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@@ -9,6 +9,7 @@
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*/
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#include "StdInc.h"
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#include "BattleAI.h"
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+#include "BattleEvaluator.h"
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#include "BattleExchangeVariant.h"
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#include "StackWithBonuses.h"
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@@ -29,90 +30,6 @@
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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-enum class SpellTypes
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-{
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- ADVENTURE, BATTLE, OTHER
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-};
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-
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-SpellTypes spellType(const CSpell * spell)
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-{
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- if(!spell->isCombat() || spell->isCreatureAbility())
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- return SpellTypes::OTHER;
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-
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- if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
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- return SpellTypes::BATTLE;
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-
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- return SpellTypes::OTHER;
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-}
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-
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-class BattleEvaluator
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-{
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- std::unique_ptr<PotentialTargets> targets;
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- std::shared_ptr<HypotheticBattle> hb;
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- BattleExchangeEvaluator scoreEvaluator;
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- std::shared_ptr<CBattleCallback> cb;
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- std::shared_ptr<Environment> env;
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- bool activeActionMade = false;
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- std::optional<AttackPossibility> cachedAttack;
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- PlayerColor playerID;
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- int side;
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- int64_t cachedScore;
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- DamageCache damageCache;
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-
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-public:
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- BattleAction selectStackAction(const CStack * stack);
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- void attemptCastingSpell(const CStack * stack);
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- std::optional<PossibleSpellcast> findBestCreatureSpell(const CStack * stack);
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- BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes);
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- std::vector<BattleHex> getBrokenWallMoatHexes() const;
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- void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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- void print(const std::string & text) const;
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-
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- BattleEvaluator(std::shared_ptr<Environment> env, std::shared_ptr<CBattleCallback> cb, const battle::Unit * activeStack, PlayerColor playerID, int side)
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- :scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb)
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- {
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- hb = std::make_shared<HypotheticBattle>(env.get(), cb);
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- damageCache.buildDamageCache(hb, side);
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-
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- targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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- cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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- }
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-
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- BattleEvaluator(
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- std::shared_ptr<Environment> env,
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- std::shared_ptr<CBattleCallback> cb,
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- std::shared_ptr<HypotheticBattle> hb,
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- DamageCache & damageCache,
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- const battle::Unit * activeStack,
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- PlayerColor playerID,
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- int side)
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- :scoreEvaluator(cb, env), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache)
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- {
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- targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
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- cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
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- }
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-};
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-
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-std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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-{
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- std::vector<BattleHex> result;
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-
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- for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
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- {
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- auto state = cb->battleGetWallState(wallPart);
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-
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- if(state != EWallState::DESTROYED)
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- continue;
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-
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- auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
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- auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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-
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- result.push_back(moatHex);
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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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CBattleAI::CBattleAI()
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: side(-1),
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wasWaitingForRealize(false),
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@@ -159,161 +76,22 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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-std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
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-{
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- //TODO: faerie dragon type spell should be selected by server
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- SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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- if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
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- {
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- const CSpell * spell = creatureSpellToCast.toSpell();
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-
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- if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
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- {
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- std::vector<PossibleSpellcast> possibleCasts;
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- spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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- for(auto & target : temp.findPotentialTargets())
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- {
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- PossibleSpellcast ps;
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- ps.dest = target;
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- ps.spell = spell;
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- evaluateCreatureSpellcast(stack, ps);
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- possibleCasts.push_back(ps);
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- }
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-
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- std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
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- if(!possibleCasts.empty() && possibleCasts.front().value > 0)
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- {
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- return possibleCasts.front();
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- }
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- }
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- }
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- return std::nullopt;
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-}
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-
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-BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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-{
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- //evaluate casting spell for spellcasting stack
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- std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
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-
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- auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
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- auto score = EvaluationResult::INEFFECTIVE_SCORE;
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-
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- if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
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- {
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- activeActionMade = true;
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- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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- }
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-
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- if(!targets->possibleAttacks.empty())
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- {
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-#if BATTLE_TRACE_LEVEL>=1
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- logAi->trace("Evaluating attack for %s", stack->getDescription());
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-#endif
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-
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- auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
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- auto & bestAttack = evaluationResult.bestAttack;
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-
