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- /*
- * BattleAI.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "BattleEvaluator.h"
- #include "BattleExchangeVariant.h"
- #include "StackWithBonuses.h"
- #include "EnemyInfo.h"
- #include "tbb/parallel_for.h"
- #include "../../lib/CStopWatch.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/entities/building/TownFortifications.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/battle/BattleStateInfoForRetreat.h"
- #include "../../lib/battle/CObstacleInstance.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/CRandomGenerator.h"
- // TODO: remove
- // Eventually only IBattleInfoCallback and battle::Unit should be used,
- // CUnitState should be private and CStack should be removed completely
- #include "../../lib/CStack.h"
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- enum class SpellTypes
- {
- ADVENTURE, BATTLE, OTHER
- };
- SpellTypes spellType(const CSpell * spell)
- {
- if(!spell->isCombat() || spell->isCreatureAbility())
- return SpellTypes::OTHER;
- if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
- return SpellTypes::BATTLE;
- return SpellTypes::OTHER;
- }
- BattleEvaluator::BattleEvaluator(
- std::shared_ptr<Environment> env,
- std::shared_ptr<CBattleCallback> cb,
- const battle::Unit * activeStack,
- PlayerColor playerID,
- BattleID battleID,
- BattleSide side,
- float strengthRatio,
- int simulationTurnsCount)
- :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
- cachedAttack(), playerID(playerID), side(side), env(env),
- cb(cb), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
- {
- hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
- damageCache.buildDamageCache(hb, side);
- targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
- }
- BattleEvaluator::BattleEvaluator(
- std::shared_ptr<Environment> env,
- std::shared_ptr<CBattleCallback> cb,
- std::shared_ptr<HypotheticBattle> hb,
- DamageCache & damageCache,
- const battle::Unit * activeStack,
- PlayerColor playerID,
- BattleID battleID,
- BattleSide side,
- float strengthRatio,
- int simulationTurnsCount)
- :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
- cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb),
- damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
- {
- targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
- }
- std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
- {
- std::vector<BattleHex> result;
- for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
- {
- auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
- if(state != EWallState::DESTROYED)
- continue;
- auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
- auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
- result.push_back(moatHex);
- moatHex = moatHex.cloneInDirection(BattleHex::LEFT);
- auto obstaclesSecondRow = cb->getBattle(battleID)->battleGetAllObstaclesOnPos(moatHex, false);
- for(auto obstacle : obstaclesSecondRow)
- {
- if(obstacle->obstacleType == CObstacleInstance::EObstacleType::MOAT)
- {
- result.push_back(moatHex);
- break;
- }
- }
- }
- return result;
- }
- bool BattleEvaluator::hasWorkingTowers() const
- {
- bool keepIntact = cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::NONE && cb->getBattle(battleID)->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
- bool upperIntact = cb->getBattle(battleID)->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::NONE && cb->getBattle(battleID)->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
- bool bottomIntact = cb->getBattle(battleID)->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::NONE && cb->getBattle(battleID)->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
- return keepIntact || upperIntact || bottomIntact;
- }
- std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
- {
- //TODO: faerie dragon type spell should be selected by server
- SpellID creatureSpellToCast = cb->getBattle(battleID)->getRandomCastedSpell(CRandomGenerator::getDefault(), stack);
- if(stack->canCast() && creatureSpellToCast != SpellID::NONE)
- {
