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@@ -0,0 +1,689 @@
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+/*
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+ * BattleAI.cpp, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+#include "StdInc.h"
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+#include "BattleExchangeVariant.h"
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+#include "../../lib/CStack.h"
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+
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+AttackerValue::AttackerValue()
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+{
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+ value = 0;
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+ isRetalitated = false;
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+}
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+
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+MoveTarget::MoveTarget()
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+ : positions()
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+{
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+ score = EvaluationResult::INEFFECTIVE_SCORE;
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+}
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+
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+int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
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+{
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+ auto affectedUnits = ap.affectedUnits;
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+
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+ affectedUnits.push_back(ap.attackerState);
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+
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+ for(auto affectedUnit : affectedUnits)
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+ {
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+ auto unitToUpdate = state.getForUpdate(affectedUnit->unitId());
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+
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+ unitToUpdate->health = affectedUnit->health;
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+ unitToUpdate->shots = affectedUnit->shots;
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+ unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
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+ unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
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+ }
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+
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+ auto attackValue = ap.attackValue();
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+
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+ dpsScore += attackValue;
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+
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace(
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+ "%s -> %s, ap attack, %s, dps: %lld, score: %lld",
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+ ap.attack.attacker->getDescription(),
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+ ap.attack.defender->getDescription(),
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+ ap.attack.shooting ? "shot" : "mellee",
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+ ap.damageDealt,
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+ attackValue);
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+#endif
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+
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+ return attackValue;
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+}
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+
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+int64_t BattleExchangeVariant::trackAttack(
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+ std::shared_ptr<StackWithBonuses> attacker,
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+ std::shared_ptr<StackWithBonuses> defender,
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+ bool shooting,
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+ bool isOurAttack,
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+ const CBattleInfoCallback & cb,
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+ bool evaluateOnly)
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+{
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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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+ TDmgRange retaliation;
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+ BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
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+
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+ if(shooting)
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+ {
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+ bai.attackerPos.setXY(8, 5);
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+ }
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+
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+ auto attack = cb.battleEstimateDamage(bai, &retaliation);
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+ int64_t attackDamage = (attack.first + attack.second) / 2;
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+ int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
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+ int64_t attackerDamageReduce = 0;
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+
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+ if(!evaluateOnly)
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+ {
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace(
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+ "%s -> %s, normal attack, %s, dps: %lld, %lld",
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+ attacker->getDescription(),
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+ defender->getDescription(),
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+ shooting ? "shot" : "mellee",
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+ attackDamage,
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+ defenderDamageReduce);
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+#endif
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+
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+ if(isOurAttack)
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+ {
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+ dpsScore += defenderDamageReduce;
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+ attackerValue[attacker->unitId()].value += defenderDamageReduce;
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+ }
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+ else
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+ dpsScore -= defenderDamageReduce;
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+
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+ defender->damage(attackDamage);
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+ attacker->afterAttack(shooting, false);
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+ }
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+
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+ if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
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+ {
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+ if(retaliation.second != 0)
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+ {
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+ auto retaliationDamage = (retaliation.first + retaliation.second) / 2;
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+ attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
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+
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+ if(!evaluateOnly)
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+ {
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace(
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+ "%s -> %s, retaliation, dps: %lld, %lld",
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+ defender->getDescription(),
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+ attacker->getDescription(),
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+ retaliationDamage,
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+ attackerDamageReduce);
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+#endif
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+
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+ if(isOurAttack)
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+ {
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+ dpsScore -= attackerDamageReduce;
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+ attackerValue[attacker->unitId()].isRetalitated = true;
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+ }
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+ else
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+ {
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+ dpsScore += attackerDamageReduce;
