AttackPossibility.cpp 10 KB

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  1. /*
  2. * AttackPossibility.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AttackPossibility.h"
  12. #include "../../lib/CStack.h" // TODO: remove
  13. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  14. // CUnitState should be private and CStack should be removed completely
  15. uint64_t averageDmg(const DamageRange & range)
  16. {
  17. return (range.min + range.max) / 2;
  18. }
  19. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  20. {
  21. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  22. damageCache[attacker->unitId()][defender->unitId()] = damage / attacker->getCount();
  23. }
  24. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side)
  25. {
  26. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  27. {
  28. return true;
  29. });
  30. std::vector<const battle::Unit *> ourUnits, enemyUnits;
  31. for(auto stack : stacks)
  32. {
  33. if(stack->unitSide() == side)
  34. ourUnits.push_back(stack);
  35. else
  36. enemyUnits.push_back(stack);
  37. }
  38. for(auto ourUnit : ourUnits)
  39. {
  40. if(!ourUnit->alive())
  41. continue;
  42. for(auto enemyUnit : enemyUnits)
  43. {
  44. if(enemyUnit->alive())
  45. {
  46. cacheDamage(ourUnit, enemyUnit, hb);
  47. cacheDamage(enemyUnit, ourUnit, hb);
  48. }
  49. }
  50. }
  51. }
  52. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  53. {
  54. auto damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  55. if(damage == 0)
  56. {
  57. cacheDamage(attacker, defender, hb);
  58. damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  59. }
  60. return static_cast<int64_t>(damage);
  61. }
  62. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  63. {
  64. if(parent)
  65. {
  66. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  67. if(attackerDamageMap != parent->damageCache.end())
  68. {
  69. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  70. if(targetDamage != attackerDamageMap->second.end())
  71. {
  72. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  73. }
  74. }
  75. }
  76. return getDamage(attacker, defender, hb);
  77. }
  78. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  79. : from(from), dest(dest), attack(attack)
  80. {
  81. }
  82. int64_t AttackPossibility::damageDiff() const
  83. {
  84. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  85. }
  86. int64_t AttackPossibility::attackValue() const
  87. {
  88. return damageDiff();
  89. }
  90. /// <summary>
  91. /// How enemy damage will be reduced by this attack
  92. /// Half bounty for kill, half for making damage equal to enemy health
  93. /// Bounty - the killed creature average damage calculated against attacker
  94. /// </summary>
  95. int64_t AttackPossibility::calculateDamageReduce(
  96. const battle::Unit * attacker,
  97. const battle::Unit * defender,
  98. uint64_t damageDealt,
  99. DamageCache & damageCache,
  100. std::shared_ptr<CBattleInfoCallback> state)
  101. {
  102. const float HEALTH_BOUNTY = 0.5;
  103. const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
  104. vstd::amin(damageDealt, defender->getAvailableHealth());
  105. // FIXME: provide distance info for Jousting bonus
  106. auto attackerUnitForMeasurement = attacker;
  107. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  108. {
  109. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  110. {
  111. return u->unitSide() != defender->unitSide()
  112. && !u->isTurret()
  113. && u->creatureId() != CreatureID::CATAPULT
  114. && u->creatureId() != CreatureID::BALLISTA
  115. && u->creatureId() != CreatureID::FIRST_AID_TENT
  116. && u->getCount();
  117. });
  118. if(ourUnits.empty())
  119. attackerUnitForMeasurement = defender;
  120. else
  121. attackerUnitForMeasurement = ourUnits.front();
  122. }
  123. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  124. auto enemiesKilled = damageDealt / defender->getMaxHealth() + (damageDealt % defender->getMaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
  125. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  126. return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->getMaxHealth()));
  127. }
  128. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  129. const BattleAttackInfo & attackInfo,
  130. BattleHex hex,
  131. DamageCache & damageCache,
  132. std::shared_ptr<CBattleInfoCallback> state)
  133. {
  134. int64_t res = 0;
  135. if(attackInfo.shooting)
  136. return 0;
  137. auto attacker = attackInfo.attacker;
  138. auto hexes = attacker->getSurroundingHexes(hex);
  139. for(BattleHex tile : hexes)
  140. {
  141. auto st = state->battleGetUnitByPos(tile, true);
  142. if(!st || !state->battleMatchOwner(st, attacker))
  143. continue;
  144. if(!state->battleCanShoot(st))
  145. continue;
  146. // FIXME: provide distance info for Jousting bonus
