AttackPossibility.cpp 17 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. #include "../../lib/spells/CSpellHandler.h"
  16. #include "../../lib/spells/ISpellMechanics.h"
  17. #include "../../lib/spells/ObstacleCasterProxy.h"
  18. #include "../../lib/battle/CObstacleInstance.h"
  19. uint64_t averageDmg(const DamageRange & range)
  20. {
  21. return (range.min + range.max) / 2;
  22. }
  23. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  24. {
  25. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  26. damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
  27. }
  28. void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  29. {
  30. for(const auto & obst : hb->battleGetAllObstacles(side))
  31. {
  32. auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
  33. if(!spellObstacle || !obst->triggersEffects())
  34. continue;
  35. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  36. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  37. if(!triggerIsNegative)
  38. continue;
  39. const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
  40. auto caster = spells::ObstacleCasterProxy(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  41. auto affectedHexes = obst->getAffectedTiles();
  42. auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
  43. return u->alive() && !u->isTurret() && u->getPosition().isValid();
  44. });
  45. for(auto stack : stacks)
  46. {
  47. std::shared_ptr<HypotheticBattle> inner = std::make_shared<HypotheticBattle>(hb->env, hb);
  48. auto cast = spells::BattleCast(hb.get(), &caster, spells::Mode::PASSIVE, obst->getTrigger().toSpell());
  49. auto updated = inner->getForUpdate(stack->unitId());
  50. spells::Target target;
  51. target.push_back(spells::Destination(updated.get()));
  52. cast.castEval(inner->getServerCallback(), target);
  53. auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
  54. for(auto hex : affectedHexes)
  55. {
  56. obstacleDamage[hex][stack->unitId()] = damageDealt;
  57. }
  58. }
  59. }
  60. }
  61. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  62. {
  63. if(parent == nullptr)
  64. {
  65. buildObstacleDamageCache(hb, side);
  66. }
  67. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  68. {
  69. return u->isValidTarget();
  70. });
  71. std::vector<const battle::Unit *> ourUnits;
  72. std::vector<const battle::Unit *> enemyUnits;
  73. for(auto stack : stacks)
  74. {
  75. if(stack->unitSide() == side)
  76. ourUnits.push_back(stack);
  77. else
  78. enemyUnits.push_back(stack);
  79. }
  80. for(auto ourUnit : ourUnits)
  81. {
  82. if(!ourUnit->alive())
  83. continue;
  84. for(auto enemyUnit : enemyUnits)
  85. {
  86. if(enemyUnit->alive())
  87. {
  88. cacheDamage(ourUnit, enemyUnit, hb);
  89. cacheDamage(enemyUnit, ourUnit, hb);
  90. }
  91. }
  92. }
  93. }
  94. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  95. {
  96. bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
  97. if (!wasComputedBefore)
  98. cacheDamage(attacker, defender, hb);
  99. return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  100. }
  101. int64_t DamageCache::getObstacleDamage(BattleHex hex, const battle::Unit * defender)
  102. {
  103. if(parent)
  104. return parent->getObstacleDamage(hex, defender);
  105. auto damages = obstacleDamage.find(hex);
  106. if(damages == obstacleDamage.end())
  107. return 0;
  108. auto damage = damages->second.find(defender->unitId());
  109. return damage == damages->second.end()
  110. ? 0
  111. : damage->second;
  112. }
  113. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  114. {
  115. if(parent)
  116. {
  117. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  118. if(attackerDamageMap != parent->damageCache.end())
  119. {
  120. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  121. if(targetDamage != attackerDamageMap->second.end())
  122. {
  123. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  124. }
  125. }
  126. }
  127. return getDamage(attacker, defender, hb);
  128. }
  129. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  130. : from(from), dest(dest), attack(attack)
  131. {
  132. this->attack.attackerPos = from;
  133. this->attack.defenderPos = dest;
  134. }
  135. float AttackPossibility::damageDiff() const
  136. {
  137. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  138. }
  139. float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  140. {
  141. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  142. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  143. }
  144. float AttackPossibility::attackValue() const
  145. {
  146. return damageDiff();
  147. }
  148. float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
  149. {
  150. float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
  151. float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
  152. float base = 0.666666f;
  153. // reduce from max to 0 must be 1.