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+ attackerValue[defender->unitId()].value += attackerDamageReduce;
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+ }
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+
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+ attacker->damage(retaliationDamage);
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+ defender->afterAttack(false, true);
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+ }
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+ }
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+ }
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+
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+ auto score = defenderDamageReduce - attackerDamageReduce;
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+
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+#if BATTLE_TRACE_LEVEL>=1
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+ if(!score)
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+ {
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+ logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
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+ }
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+#endif
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+
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+ return score;
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+}
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+
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+EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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+{
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+ EvaluationResult result(targets.bestAction());
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+
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+ updateReachabilityMap(hb);
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+
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+ for(auto & ap : targets.possibleAttacks)
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+ {
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+ int64_t score = calculateExchange(ap, targets, hb);
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+
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+ if(score > result.score)
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+ {
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+ result.score = score;
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+ result.bestAttack = ap;
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+ }
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+ }
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+
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+ if(!activeStack->waited())
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+ {
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
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+#endif
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+
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+ hb.getForUpdate(activeStack->unitId())->waiting = true;
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+ hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
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+
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+ updateReachabilityMap(hb);
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+
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+ for(auto & ap : targets.possibleAttacks)
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+ {
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+ int64_t score = calculateExchange(ap, targets, hb);
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+
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+ if(score > result.score)
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+ {
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+ result.score = score;
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+ result.bestAttack = ap;
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+ result.wait = true;
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+ }
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+ }
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+ }
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+
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+ return result;
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+}
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+
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+MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
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+{
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+ MoveTarget result;
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+ BattleExchangeVariant ev;
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+
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+ if(targets.unreachableEnemies.empty())
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+ return result;
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+
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+ updateReachabilityMap(hb);
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+
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+ auto dists = cb->getReachability(activeStack);
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+ auto speed = activeStack->Speed();
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+
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+ for(const battle::Unit * enemy : targets.unreachableEnemies)
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+ {
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+ int64_t stackScore = EvaluationResult::INEFFECTIVE_SCORE;
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+
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+ std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
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+ auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
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+ {
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+ return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
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+ });
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+
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+ auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
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+
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+ if(distance >= GameConstants::BFIELD_SIZE)
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+ continue;
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+
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+ if(distance <= speed)
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+ continue;
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+
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+ auto turnsToRich = (distance - 1) / speed + 1;
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+ auto hexes = closestStack->getSurroundingHexes();
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+
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+ for(auto hex : hexes)
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+ {
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+ auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack));
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+ auto attack = AttackPossibility::evaluate(bai, hex, hb);
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+
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+ attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
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+
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+ auto score = calculateExchange(attack, targets, hb) / turnsToRich;
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+
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+ if(result.score < score)
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+ {
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+ result.score = score;
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+ result.positions = closestStack->getAttackableHexes(activeStack);
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+ }
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+ }
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+ }
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+
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+ return result;
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+}
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+
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+std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
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+{
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+ std::queue<const battle::Unit *> queue;
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+ std::vector<const battle::Unit *> checkedStacks;
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+
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+ queue.push(blockerUnit);