- const CSpell * spell = creatureSpellToCast.toSpell();
- if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
- {
- std::vector<PossibleSpellcast> possibleCasts;
- spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
- for(auto & target : temp.findPotentialTargets())
- {
- PossibleSpellcast ps;
- ps.dest = target;
- ps.spell = spell;
- evaluateCreatureSpellcast(stack, ps);
- possibleCasts.push_back(ps);
- }
- std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
- if(!possibleCasts.empty() && possibleCasts.front().value > 0)
- {
- return possibleCasts.front();
- }
- }
- }
- return std::nullopt;
- }
- BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
- {
- #if BATTLE_TRACE_LEVEL >= 1
- logAi->trace("Select stack action");
- #endif
- //evaluate casting spell for spellcasting stack
- std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
- auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
- float score = EvaluationResult::INEFFECTIVE_SCORE;
- auto enemyMellee = hb->getUnitsIf([this](const battle::Unit* u) -> bool
- {
- return u->unitSide() == BattleSide::ATTACKER && !hb->battleCanShoot(u);
- });
- bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
- && !stack->canShoot()
- && hasWorkingTowers()
- && !enemyMellee.empty();
- if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
- {
- activeActionMade = true;
- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
- }
- if(!targets->possibleAttacks.empty())
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Evaluating attack for %s", stack->getDescription());
- #endif
- auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb, siegeDefense);
- auto & bestAttack = evaluationResult.bestAttack;
- cachedAttack.ap = bestAttack;
- cachedAttack.score = evaluationResult.score;
- cachedAttack.turn = 0;
- cachedAttack.waited = evaluationResult.wait;
- //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
- if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
- {
- // return because spellcast value is damage dealt and score is dps reduce
- activeActionMade = true;
- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
- }
- if(evaluationResult.score > score)
- {
- score = evaluationResult.score;
- logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%2f -%2f = %2f",
- bestAttack.attackerState->unitType()->getJsonKey(),
- bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
- bestAttack.affectedUnits[0]->getCount(),
- bestAttack.from.toInt(),
- bestAttack.attack.attacker->getPosition().toInt(),
- bestAttack.attack.chargeDistance,
- bestAttack.attack.attacker->getMovementRange(0),
- bestAttack.defenderDamageReduce,
- bestAttack.attackerDamageReduce,
- score
- );
- if (moveTarget.score <= score)
- {
- if(evaluationResult.wait)
- {
- return BattleAction::makeWait(stack);
- }
- else if(bestAttack.attack.shooting)
- {
- activeActionMade = true;
- return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
- }
- else
- {
- if(bestAttack.collateralDamageReduce
- && bestAttack.collateralDamageReduce >= bestAttack.defenderDamageReduce / 2
- && score < 0)
- {
- return BattleAction::makeDefend(stack);
- }
- bool isTargetOutsideFort = !hb->battleIsInsideWalls(bestAttack.from);
- bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
- && !bestAttack.attack.shooting
- && hasWorkingTowers()
- && !enemyMellee.empty()
- && isTargetOutsideFort;
- if(siegeDefense)
- {
- logAi->trace("Evaluating exchange at %d self-defense", stack->getPosition());
- BattleAttackInfo bai(stack, stack, 0, false);
- AttackPossibility apDefend(stack->getPosition(), stack->getPosition(), bai);
- float defenseValue = scoreEvaluator.evaluateExchange(apDefend, 0, *targets, damageCache, hb);
- if((defenseValue > score && score <= 0) || (defenseValue > 2 * score && score > 0))
- {
- return BattleAction::makeDefend(stack);
- }
- }
-
- activeActionMade = true;
- return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defenderPos, bestAttack.from);
- }
- }
- }
- }
- //ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
- if(moveTarget.score > score)
- {
- score = moveTarget.score;
- cachedAttack.ap = moveTarget.cachedAttack;