  147. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  148. rangeAttackInfo.defenderPos = hex;
  149. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  150. meleeAttackInfo.defenderPos = hex;
  151. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  152. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  153. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  154. res += gain;
  155. }
  156. return res;
  157. }
  158. AttackPossibility AttackPossibility::evaluate(
  159. const BattleAttackInfo & attackInfo,
  160. BattleHex hex,
  161. DamageCache & damageCache,
  162. std::shared_ptr<CBattleInfoCallback> state)
  163. {
  164. auto attacker = attackInfo.attacker;
  165. auto defender = attackInfo.defender;
  166. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  167. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  168. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  169. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  170. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  171. std::vector<BattleHex> defenderHex;
  172. if(attackInfo.shooting)
  173. defenderHex = defender->getHexes();
  174. else
  175. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  176. for(BattleHex defHex : defenderHex)
  177. {
  178. if(defHex == hex) // should be impossible but check anyway
  179. continue;
  180. AttackPossibility ap(hex, defHex, attackInfo);
  181. ap.attackerState = attacker->acquireState();
  182. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  183. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  184. if (!attackInfo.shooting)
  185. ap.attackerState->setPosition(hex);
  186. std::vector<const battle::Unit*> units;
  187. if (attackInfo.shooting)
  188. units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
  189. else
  190. units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
  191. // ensure the defender is also affected
  192. bool addDefender = true;
  193. for(auto unit : units)
  194. {
  195. if (unit->unitId() == defender->unitId())
  196. {
  197. addDefender = false;
  198. break;
  199. }
  200. }
  201. if(addDefender)
  202. units.push_back(defender);
  203. for(auto u : units)
  204. {
  205. if(!ap.attackerState->alive())
  206. break;
  207. auto defenderState = u->acquireState();
  208. ap.affectedUnits.push_back(defenderState);
  209. for(int i = 0; i < totalAttacks; i++)
  210. {
  211. int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
  212. DamageEstimation retaliation;
  213. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  214. vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
  215. vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
  216. vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
  217. vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
  218. damageDealt = averageDmg(attackDmg.damage);
  219. defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, damageCache, state);
  220. ap.attackerState->afterAttack(attackInfo.shooting, false);
  221. //FIXME: use ranged retaliation
  222. damageReceived = 0;
  223. attackerDamageReduce = 0;
  224. if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  225. {
  226. damageReceived = averageDmg(retaliation.damage);
  227. attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, damageCache, state);
  228. defenderState->afterAttack(attackInfo.shooting, true);
  229. }
  230. bool isEnemy = state->battleMatchOwner(attacker, u);
  231. // this includes enemy units as well as attacker units under enemy's mind control
  232. if(isEnemy)
  233. ap.defenderDamageReduce += defenderDamageReduce;
  234. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  235. if(attackerSide == u->unitSide())
  236. ap.collateralDamageReduce += defenderDamageReduce;
  237. if(u->unitId() == defender->unitId() ||
  238. (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  239. {
  240. //FIXME: handle RANGED_RETALIATION ?
  241. ap.attackerDamageReduce += attackerDamageReduce;
  242. }
  243. ap.attackerState->damage(damageReceived);
  244. defenderState->damage(damageDealt);
  245. if (!ap.attackerState->alive() || !defenderState->alive())
  246. break;
  247. }
  248. }
  249. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  250. bestAp = ap;
  251. }
  252. // check how much damage we gain from blocking enemy shooters on this hex
  253. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  254. #if BATTLE_TRACE_LEVEL>=1
  255. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  256. attackInfo.attacker->unitType()->getJsonKey(),
  257. attackInfo.defender->unitType()->getJsonKey(),
  258. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  259. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  260. #endif
  261. //TODO other damage related to attack (eg. fire shield and other abilities)
  262. return bestAp;
  263. }