  154. // 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
  155. // ********** 2 * base - ratioStart *********
  156. // * *
  157. // * height = ratioStart - ratioEnd *
  158. // * *
  159. // ******************** 2 * base - ratioEnd ******
  160. // S = (a + b) * h / 2
  161. return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
  162. }
  163. /// <summary>
  164. /// How enemy damage will be reduced by this attack
  165. /// Half bounty for kill, half for making damage equal to enemy health
  166. /// Bounty - the killed creature average damage calculated against attacker
  167. /// </summary>
  168. float AttackPossibility::calculateDamageReduce(
  169. const battle::Unit * attacker,
  170. const battle::Unit * defender,
  171. uint64_t damageDealt,
  172. DamageCache & damageCache,
  173. std::shared_ptr<CBattleInfoCallback> state)
  174. {
  175. const float HEALTH_BOUNTY = 0.5;
  176. const float KILL_BOUNTY = 0.5;
  177. // FIXME: provide distance info for Jousting bonus
  178. auto attackerUnitForMeasurement = attacker;
  179. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  180. {
  181. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  182. {
  183. return u->unitSide() != defender->unitSide()
  184. && !u->isTurret()
  185. && u->creatureId() != CreatureID::CATAPULT
  186. && u->creatureId() != CreatureID::BALLISTA
  187. && u->creatureId() != CreatureID::FIRST_AID_TENT
  188. && u->getCount();
  189. });
  190. if(ourUnits.empty())
  191. attackerUnitForMeasurement = defender;
  192. else
  193. attackerUnitForMeasurement = ourUnits.front();
  194. }
  195. auto maxHealth = defender->getMaxHealth();
  196. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  197. vstd::amin(damageDealt, availableHealth);
  198. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  199. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  200. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  201. auto exceedingDamage = (damageDealt % maxHealth);
  202. float hpValue = (damageDealt / maxHealth);
  203. if(defender->getFirstHPleft() >= exceedingDamage)
  204. {
  205. hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
  206. }
  207. else
  208. {
  209. hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
  210. hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
  211. }
  212. return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
  213. }
  214. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  215. const BattleAttackInfo & attackInfo,
  216. BattleHex hex,
  217. DamageCache & damageCache,
  218. std::shared_ptr<CBattleInfoCallback> state)
  219. {
  220. int64_t res = 0;
  221. if(attackInfo.shooting)
  222. return 0;
  223. std::set<uint32_t> checkedUnits;
  224. auto attacker = attackInfo.attacker;
  225. auto hexes = attacker->getSurroundingHexes(hex);
  226. for(BattleHex tile : hexes)
  227. {
  228. auto st = state->battleGetUnitByPos(tile, true);
  229. if(!st || !state->battleMatchOwner(st, attacker))
  230. continue;
  231. if(vstd::contains(checkedUnits, st->unitId()))
  232. continue;
  233. if(!state->battleCanShoot(st))
  234. continue;
  235. checkedUnits.insert(st->unitId());
  236. // FIXME: provide distance info for Jousting bonus
  237. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  238. rangeAttackInfo.defenderPos = hex;
  239. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  240. meleeAttackInfo.defenderPos = hex;
  241. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  242. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  243. auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
  244. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  245. res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
  246. }
  247. return res;
  248. }
  249. AttackPossibility AttackPossibility::evaluate(
  250. const BattleAttackInfo & attackInfo,
  251. BattleHex hex,
  252. DamageCache & damageCache,
  253. std::shared_ptr<CBattleInfoCallback> state)
  254. {
  255. auto attacker = attackInfo.attacker;
  256. auto defender = attackInfo.defender;
  257. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  258. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  259. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  260. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  261. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  262. std::vector<BattleHex> defenderHex;
  263. if(attackInfo.shooting)
  264. defenderHex.push_back(defender->getPosition());
  265. else
  266. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  267. for(BattleHex defHex : defenderHex)
  268. {
  269. if(defHex == hex) // should be impossible but check anyway
  270. continue;
  271. AttackPossibility ap(hex, defHex, attackInfo);
  272. ap.attackerState = attacker->acquireState();
  273. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  274. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  275. if (!attackInfo.shooting)
  276. ap.attackerState->setPosition(hex);
  277. std::vector<const battle::Unit *> defenderUnits;
