	return (int64_t)(enemyDps * enemiesKilled / (double)defender->getCount()
-		+ enemyDps / (double)defender->getCount() * ((damageDealt - defender->getFirstHPleft()) % defender->MaxHealth()) / defender->MaxHealth());
-};
-
 EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
 {
 	EvaluationResult result(targets.bestAction());
@@ -150,7 +160,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 
 	for(auto & ap : targets.possibleAttacks)
 	{
-		int64_t score = calculateExchange(ap);
+		int64_t score = calculateExchange(ap, targets, hb);
 
 		if(score > result.score)
 		{
@@ -161,7 +171,9 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 
 	if(!activeStack->waited())
 	{
+#if BATTLE_TRACE_LEVEL==1
 		logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
+#endif
 
 		hb.getForUpdate(activeStack->unitId())->waiting = true;
 		hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
@@ -170,7 +182,7 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 
 		for(auto & ap : targets.possibleAttacks)
 		{
-			int64_t score = calculateExchange(ap);
+			int64_t score = calculateExchange(ap, targets, hb);
 
 			if(score > result.score)
 			{
@@ -184,8 +196,94 @@ EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * ac
 	return result;
 }
 
+MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
+{
+	MoveTarget result;
+	BattleExchangeVariant ev;
+
+	if(targets.unreachableEnemies.empty())
+		return result;
+
+	updateReachabilityMap(hb);
+
+	auto dists = cb->getReachability(activeStack);
+	auto speed = activeStack->Speed();
+
+	for(const battle::Unit * enemy : targets.unreachableEnemies)
+	{
+		int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE;
+
+		std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
+		auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
+			{
+				return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
+			});
+
+		auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
+
+		if(distance >= GameConstants::BFIELD_SIZE)
+			continue;
+
+		if(distance <= speed)
+			continue;
+
+		auto turnsToRich = (distance - 1) / speed + 1;
+		auto hexes = closestStack->getSurroundingHexes();
+
+		for(auto hex : hexes)
+		{
+			auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack));
+			auto attack = AttackPossibility::evaluate(bai, hex, &hb);
+
+			attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
+
+			auto score = calculateExchange(attack, targets, hb) / turnsToRich;
+
+			if(result.score < score)
+			{
+				result.score = score;
+				result.positions = closestStack->getAttackableHexes(activeStack);
+			}
+		}
+	}
+
+	return result;
+}
+
+std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
+{
+	std::queue<const battle::Unit *> queue;
+	std::vector<const battle::Unit *> checkedStacks;
+
+	queue.push(blockerUnit);
+
+	while(!queue.empty())
+	{
+		auto stack = queue.front();
+
+		queue.pop();
+		checkedStacks.push_back(stack);
+
+		auto hexes = stack->getSurroundingHexes();
+		for(auto hex : hexes)
+		{
+			auto neighbor = cb->battleGetStackByPos(hex);
+
+			if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
+			{
+				queue.push(neighbor);
+				checkedStacks.push_back(neighbor);
+			}
+		}
+	}
+
+	return checkedStacks;
+}
+
 std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
-	const AttackPossibility & ap)
+	const AttackPossibility & ap,
+	PotentialTargets & targets,
+	HypotheticBattle & hb)
 {
 	auto hexes = ap.attack.defender->getHexes();
 
@@ -201,9 +299,33 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 
 	vstd::removeDuplicates(allReachableUnits);
 
+	auto copy = allReachableUnits;
+	for(auto unit : copy)
+	{
+		for(auto adjacentUnit : getAdjacentUnits(unit))
+		{
+			auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
+
+			if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
+				&& !vstd::contains(allReachableUnits, unitWithBonuses))
+			{
+				allReachableUnits.push_back(unitWithBonuses);
+			}
+		}
+	}
+
+	vstd::removeDuplicates(allReachableUnits);
+
+	if(!vstd::contains(allReachableUnits, ap.attack.attacker))
+	{
+		allReachableUnits.push_back(ap.attack.attacker);
+	}
+
 	if(allReachableUnits.size() < 2)
 	{
+#if BATTLE_TRACE_LEVEL==1
 		logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
+#endif
 
 		return exchangeUnits;
 	}
@@ -220,16 +342,21 @@ std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 	return exchangeUnits;
 }
 
-int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
+int64_t BattleExchangeEvaluator::calculateExchange(
+	const AttackPossibility & ap,
+	PotentialTargets & targets,
+	HypotheticBattle & hb)
 {
+#if BATTLE_TRACE_LEVEL==1
 	logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest : ap.from);
+#endif
 
 	std::vector<const battle::Unit *> ourStacks;
 	std::vector<const battle::Unit *> enemyStacks;
 
 	enemyStacks.push_back(ap.attack.defender);
 