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- cachedAttack = bestAttack;
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- cachedScore = evaluationResult.score;
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-
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- //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
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- if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
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- {
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- // return because spellcast value is damage dealt and score is dps reduce
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- activeActionMade = true;
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- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
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- }
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-
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- if(evaluationResult.score > score)
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- {
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- score = evaluationResult.score;
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-
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- logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
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- bestAttack.attackerState->unitType()->getJsonKey(),
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- bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
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- (int)bestAttack.affectedUnits[0]->getCount(),
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- (int)bestAttack.from,
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- (int)bestAttack.attack.attacker->getPosition().hex,
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- bestAttack.attack.chargeDistance,
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- bestAttack.attack.attacker->speed(0, true),
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- bestAttack.defenderDamageReduce,
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- bestAttack.attackerDamageReduce, bestAttack.attackValue()
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- );
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-
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- if (moveTarget.scorePerTurn <= score)
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- {
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- if(evaluationResult.wait)
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- {
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- return BattleAction::makeWait(stack);
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- }
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- else if(bestAttack.attack.shooting)
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- {
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- activeActionMade = true;
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- return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
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- }
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- else
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- {
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- activeActionMade = true;
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- return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
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- }
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- }
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- }
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- }
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-
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- //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
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- if(moveTarget.scorePerTurn > score)
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- {
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- score = moveTarget.score;
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- cachedAttack = moveTarget.cachedAttack;
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- cachedScore = score;
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-
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- if(stack->waited())
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- {
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- return goTowardsNearest(stack, moveTarget.positions);
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- }
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- else
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- {
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- return BattleAction::makeWait(stack);
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- }
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- }
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-
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- if(score <= EvaluationResult::INEFFECTIVE_SCORE
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- && !stack->hasBonusOfType(BonusType::FLYING)
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- && stack->unitSide() == BattleSide::ATTACKER
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- && cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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- {
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- auto brokenWallMoat = getBrokenWallMoatHexes();
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-
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- if(brokenWallMoat.size())
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- {
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- activeActionMade = true;
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-
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- if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
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- return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
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- else
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- return goTowardsNearest(stack, brokenWallMoat);
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- }
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- }
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-
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- return BattleAction::makeDefend(stack);
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-}
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-
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void CBattleAI::yourTacticPhase(int distance)
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{
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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}
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-uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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-{
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- auto end = std::chrono::high_resolution_clock::now();
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-
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- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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-}
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-
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void CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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+ auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
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+ {
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+ auto end = std::chrono::high_resolution_clock::now();
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+
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+ return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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+ };
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+
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BattleAction result = BattleAction::makeDefend(stack);
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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@@ -332,12 +110,19 @@ void CBattleAI::activeStack( const CStack * stack )
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return;
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}
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- BattleEvaluator evaluator(env, cb, stack, playerID, side);
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+ BattleEvaluator evaluator(env, cb, stack, playerID, side, strengthRatio);
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result = evaluator.selectStackAction(stack);
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- if(evaluator.attemptCastingSpell(stack))
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- return;
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+ if(!skipCastUntilNextBattle && evaluator.canCastSpell())
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+ {
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+ auto spelCasted = evaluator.attemptCastingSpell(stack);
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+
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+ if(spelCasted)
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+ return;
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+
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+ skipCastUntilNextBattle = true;
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+ }
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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@@ -370,103 +155,6 @@ void CBattleAI::activeStack( const CStack * stack )
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cb->battleMakeUnitAction(result);
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}
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-BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
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-{
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- auto reachability = cb->getReachability(stack);
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- auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
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-
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- if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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- {
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- return BattleAction::makeDefend(stack);
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- }
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-
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- std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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- {
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- return reachability.distances[h1] < reachability.distances[h2];
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- });
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-
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- for(auto hex : hexes)
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- {
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- if(vstd::contains(avHexes, hex))
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- {
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- return BattleAction::makeMove(stack, hex);
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- }
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-
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- if(stack->coversPos(hex))
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- {
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- logAi->warn("Warning: already standing on neighbouring tile!");
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- //We shouldn't even be here...