- cachedAttack.score = score;
- cachedAttack.turn = moveTarget.turnsToReach;
- if(stack->waited())
- {
- logAi->debug(
- "Moving %s towards hex %s[%d], score: %2f",
- stack->getDescription(),
- moveTarget.cachedAttack->attack.defender->getDescription(),
- moveTarget.cachedAttack->attack.defender->getPosition(),
- moveTarget.score);
- return goTowardsNearest(stack, moveTarget.positions, *targets);
- }
- else
- {
- cachedAttack.waited = true;
- return BattleAction::makeWait(stack);
- }
- }
- if(score <= EvaluationResult::INEFFECTIVE_SCORE
- && !stack->hasBonusOfType(BonusType::FLYING)
- && stack->unitSide() == BattleSide::ATTACKER
- && cb->getBattle(battleID)->battleGetFortifications().hasMoat)
- {
- auto brokenWallMoat = getBrokenWallMoatHexes();
- if(brokenWallMoat.size())
- {
- activeActionMade = true;
- if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
- return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
- else
- return goTowardsNearest(stack, brokenWallMoat, *targets);
- }
- }
- return stack->waited() ? BattleAction::makeDefend(stack) : BattleAction::makeWait(stack);
- }
- uint64_t timeElapsed(std::chrono::time_point<std::chrono::steady_clock> start)
- {
- auto end = std::chrono::steady_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
- }
- BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, const BattleHex & hex, const PotentialTargets & targets)
- {
- auto additionalScore = 0;
- std::optional<AttackPossibility> attackOnTheWay;
- for(auto & target : targets.possibleAttacks)
- {
- if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
- {
- additionalScore = target.attackValue();
- attackOnTheWay = target;
- }
- }
- if(attackOnTheWay)
- {
- activeActionMade = true;
- return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
- }
- else
- {
- if(stack->position == hex)
- return BattleAction::makeDefend(stack);
- else
- return BattleAction::makeMove(stack, hex);
- }
- }
- BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, const BattleHexArray & hexes, const PotentialTargets & targets)
- {
- auto reachability = cb->getBattle(battleID)->getReachability(stack);
- auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
- auto enemyMellee = hb->getUnitsIf([this](const battle::Unit* u) -> bool
- {
- return u->unitSide() == BattleSide::ATTACKER && !hb->battleCanShoot(u);
- });
- bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
- && hasWorkingTowers()
- && !enemyMellee.empty();
- if (siegeDefense)
- {
- avHexes.eraseIf([&](const BattleHex & hex)
- {
- return !cb->getBattle(battleID)->battleIsInsideWalls(hex);
- });
- }
- if(avHexes.empty() || hexes.empty()) //we are blocked or dest is blocked
- {
- return BattleAction::makeDefend(stack);
- }
- BattleHexArray targetHexes = hexes;
- targetHexes.sort([&reachability](const BattleHex & h1, const BattleHex & h2) -> bool
- {
- return reachability.distances[h1.toInt()] < reachability.distances[h2.toInt()];
- });
- BattleHex bestNeighbour = targetHexes.front();
- if(reachability.distances[bestNeighbour.toInt()] > GameConstants::BFIELD_SIZE)
- {
- logAi->trace("No reachable hexes.");
- return BattleAction::makeDefend(stack);
- }
- // this turn
- for(const auto & hex : targetHexes)
- {
- if(avHexes.contains(hex))
- {
- return moveOrAttack(stack, hex, targets);
- }
- if(stack->coversPos(hex))
- {
- logAi->warn("Warning: already standing on neighbouring hex!");
- //We shouldn't even be here...
- return BattleAction::makeDefend(stack);
- }
- }
- // not this turn
- scoreEvaluator.updateReachabilityMap(hb);
- if(stack->hasBonusOfType(BonusType::FLYING))
- {
- BattleHexArray obstacleHexes;
- const auto & obstacles = hb->battleGetAllObstacles();
- for (const auto & obst : obstacles)
- {
- if(obst->triggersEffects())
- {
- auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
- auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
- if(triggerIsNegative)
- obstacleHexes.insert(obst->getAffectedTiles());
- }
- }
- // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
- // We just check all available hexes and pick the one closest to the target.