-	std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap);
+	std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
 
 	if(exchangeUnits.empty())
 	{
@@ -250,7 +377,6 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
 	{
 		bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
 		auto & attackerQueue = isOur ? ourStacks : enemyStacks;
-		auto & oppositeQueue = isOur ? enemyStacks : ourStacks;
 
 		if(!vstd::contains(attackerQueue, unit))
 		{
@@ -268,13 +394,11 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
 
 		auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
 
-		if(!attacker->alive() || oppositeQueue.empty())
+		if(!attacker->alive())
 		{
-			logAi->trace(
-				"Attacker [%s] dead(%d) or opposite queue empty(%d)",
-				attacker->getDescription(),
-				attacker->alive() ? 0 : 1,
-				oppositeQueue.size());
+#if BATTLE_TRACE_LEVEL==1
+			logAi->trace(	"Attacker is dead");
+#endif
 
 			continue;
 		}
@@ -283,21 +407,54 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
 
 		if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
 		{
-			targetUnit = *vstd::maxElementByFun(oppositeQueue, [&](const battle::Unit * u) -> int64_t
+			auto estimateAttack = [&](const battle::Unit * u) -> int64_t
+			{
+				auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
+				auto score = v.trackAttack(
+					attacker,
+					stackWithBonuses,
+					exchangeBattle.battleCanShoot(stackWithBonuses.get()),
+					isOur,
+					cb,
+					true);
+
+#if BATTLE_TRACE_LEVEL==1
+				logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
+#endif
+
+				return score;
+			};
+
+			if(!oppositeQueue.empty())
+			{
+				targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
+			}
+			else
+			{
+				auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
+					{
+						if(!u->alive() || u->unitSide() == attacker->unitSide())
+							return false;
+
+						return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
+							{
+								return attacker->unitId() == other->unitId();
+							});
+					});
+
+				if(!reachable.empty())
 				{
-					auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
-					auto score = v.trackAttack(
-						attacker,
-						stackWithBonuses,
-						exchangeBattle.battleCanShoot(stackWithBonuses.get()),
-						isOur,
-						cb,
-						true);
-
-					logAi->trace("Best target selector %s->%s score = %d", attacker->getDescription(), u->getDescription(), score);
-
-					return score;
-				});
+					targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
+				}
+				else
+				{
+#if BATTLE_TRACE_LEVEL==1
+					logAi->trace("Battle queue is empty and no reachable enemy.");
+#endif
+
+					continue;
+				}
+			}
 		}
 
 		auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
@@ -334,7 +491,9 @@ int64_t BattleExchangeEvaluator::calculateExchange(const AttackPossibility & ap)
 
 	v.adjustPositions(melleeAttackers, ap, reachabilityMap);
 
+#if BATTLE_TRACE_LEVEL==1
 	logAi->trace("Exchange score: %ld", v.getScore());
+#endif
 
 	return v.getScore();
 }
@@ -419,6 +578,16 @@ void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
 
 		for(const battle::Unit * unit : turnQueue)
 		{
+			if(turnBattle.battleCanShoot(unit))
+			{
+				for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
+				{
+					reachabilityMap[hex].push_back(unit);
+				}
+
+				continue;
+			}
+
 			auto unitReachability = turnBattle.getReachability(unit);
 
 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
@@ -453,6 +622,8 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
 {
 	int blockingScore = 0;
 
+	auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
+
 	for(int turn = 0; turn < turnOrder.size(); turn++)
 	{
 		auto & turnQueue = turnOrder[turn];
@@ -466,6 +637,11 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
 			if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
 				continue;
 
+			auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
+
+			if(blockedUnitDamage < activeUnitDamage)
+				continue;
+
 			auto unitReachability = turnBattle.getReachability(unit);
 
 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
@@ -498,7 +674,9 @@ bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb
 		}
 	}
 
+#if BATTLE_TRACE_LEVEL==1
 	logAi->trace("Position %d, blocking score %d", position.hex, blockingScore);
+#endif
 
 	return blockingScore > 50;
 }

+ 27 - 26
AI/BattleAI/BattleExchangeVariant.h

@@ -20,10 +20,30 @@ struct AttackerValue
 	bool isRetalitated;
 	BattleHex position;
 
-	AttackerValue()
+	AttackerValue();
+};
+
+struct MoveTarget
+{
+	int64_t score;
+	std::vector<BattleHex> positions;
+
+	MoveTarget();
+};
+
+struct EvaluationResult
+{
+	static const int64_t INEFFECTIVE_SCORE = -1000000;
+
+	AttackPossibility bestAttack;
+	MoveTarget bestMove;
+	bool wait;
+	int64_t score;
+	bool defend;
+
+	EvaluationResult(const AttackPossibility & ap)
+		:wait(false), score(0), bestAttack(ap), defend(false)
 	{
-		value = 0;
-		isRetalitated = false;
 	}
 };
 