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- return BattleAction::makeDefend(stack);
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- }
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- }
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-
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- BattleHex bestNeighbor = hexes.front();
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-
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- if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
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- {
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- return BattleAction::makeDefend(stack);
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- }
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-
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- scoreEvaluator.updateReachabilityMap(hb);
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-
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- if(stack->hasBonusOfType(BonusType::FLYING))
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- {
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- std::set<BattleHex> obstacleHexes;
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-
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- auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
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- auto affectedHexes = spellObst.getAffectedTiles();
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- obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
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- };
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-
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- const auto & obstacles = hb->battleGetAllObstacles();
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-
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- for (const auto & obst: obstacles) {
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-
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- if(obst->triggersEffects())
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- {
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- auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
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- auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
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-
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- if(triggerIsNegative)
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- insertAffected(*obst, obstacleHexes);
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- }
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- }
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- // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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- // We just check all available hexes and pick the one closest to the target.
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- auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
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- {
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- const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
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- const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
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-
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- auto distance = BattleHex::getDistance(bestNeighbor, hex);
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-
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- if(vstd::contains(obstacleHexes, hex))
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- distance += NEGATIVE_OBSTACLE_PENALTY;
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-
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- return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
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- });
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-
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- return BattleAction::makeMove(stack, *nearestAvailableHex);
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- }
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- else
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- {
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- BattleHex currentDest = bestNeighbor;
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- while(1)
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- {
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- if(!currentDest.isValid())
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- {
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- return BattleAction::makeDefend(stack);
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- }
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-
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- if(vstd::contains(avHexes, currentDest)
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- && !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
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- return BattleAction::makeMove(stack, currentDest);
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-
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- currentDest = reachability.predecessors[currentDest];
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- }
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- }
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-}
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-
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BattleAction CBattleAI::useCatapult(const CStack * stack)
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{
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BattleAction attack;
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@@ -515,356 +203,19 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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return attack;
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}
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-<<<<<<< HEAD
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-bool CBattleAI::attemptCastingSpell()
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-=======
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-void BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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->>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
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-{
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- auto hero = cb->battleGetMyHero();
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- if(!hero)
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- return false;
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-
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- if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
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- return false;
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-
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- LOGL("Casting spells sounds like fun. Let's see...");
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- //Get all spells we can cast
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- std::vector<const CSpell*> possibleSpells;
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- vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
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- {
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- return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
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- });
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- LOGFL("I can cast %d spells.", possibleSpells.size());
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-
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- vstd::erase_if(possibleSpells, [](const CSpell *s)
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- {
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- return spellType(s) != SpellTypes::BATTLE || s->getTargetType() == spells::AimType::LOCATION;
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- });
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-
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- LOGFL("I know how %d of them works.", possibleSpells.size());
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-
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- //Get possible spell-target pairs
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- std::vector<PossibleSpellcast> possibleCasts;
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- for(auto spell : possibleSpells)
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- {
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- spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
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-
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- if(spell->getTargetType() == spells::AimType::LOCATION)
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- continue;
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-
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- const bool FAST = true;
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-
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- for(auto & target : temp.findPotentialTargets(FAST))
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- {
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- PossibleSpellcast ps;
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- ps.dest = target;
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- ps.spell = spell;
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- possibleCasts.push_back(ps);
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- }
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- }
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- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
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- if(possibleCasts.empty())
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- return false;
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-
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- using ValueMap = PossibleSpellcast::ValueMap;
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-
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- auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
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- {
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- bool firstRound = true;
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- bool enemyHadTurn = false;
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- size_t ourTurnSpan = 0;
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-
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- bool stop = false;
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-
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- for(auto & round : queue)
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- {
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- if(!firstRound)
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- state->nextRound(0);//todo: set actual value?