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+
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+ while(!queue.empty())
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+ {
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+ auto stack = queue.front();
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+
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+ queue.pop();
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+ checkedStacks.push_back(stack);
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+
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+ auto hexes = stack->getSurroundingHexes();
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+ for(auto hex : hexes)
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+ {
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+ auto neighbor = cb->battleGetStackByPos(hex);
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+
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+ if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
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+ {
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+ queue.push(neighbor);
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+ checkedStacks.push_back(neighbor);
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+ }
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+ }
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+ }
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+
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+ return checkedStacks;
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+}
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+
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+std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
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+ const AttackPossibility & ap,
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+ PotentialTargets & targets,
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+ HypotheticBattle & hb)
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+{
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+ auto hexes = ap.attack.defender->getHexes();
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+
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+ if(!ap.attack.shooting) hexes.push_back(ap.from);
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+
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+ std::vector<const battle::Unit *> exchangeUnits;
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+ std::vector<const battle::Unit *> allReachableUnits;
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+
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+ for(auto hex : hexes)
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+ {
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+ vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
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+ }
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+
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+ vstd::removeDuplicates(allReachableUnits);
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+
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+ auto copy = allReachableUnits;
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+ for(auto unit : copy)
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+ {
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+ for(auto adjacentUnit : getAdjacentUnits(unit))
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+ {
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+ auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
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+
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+ if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
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+ && !vstd::contains(allReachableUnits, unitWithBonuses))
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+ {
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+ allReachableUnits.push_back(unitWithBonuses);
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+ }
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+ }
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+ }
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+
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+ vstd::removeDuplicates(allReachableUnits);
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+
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+ if(!vstd::contains(allReachableUnits, ap.attack.attacker))
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+ {
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+ allReachableUnits.push_back(ap.attack.attacker);
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+ }
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+
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+ if(allReachableUnits.size() < 2)
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+ {
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
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+#endif
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+
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+ return exchangeUnits;
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+ }
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+
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+ for(int turn = 0; turn < turnOrder.size(); turn++)
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+ {
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+ for(auto unit : turnOrder[turn])
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+ {
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+ if(vstd::contains(allReachableUnits, unit))
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+ exchangeUnits.push_back(unit);
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+ }
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+ }
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+
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+ return exchangeUnits;
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+}
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+
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+int64_t BattleExchangeEvaluator::calculateExchange(
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+ const AttackPossibility & ap,
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+ PotentialTargets & targets,
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+ HypotheticBattle & hb)
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+{
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
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+#endif
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+
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+ std::vector<const battle::Unit *> ourStacks;
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+ std::vector<const battle::Unit *> enemyStacks;
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+
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+ enemyStacks.push_back(ap.attack.defender);
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+
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+ std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
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+
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+ if(exchangeUnits.empty())
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+ {
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+ return 0;
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+ }
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+
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+ HypotheticBattle exchangeBattle(env.get(), cb);
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+ BattleExchangeVariant v;
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+ auto melleeAttackers = ourStacks;
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+
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+ vstd::removeDuplicates(melleeAttackers);
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+ vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
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+ {
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+ return !cb->battleCanShoot(u);
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+ });
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+
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+ for(auto unit : exchangeUnits)
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+ {
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+ bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
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+ auto & attackerQueue = isOur ? ourStacks : enemyStacks;
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+
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+ if(!vstd::contains(attackerQueue, unit))
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+ {
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+ attackerQueue.push_back(unit);