- auto nearestAvailableHex = vstd::minElementByFun(avHexes, [this, &bestNeighbour, &stack, &obstacleHexes](const BattleHex & hex) -> int
- {
- const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
- const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
- auto distance = BattleHex::getDistance(bestNeighbour, hex);
- if(obstacleHexes.contains(hex))
- distance += NEGATIVE_OBSTACLE_PENALTY;
- return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
- });
- return moveOrAttack(stack, *nearestAvailableHex, targets);
- }
- else
- {
- BattleHex currentDest = bestNeighbour;
- while(true)
- {
- if(!currentDest.isValid())
- {
- return BattleAction::makeDefend(stack);
- }
- if(avHexes.contains(currentDest)
- && !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
- {
- return moveOrAttack(stack, currentDest, targets);
- }
- currentDest = reachability.predecessors[currentDest.toInt()];
- }
- }
-
- logAi->error("We should either detect that hexes are unreachable or make a move!");
- return BattleAction::makeDefend(stack);
- }
- bool BattleEvaluator::canCastSpell()
- {
- auto hero = cb->getBattle(battleID)->battleGetMyHero();
- if(!hero)
- return false;
- return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
- }
- bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
- {
- auto hero = cb->getBattle(battleID)->battleGetMyHero();
- if(!hero)
- return false;
- LOGL("Casting spells sounds like fun. Let's see...");
- //Get all spells we can cast
- std::vector<const CSpell*> possibleSpells;
- for (auto const & s : VLC->spellh->objects)
- if (s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero))
- possibleSpells.push_back(s.get());
- LOGFL("I can cast %d spells.", possibleSpells.size());
- vstd::erase_if(possibleSpells, [](const CSpell *s)
- {
- return spellType(s) != SpellTypes::BATTLE;
- });
- LOGFL("I know how %d of them works.", possibleSpells.size());
- //Get possible spell-target pairs
- std::vector<PossibleSpellcast> possibleCasts;
- for(auto spell : possibleSpells)
- {
- spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
- const bool FAST = true;
- for(auto & target : temp.findPotentialTargets(FAST))
- {
- PossibleSpellcast ps;
- ps.dest = target;
- ps.spell = spell;
- possibleCasts.push_back(ps);
- }
- }
- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
- if(possibleCasts.empty())
- return false;
- using ValueMap = PossibleSpellcast::ValueMap;
- auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
- {
- bool firstRound = true;
- bool enemyHadTurn = false;
- size_t ourTurnSpan = 0;
- bool stop = false;
- for(auto & round : queue)
- {
- if(!firstRound)
- state->nextRound();
- for(auto unit : round)
- {
- if(!vstd::contains(values, unit->unitId()))
- values[unit->unitId()] = 0;
- if(!unit->alive())
- continue;
- if(state->battleGetOwner(unit) != playerID)
- {
- enemyHadTurn = true;
- if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
- {
- //enemy could counter our spell at this point
- //anyway, we do not know what enemy will do
- //just stop evaluation
- stop = true;
- break;
- }
- }
- else if(!enemyHadTurn)
- {
- ourTurnSpan++;
- }
- state->nextTurn(unit->unitId());
- PotentialTargets potentialTargets(unit, damageCache, state);
- if(!potentialTargets.possibleAttacks.empty())
- {
- AttackPossibility attackPossibility = potentialTargets.bestAction();
- auto stackWithBonuses = state->getForUpdate(unit->unitId());
- *stackWithBonuses = *attackPossibility.attackerState;
- if(attackPossibility.defenderDamageReduce > 0)
- {
- stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
- stackWithBonuses->removeUnitBonus(Bonus::UntilOwnAttack);
- }
- if(attackPossibility.attackerDamageReduce > 0)
- stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
- for(auto affected : attackPossibility.affectedUnits)
- {
- stackWithBonuses = state->getForUpdate(affected->unitId());
- *stackWithBonuses = *affected;
- if(attackPossibility.defenderDamageReduce > 0)
- stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
- if(attackPossibility.attackerDamageReduce > 0 && attackPossibility.attack.defender->unitId() == affected->unitId())
- stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
- }
- }
- auto bav = potentialTargets.bestActionValue();
- //best action is from effective owner`s point if view, we need to convert to our point if view