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- for(auto unit : round)
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- {
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- if(!vstd::contains(values, unit->unitId()))
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- values[unit->unitId()] = 0;
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-
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- if(!unit->alive())
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- continue;
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-
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- if(state->battleGetOwner(unit) != playerID)
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- {
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- enemyHadTurn = true;
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-
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- if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
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- {
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- //enemy could counter our spell at this point
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- //anyway, we do not know what enemy will do
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- //just stop evaluation
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- stop = true;
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- break;
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- }
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- }
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- else if(!enemyHadTurn)
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- {
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- ourTurnSpan++;
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- }
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-
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- state->nextTurn(unit->unitId());
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-
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- PotentialTargets pt(unit, damageCache, state);
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-
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- if(!pt.possibleAttacks.empty())
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- {
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- AttackPossibility ap = pt.bestAction();
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-
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- auto swb = state->getForUpdate(unit->unitId());
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- *swb = *ap.attackerState;
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-
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- if(ap.defenderDamageReduce > 0)
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- swb->removeUnitBonus(Bonus::UntilAttack);
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- if(ap.attackerDamageReduce > 0)
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- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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-
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- for(auto affected : ap.affectedUnits)
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- {
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- swb = state->getForUpdate(affected->unitId());
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- *swb = *affected;
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-
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- if(ap.defenderDamageReduce > 0)
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- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
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- if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
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- swb->removeUnitBonus(Bonus::UntilAttack);
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- }
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- }
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-
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- auto bav = pt.bestActionValue();
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-
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- //best action is from effective owner`s point if view, we need to convert to our point if view
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- if(state->battleGetOwner(unit) != playerID)
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- bav = -bav;
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- values[unit->unitId()] += bav;
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- }
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-
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- firstRound = false;
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-
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- if(stop)
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- break;
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- }
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-
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- if(enemyHadTurnOut)
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- *enemyHadTurnOut = enemyHadTurn;
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-
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- return ourTurnSpan >= minTurnSpan;
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- };
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-
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- ValueMap valueOfStack;
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- ValueMap healthOfStack;
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-
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- TStacks all = cb->battleGetAllStacks(false);
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-
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- size_t ourRemainingTurns = 0;
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-
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- for(auto unit : all)
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- {
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- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
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- valueOfStack[unit->unitId()] = 0;
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-
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- if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
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- ourRemainingTurns++;
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- }
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-
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- LOGFL("I have %d turns left in this round", ourRemainingTurns);
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-
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- const bool castNow = ourRemainingTurns <= 1;
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-
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- if(castNow)
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- print("I should try to cast a spell now");
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- else
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- print("I could wait better moment to cast a spell");
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-
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- auto amount = all.size();
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-
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- std::vector<battle::Units> turnOrder;
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-
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- cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
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-
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- {
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- bool enemyHadTurn = false;
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-
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- auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
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-
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- evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
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-
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- if(!enemyHadTurn)
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- {
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- auto battleIsFinishedOpt = state->battleIsFinished();
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-
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- if(battleIsFinishedOpt)
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- {
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- print("No need to cast a spell. Battle will finish soon.");
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- return false;
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- }
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- }
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- }
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-
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- CStopWatch timer;
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-
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- tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
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- {
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- for(auto i = r.begin(); i != r.end(); i++)
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- {
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- auto & ps = possibleCasts[i];
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- auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
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-
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- spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
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- cast.castEval(state->getServerCallback(), ps.dest);
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-
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- auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
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-
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- auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
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- {
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- auto original = cb->battleGetUnitByID(u->unitId());
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- return !original || u->speed() != original->speed();
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- });
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-
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- DamageCache innerCache(&damageCache);
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- innerCache.buildDamageCache(state, side);
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-
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- if(needFullEval || !cachedAttack)