@@ -55,27 +75,6 @@ public:
 private:
 	int64_t dpsScore;
 	std::map<uint32_t, AttackerValue> attackerValue;
-
-	int64_t calculateDpsReduce(
-		const battle::Unit * attacker,
-		const battle::Unit * defender,
-		uint64_t damageDealt,
-		std::shared_ptr<CBattleInfoCallback> cb) const;
-};
-
-struct EvaluationResult
-{
-	static const int64_t INEFFECTIVE_SCORE = -1000000;
-
-	AttackPossibility bestAttack;
-	bool wait;
-	int64_t score;
-	bool defend;
-
-	EvaluationResult(AttackPossibility & ap)
-		:wait(false), score(0), bestAttack(ap), defend(false)
-	{
-	}
 };
 
 class BattleExchangeEvaluator
@@ -93,8 +92,10 @@ public:
 	}
 
 	EvaluationResult findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
-	int64_t calculateExchange(const AttackPossibility & ap);
+	int64_t calculateExchange(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
 	void updateReachabilityMap(HypotheticBattle & hb);
-	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap);
+	std::vector<const battle::Unit *> getExchangeUnits(const AttackPossibility & ap, PotentialTargets & targets, HypotheticBattle & hb);
 	bool checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * unit, BattleHex position);
+	MoveTarget findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb);
+	std::vector<const battle::Unit *> getAdjacentUnits(const battle::Unit * unit);
 };

+ 4 - 6
AI/BattleAI/PotentialTargets.cpp

@@ -13,9 +13,7 @@
 
 PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state)
 {
-	auto attIter = state->stackStates.find(attacker->unitId());
-	const battle::Unit * attackerInfo = (attIter == state->stackStates.end()) ? attacker : attIter->second.get();
-
+	auto attackerInfo = state->battleGetUnitByID(attacker->unitId());
 	auto reachability = state->getReachability(attackerInfo);
 	auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo);
 
@@ -95,7 +93,7 @@ PotentialTargets::PotentialTargets(const battle::Unit * attacker, const Hypothet
 
 	if (!possibleAttacks.empty())
 	{
-		auto &bestAp = possibleAttacks[0];
+		auto & bestAp = possibleAttacks[0];
 
 		logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
 			bestAp.attack.attacker->unitType()->identifier,
@@ -112,10 +110,10 @@ int64_t PotentialTargets::bestActionValue() const
 	return bestAction().attackValue();
 }
 
-AttackPossibility PotentialTargets::bestAction() const
+const AttackPossibility & PotentialTargets::bestAction() const
 {
 	if(possibleAttacks.empty())
 		throw std::runtime_error("No best action, since we don't have any actions");
-	return possibleAttacks[0];
+	return possibleAttacks.at(0);
 	//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
 }

+ 1 - 1
AI/BattleAI/PotentialTargets.h

@@ -19,6 +19,6 @@ public:
 	PotentialTargets(){};
 	PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state);
 
-	AttackPossibility bestAction() const;
+	const AttackPossibility & bestAction() const;
 	int64_t bestActionValue() const;
 };

+ 6 - 1
AI/Nullkiller/AIGateway.cpp

@@ -27,7 +27,9 @@
 namespace NKAI
 {
 
+// our to enemy strength ratio constants
 const float SAFE_ATTACK_CONSTANT = 1.2;
+const float RETREAT_THRESHOLD = 0.3;
 
 //one thread may be turn of AI and another will be handling a side effect for AI2
 boost::thread_specific_ptr<CCallback> cb;
@@ -202,6 +204,9 @@ void AIGateway::gameOver(PlayerColor player, const EVictoryLossCheckResult & vic
 			logAi->debug("AIGateway: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
 		}
 
+		// some whitespace to flush stream
+		logAi->debug(std::string(200, ' '));
+
 		finish();
 	}
 }
@@ -498,7 +503,7 @@ boost::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(
 	double fightRatio = battleState.getOurStrength() / (double)battleState.getEnemyStrength();
 
 	// if we have no towns - things are already bad, so retreat is not an option.
-	if(cb->getTownsInfo().size() && fightRatio < 0.3 && battleState.canFlee)
+	if(cb->getTownsInfo().size() && fightRatio < RETREAT_THRESHOLD && battleState.canFlee)
 	{
 		return BattleAction::makeRetreat(battleState.ourSide);
 	}

+ 6 - 1
lib/battle/ReachabilityInfo.cpp

@@ -70,7 +70,12 @@ int ReachabilityInfo::distToNearestNeighbour(
 	const battle::Unit * defender,
 	BattleHex * chosenHex) const
 {
-	auto attackableHexes = defender->getAttackableHexes(attacker);
+	auto attackableHexes = defender->getHexes();
+
+	if(attacker->doubleWide())
+	{
+		vstd::concatenate(attackableHexes, battle::Unit::getHexes(defender->occupiedHex(), true, attacker->unitSide()));
+	}
 
 	return distToNearestNeighbour(attackableHexes, chosenHex);
 }