- if(state->battleGetOwner(unit) != playerID)
- bav = -bav;
- values[unit->unitId()] += bav;
- }
- firstRound = false;
- if(stop)
- break;
- }
- if(enemyHadTurnOut)
- *enemyHadTurnOut = enemyHadTurn;
- return ourTurnSpan >= minTurnSpan;
- };
- ValueMap valueOfStack;
- ValueMap healthOfStack;
- TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
- size_t ourRemainingTurns = 0;
- for(auto unit : all)
- {
- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
- valueOfStack[unit->unitId()] = 0;
- if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
- ourRemainingTurns++;
- }
- LOGFL("I have %d turns left in this round", ourRemainingTurns);
- const bool castNow = ourRemainingTurns <= 1;
- if(castNow)
- print("I should try to cast a spell now");
- else
- print("I could wait better moment to cast a spell");
- auto amount = all.size();
- std::vector<battle::Units> turnOrder;
- cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
- {
- bool enemyHadTurn = false;
- auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
- evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
- if(!enemyHadTurn)
- {
- auto battleIsFinishedOpt = state->battleIsFinished();
- if(battleIsFinishedOpt)
- {
- print("No need to cast a spell. Battle will finish soon.");
- return false;
- }
- }
- }
- CStopWatch timer;
- #if BATTLE_TRACE_LEVEL >= 1
- tbb::blocked_range<size_t> r(0, possibleCasts.size());
- #else
- tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
- {
- #endif
- for(auto i = r.begin(); i != r.end(); i++)
- {
- auto & ps = possibleCasts[i];
- #if BATTLE_TRACE_LEVEL >= 1
- if(ps.dest.empty())
- logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
- else
- {
- auto psFirst = ps.dest.front();
- auto strWhere = psFirst.unitValue ? psFirst.unitValue->getDescription() : std::to_string(psFirst.hexValue.toInt());
- logAi->trace("Evaluating %s at %s", ps.spell->getNameTranslated(), strWhere);
- }
- #endif
- auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
- spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
- cast.castEval(state->getServerCallback(), ps.dest);
- auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->isValidTarget(true); });
- auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
- {
- auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
- return !original || u->getMovementRange() != original->getMovementRange();
- });
- DamageCache safeCopy = damageCache;
- DamageCache innerCache(&safeCopy);
- innerCache.buildDamageCache(state, side);
- if(cachedAttack.ap && cachedAttack.waited)
- {
- state->makeWait(activeStack);
- }
- float stackActionScore = 0;
- float damageToHostilesScore = 0;
- float damageToFriendliesScore = 0;
- if(needFullEval || !cachedAttack.ap)
- {
- #if BATTLE_TRACE_LEVEL >= 1
- logAi->trace("Full evaluation is started due to stack speed affected.");
- #endif
- PotentialTargets innerTargets(activeStack, innerCache, state);
- BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio, simulationTurnsCount);
- innerEvaluator.updateReachabilityMap(state);
- auto moveTarget = innerEvaluator.findMoveTowardsUnreachable(activeStack, innerTargets, innerCache, state);
- if(!innerTargets.possibleAttacks.empty())
- {
- auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
- stackActionScore = std::max(moveTarget.score, newStackAction.score);
- }
- else
- {
- stackActionScore = moveTarget.score;
- }
- }
- else
- {
- auto updatedAttacker = state->getForUpdate(cachedAttack.ap->attack.attacker->unitId());
- auto updatedDefender = state->getForUpdate(cachedAttack.ap->attack.defender->unitId());
- auto updatedBai = BattleAttackInfo(
- updatedAttacker.get(),
- updatedDefender.get(),
- cachedAttack.ap->attack.chargeDistance,
- cachedAttack.ap->attack.shooting);
- auto updatedAttack = AttackPossibility::evaluate(updatedBai, cachedAttack.ap->from, innerCache, state);
- BattleExchangeEvaluator innerEvaluator(scoreEvaluator);
- stackActionScore = innerEvaluator.evaluateExchange(updatedAttack, cachedAttack.turn, *targets, innerCache, state);
- }
- for(const auto & unit : allUnits)
- {
- if(!unit->isValidTarget(true))
- continue;
- auto newHealth = unit->getAvailableHealth();
- auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0); // old health value may not exist for newly summoned units