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- {
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- PotentialTargets innerTargets(activeStack, damageCache, state);
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- BattleExchangeEvaluator innerEvaluator(state, env);
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-
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- if(!innerTargets.possibleAttacks.empty())
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- {
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- innerEvaluator.updateReachabilityMap(state);
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-
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- auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
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-
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- ps.value = newStackAction.score;
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- }
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- else
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- {
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- ps.value = 0;
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- }
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- }
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- else
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- {
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- ps.value = scoreEvaluator.calculateExchange(*cachedAttack, *targets, innerCache, state);
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- }
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-
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- for(auto unit : allUnits)
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- {
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- auto newHealth = unit->getAvailableHealth();
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- auto oldHealth = healthOfStack[unit->unitId()];
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-
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- if(oldHealth != newHealth)
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- {
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- auto damage = std::abs(oldHealth - newHealth);
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- auto originalDefender = cb->battleGetUnitByID(unit->unitId());
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- auto dpsReduce = AttackPossibility::calculateDamageReduce(nullptr, originalDefender ? originalDefender : unit, damage, innerCache, state);
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- auto ourUnit = unit->unitSide() == side ? 1 : -1;
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- auto goodEffect = newHealth > oldHealth ? 1 : -1;
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-
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- ps.value += ourUnit * goodEffect * dpsReduce;
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- }
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- }
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- }
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- });
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-
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- LOGFL("Evaluation took %d ms", timer.getDiff());
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-
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- auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
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- {
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- return ps.value;
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- };
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- auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
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-
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- if(castToPerform.value > cachedScore)
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- {
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- LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
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- BattleAction spellcast;
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- spellcast.actionType = EActionType::HERO_SPELL;
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- spellcast.spell = castToPerform.spell->getId();
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- spellcast.setTarget(castToPerform.dest);
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- spellcast.side = side;
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- spellcast.stackNumber = (!side) ? -1 : -2;
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- cb->battleMakeSpellAction(spellcast);
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-<<<<<<< HEAD
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- movesSkippedByDefense = 0;
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- return true;
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-=======
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- activeActionMade = true;
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->>>>>>> ea22737e9 (BattleAI: damage cache and switch to different model of spells evaluation)
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- }
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- else
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- {
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- LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
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- return false;
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- }
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-}
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-
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-//Below method works only for offensive spells
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-void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
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-{
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- using ValueMap = PossibleSpellcast::ValueMap;
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-
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- RNGStub rngStub;
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- HypotheticBattle state(env.get(), cb);
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- TStacks all = cb->battleGetAllStacks(false);
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-
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- ValueMap healthOfStack;
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- ValueMap newHealthOfStack;
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-
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- for(auto unit : all)
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- {
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- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
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- }
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-
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- spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
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- cast.castEval(state.getServerCallback(), ps.dest);
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-
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- for(auto unit : all)
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- {
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- auto unitId = unit->unitId();
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- auto localUnit = state.battleGetUnitByID(unitId);
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- newHealthOfStack[unitId] = localUnit->getAvailableHealth();
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- }
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-
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- int64_t totalGain = 0;
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-
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- for(auto unit : all)
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- {
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- auto unitId = unit->unitId();
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- auto localUnit = state.battleGetUnitByID(unitId);
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-
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- auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
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-
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- if(localUnit->unitOwner() != getCbc()->getPlayerID())
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- healthDiff = -healthDiff;
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-
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- if(healthDiff < 0)
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- {
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- ps.value = -1;
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- return; //do not damage own units at all
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- }
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-
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- totalGain += healthDiff;
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- }
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-
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- ps.value = totalGain;
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-}
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-
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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LOG_TRACE(logAi);
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side = Side;
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-}
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+ strengthRatio = static_cast<float>(army1->getArmyStrength()) / static_cast<float>(army2->getArmyStrength());
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-void CBattleAI::print(const std::string &text) const
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-{
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- logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
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+ if(side == 1)
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+ strengthRatio = 1 / strengthRatio;
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+
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+ skipCastUntilNextBattle = false;
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}
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-void BattleEvaluator::print(const std::string & text) const
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+void CBattleAI::print(const std::string &text) const
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{
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logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
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}
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