  278. std::vector<const battle::Unit *> retaliatedUnits = {attacker};
  279. std::vector<const battle::Unit *> affectedUnits;
  280. if (attackInfo.shooting)
  281. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
  282. else
  283. {
  284. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
  285. retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
  286. // attacker can not melle-attack itself but still can hit that place where it was before moving
  287. vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
  288. if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
  289. {
  290. retaliatedUnits.push_back(attacker);
  291. }
  292. auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
  293. if(obstacleDamage > 0)
  294. {
  295. ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
  296. ap.attackerState->damage(obstacleDamage);
  297. }
  298. }
  299. // ensure the defender is also affected
  300. if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
  301. {
  302. defenderUnits.push_back(defender);
  303. }
  304. affectedUnits = defenderUnits;
  305. vstd::concatenate(affectedUnits, retaliatedUnits);
  306. logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex.hex, defHex.hex);
  307. std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
  308. for(auto u : affectedUnits)
  309. {
  310. if(u->unitId() == attacker->unitId())
  311. continue;
  312. auto defenderState = u->acquireState();
  313. ap.affectedUnits.push_back(defenderState);
  314. defenderStates[u->unitId()] = defenderState;
  315. }
  316. for(int i = 0; i < totalAttacks; i++)
  317. {
  318. if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
  319. break;
  320. for(auto u : defenderUnits)
  321. {
  322. auto defenderState = defenderStates.at(u->unitId());
  323. int64_t damageDealt;
  324. float defenderDamageReduce;
  325. float attackerDamageReduce;
  326. DamageEstimation retaliation;
  327. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  328. damageDealt = averageDmg(attackDmg.damage);
  329. vstd::amin(damageDealt, defenderState->getAvailableHealth());
  330. defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
  331. ap.attackerState->afterAttack(attackInfo.shooting, false);
  332. //FIXME: use ranged retaliation
  333. attackerDamageReduce = 0;
  334. if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  335. {
  336. for(auto retaliated : retaliatedUnits)
  337. {
  338. if(retaliated->unitId() == attacker->unitId())
  339. {
  340. int64_t damageReceived = averageDmg(retaliation.damage);
  341. vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
  342. attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  343. ap.attackerState->damage(damageReceived);
  344. }
  345. else
  346. {
  347. auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
  348. int64_t damageReceived = averageDmg(retaliationCollateral.damage);
  349. vstd::amin(damageReceived, retaliated->getAvailableHealth());
  350. if(defender->unitSide() == retaliated->unitSide())
  351. defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  352. else
  353. ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  354. defenderStates.at(retaliated->unitId())->damage(damageReceived);
  355. }
  356. }
  357. defenderState->afterAttack(attackInfo.shooting, true);
  358. }
  359. bool isEnemy = state->battleMatchOwner(attacker, u);
  360. // this includes enemy units as well as attacker units under enemy's mind control
  361. if(isEnemy)
  362. ap.defenderDamageReduce += defenderDamageReduce;
  363. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  364. if(attackerSide == u->unitSide())
  365. ap.collateralDamageReduce += defenderDamageReduce;
  366. if(u->unitId() == defender->unitId()
  367. || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  368. {
  369. //FIXME: handle RANGED_RETALIATION ?
  370. ap.attackerDamageReduce += attackerDamageReduce;
  371. }
  372. defenderState->damage(damageDealt);
  373. if(u->unitId() == defender->unitId())
  374. {
  375. ap.defenderDead = !defenderState->alive();
  376. }
  377. }
  378. }
  379. #if BATTLE_TRACE_LEVEL>=2
  380. logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  381. attackInfo.attacker->unitType()->getJsonKey(),
  382. attackInfo.defender->unitType()->getJsonKey(),
  383. (int)ap.dest, (int)ap.from, (int)ap.affectedUnits.size(),
  384. ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
  385. #endif
  386. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  387. bestAp = ap;
  388. }
  389. // check how much damage we gain from blocking enemy shooters on this hex
  390. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  391. #if BATTLE_TRACE_LEVEL>=1
  392. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  393. attackInfo.attacker->unitType()->getJsonKey(),
  394. attackInfo.defender->unitType()->getJsonKey(),
  395. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  396. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  397. #endif
  398. //TODO other damage related to attack (eg. fire shield and other abilities)
  399. return bestAp;
  400. }