- if(oldHealth != newHealth)
- {
- auto damage = std::abs(oldHealth - newHealth);
- auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
- auto dpsReduce = AttackPossibility::calculateDamageReduce(
- nullptr,
- originalDefender && originalDefender->alive() ? originalDefender : unit,
- damage,
- innerCache,
- state);
- auto ourUnit = unit->unitSide() == side ? 1 : -1;
- auto goodEffect = newHealth > oldHealth ? 1 : -1;
- if(ourUnit * goodEffect == 1)
- {
- auto isMagical = state->getForUpdate(unit->unitId())->summoned
- || unit->isClone()
- || unit->isGhost();
- if(ourUnit && goodEffect && isMagical)
- continue;
- damageToHostilesScore += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
- }
- else
- // discourage AI making collateral damage with spells
- damageToFriendliesScore -= 4 * dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
- #if BATTLE_TRACE_LEVEL >= 1
- // Ensure ps.dest is not empty before accessing the first element
- if (!ps.dest.empty())
- {
- logAi->trace(
- "Spell %s to %d affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
- ps.spell->getNameTranslated(),
- ps.dest.at(0).hexValue.toInt(), // Safe to access .at(0) now
- unit->creatureId().toCreature()->getNameSingularTranslated(),
- unit->getCount(),
- dpsReduce,
- oldHealth,
- newHealth);
- }
- else
- {
- // Handle the case where ps.dest is empty
- logAi->trace(
- "Spell %s has no destination, affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
- ps.spell->getNameTranslated(),
- unit->creatureId().toCreature()->getNameSingularTranslated(),
- unit->getCount(),
- dpsReduce,
- oldHealth,
- newHealth);
- }
- #endif
- }
- }
- if (vstd::isAlmostEqual(stackActionScore, static_cast<float>(EvaluationResult::INEFFECTIVE_SCORE)))
- {
- ps.value = damageToFriendliesScore + damageToHostilesScore;
- }
- else
- {
- ps.value = stackActionScore + damageToFriendliesScore + damageToHostilesScore;
- }
- #if BATTLE_TRACE_LEVEL >= 1
- logAi->trace("Total score for %s: %2f (action: %2f, friedly damage: %2f, hostile damage: %2f)", ps.spell->getJsonKey(), ps.value, stackActionScore, damageToFriendliesScore, damageToHostilesScore);
- #endif
- }
- #if BATTLE_TRACE_LEVEL == 0
- });
- #endif
- LOGFL("Evaluation took %d ms", timer.getDiff());
- auto castToPerform = *vstd::maxElementByFun(possibleCasts, [](const PossibleSpellcast & ps) -> float
- {
- return ps.value;
- });
- if(castToPerform.value > cachedAttack.score && !vstd::isAlmostEqual(castToPerform.value, cachedAttack.score))
- {
- LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
- BattleAction spellcast;
- spellcast.actionType = EActionType::HERO_SPELL;
- spellcast.spell = castToPerform.spell->id;
- spellcast.setTarget(castToPerform.dest);
- spellcast.side = side;
- spellcast.stackNumber = -1;
- cb->battleMakeSpellAction(battleID, spellcast);
- activeActionMade = true;
- return true;
- }
- LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
- return false;
- }
- //Below method works only for offensive spells
- void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
- {
- using ValueMap = PossibleSpellcast::ValueMap;
- RNGStub rngStub;
- HypotheticBattle state(env.get(), cb->getBattle(battleID));
- TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
- ValueMap healthOfStack;
- ValueMap newHealthOfStack;
- for(auto unit : all)
- {
- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
- }
- spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
- cast.castEval(state.getServerCallback(), ps.dest);
- for(auto unit : all)
- {
- auto unitId = unit->unitId();
- auto localUnit = state.battleGetUnitByID(unitId);
- newHealthOfStack[unitId] = localUnit->getAvailableHealth();
- }
- int64_t totalGain = 0;
- for(auto unit : all)
- {
- auto unitId = unit->unitId();
- auto localUnit = state.battleGetUnitByID(unitId);
- auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
- if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
- healthDiff = -healthDiff;
- if(healthDiff < 0)
- {
- ps.value = -1;
- return; //do not damage own units at all
- }
- totalGain += healthDiff;
- }
- ps.value = totalGain;
- }
- void BattleEvaluator::print(const std::string & text) const
- {
- logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
- }
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