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+ }
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+ }
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+
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+ bool canUseAp = true;
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+
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+ for(auto activeUnit : exchangeUnits)
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+ {
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+ bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
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+ battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
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+ battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
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+
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+ auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
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+
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+ if(!attacker->alive())
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+ {
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace( "Attacker is dead");
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+#endif
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+
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+ continue;
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+ }
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+
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+ auto targetUnit = ap.attack.defender;
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+
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+ if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
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+ {
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+ auto estimateAttack = [&](const battle::Unit * u) -> int64_t
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+ {
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+ auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
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+ auto score = v.trackAttack(
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+ attacker,
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+ stackWithBonuses,
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+ exchangeBattle.battleCanShoot(stackWithBonuses.get()),
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+ isOur,
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+ *cb,
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+ true);
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+
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+#if BATTLE_TRACE_LEVEL>=1
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+ logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
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+#endif
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+
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+ return score;
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+ };
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+
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+ 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())
|
|
|
+ {
|
|
|
+ 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());
|
|
|
+ auto shooting = cb->battleCanShoot(attacker.get());
|
|
|
+ const int totalAttacks = attacker->getTotalAttacks(shooting);
|
|
|
+
|
|
|
+ if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
|
|
|
+ {
|
|
|
+ v.trackAttack(ap, exchangeBattle);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ for(int i = 0; i < totalAttacks; i++)
|
|
|
+ {
|
|
|
+ v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
|
|
|
+
|
|
|
+ if(!attacker->alive() || !defender->alive())
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ canUseAp = false;
|
|
|
+
|
|
|
+ vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
|
|
|
+ {
|
|
|
+ return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
|
|
+ });
|
|
|
+
|
|
|
+ vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
|
|
|
+ {
|
|
|
+ return !exchangeBattle.getForUpdate(u->unitId())->alive();
|
|
|
+ });
|
|
|
+ }
|
|
|
+
|
|
|
+ // avoid blocking path for stronger stack by weaker stack
|
|
|
+ // the method checks if all stacks can be placed around enemy
|
|
|
+ v.adjustPositions(melleeAttackers, ap, reachabilityMap);
|
|
|
+
|
|
|
+#if BATTLE_TRACE_LEVEL>=1
|
|
|
+ logAi->trace("Exchange score: %lld", v.getScore());
|
|
|
+#endif
|
|
|
+
|
|
|
+ return v.getScore();
|
|
|
+}
|
|
|
+
|
|
|
+void BattleExchangeVariant::adjustPositions(
|
|
|
+ std::vector<const battle::Unit*> attackers,
|
|
|
+ const AttackPossibility & ap,
|
|
|
+ std::map<BattleHex, battle::Units> & reachabilityMap)
|
|
|
+{
|
|
|
+ auto hexes = ap.attack.defender->getSurroundingHexes();
|
|
|
+
|
|
|
+ boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
|
|
|
+ {
|
|
|
+ if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
|
|
|
+ return true;
|
|
|
+
|
|
|
+ if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
|
|
|
+ });
|
|
|
+
|
|
|
+ if(!ap.attack.shooting)
|
|
|
+ {
|
|
|
+ vstd::erase_if_present(hexes, ap.from);
|
|
|
+ vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
|
|
|
+ }
|
|
|
+
|
|
|
+ int64_t notRealizedDamage = 0;
|
|
|
+
|
|
|
+ for(auto unit : attackers)
|
|
|
+ {
|
|
|
+ if(unit->unitId() == ap.attack.attacker->unitId())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
|
|
|
+ {
|
|
|
+ return vstd::contains(reachabilityMap[h], unit);
|
|
|
+ }))
|
|
|
+ {
|
|
|
+ notRealizedDamage += attackerValue[unit->unitId()].value;
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+
|
|
|
+ auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
|
|
|
+ {
|
|
|
+ auto score = vstd::contains(reachabilityMap[h], unit)
|
|
|
+ ? reachabilityMap[h].size()
|
|
|
+ : 0;
|
|
|
+
|
|
|
+ if(unit->doubleWide())
|
|
|
+ {
|
|
|
+ auto backHex = unit->occupiedHex(h);
|
|
|
+
|
|
|
+ if(vstd::contains(hexes, backHex))
|
|
|
+ score += reachabilityMap[backHex].size();
|
|
|
+ }
|
|
|
+
|
|
|
+ return score;
|
|
|
+ });
|
|
|
+
|
|
|
+ hexes.erase(desiredPosition);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
|
|
|
+ {
|
|
|
+ dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
|
|
|
+{
|
|
|
+ const int TURN_DEPTH = 2;
|
|
|
+
|
|
|
+ turnOrder.clear();
|
|
|
+
|
|
|
+ hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
|
|
|
+ reachabilityMap.clear();
|
|
|
+
|
|
|
+ for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
|
+ {
|
|
|
+ auto & turnQueue = turnOrder[turn];
|
|
|
+ HypotheticBattle turnBattle(env.get(), cb);
|
|
|
+
|
|
|
+ for(const battle::Unit * unit : turnQueue)
|
|
|
+ {
|
|
|
+ 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)
|
|
|
+ {
|
|
|
+ bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
|
+ {
|
|
|
+ const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
|
|
|
+
|
|
|
+ if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
|
+ {
|
|
|
+ for(BattleHex neighbor : hex.neighbouringTiles())
|
|
|
+ {
|
|
|
+ reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(reachable) break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(reachable)
|
|
|
+ {
|
|
|
+ reachabilityMap[hex].push_back(unit);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+// avoid blocking path for stronger stack by weaker stack
|
|
|
+bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
|
|
|
+{
|
|
|
+ const int BLOCKING_THRESHOLD = 70;
|
|
|
+ const int BLOCKING_OWN_ATTACK_PENALTY = 100;
|
|
|
+ const int BLOCKING_OWN_MOVE_PENALTY = 1;
|
|
|
+
|
|
|
+ float blockingScore = 0;
|
|
|
+
|
|
|
+ auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
|
|
|
+
|
|
|
+ for(int turn = 0; turn < turnOrder.size(); turn++)
|
|
|
+ {
|
|
|
+ auto & turnQueue = turnOrder[turn];
|
|
|
+ HypotheticBattle turnBattle(env.get(), cb);
|
|
|
+
|
|
|
+ auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
|
|
|
+ unitToUpdate->setPosition(position);
|
|
|
+
|
|
|
+ for(const battle::Unit * unit : turnQueue)
|
|
|
+ {
|
|
|
+ if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
|
|
|
+ auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
|
|
|
+
|
|
|
+ auto unitReachability = turnBattle.getReachability(unit);
|
|
|
+
|
|
|
+ for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
|
|
|
+ {
|
|
|
+ bool enemyUnit = false;
|
|
|
+ bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
|
|
|
+ {
|
|
|
+ const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
|
|
|
+
|
|
|
+ if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
|
|
|
+ {
|
|
|
+ enemyUnit = true;
|
|
|
+
|
|
|
+ for(BattleHex neighbor : hex.neighbouringTiles())
|
|
|
+ {
|
|
|
+ reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
|
|
|
+
|
|
|
+ if(reachable) break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!reachable && vstd::contains(reachabilityMap[hex], unit))
|
|
|
+ {
|
|
|
+ blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+#if BATTLE_TRACE_LEVEL>=1
|
|
|
+ logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
|
|
|
+#endif
|
|
|
+
|
|
|
+ return blockingScore > BLOCKING_THRESHOLD;
|
|
|
+}
|