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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 "BattleAI.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/battle/CPlayerBattleCallback.h"
- #include "../../lib/callback/CBattleCallback.h"
- #include "../../lib/callback/IGameInfoCallback.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/battle/BattleStateInfoForRetreat.h"
- #include "../../lib/battle/CObstacleInstance.h"
- #include "../../lib/StartInfo.h"
- #include "../../lib/CStack.h" // TODO: remove
- // Eventually only IBattleInfoCallback and battle::Unit should be used,
- // CUnitState should be private and CStack should be removed completely
- #include "../../lib/logging/VisualLogger.h"
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- CBattleAI::CBattleAI()
- : side(BattleSide::NONE),
- wasWaitingForRealize(false)
- {
- }
- CBattleAI::~CBattleAI()
- {
- if(cb)
- {
- //Restore previous state of CB - it may be shared with the main AI (like VCAI)
- cb->waitTillRealize = wasWaitingForRealize;
- }
- }
- void logHexNumbers()
- {
- #if BATTLE_TRACE_LEVEL >= 1
- logVisual->updateWithLock("hexes", [](IVisualLogBuilder & b)
- {
- for(BattleHex hex = BattleHex(0); hex < GameConstants::BFIELD_SIZE; ++hex)
- b.addText(hex, std::to_string(hex.toInt()));
- });
- #endif
- }
- void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
- {
- env = ENV;
- cb = CB;
- playerID = *CB->getPlayerID();
- wasWaitingForRealize = CB->waitTillRealize;
- CB->waitTillRealize = false;
- movesSkippedByDefense = 0;
- logHexNumbers();
- }
- void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
- {
- initBattleInterface(ENV, CB);
- autobattlePreferences = autocombatPreferences;
- }
- BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
- {
- auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
- std::map<int, const CStack*> woundHpToStack;
- for(const auto * stack : healingTargets)
- {
- if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
- woundHpToStack[woundHp] = stack;
- }
- if(woundHpToStack.empty())
- return BattleAction::makeDefend(stack);
- else
- return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
- }
- void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
- {
- cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
- }
- static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, BattleSide side)
- {
- auto stacks = cb->battleGetAllStacks();
- auto our = 0;
- auto enemy = 0;
- for(auto stack : stacks)
- {
- auto creature = stack->creatureId().toCreature();
- if(!creature)
- continue;
- if(stack->unitSide() == side)
- our += stack->getCount() * creature->getAIValue();
- else
- enemy += stack->getCount() * creature->getAIValue();
- }
- return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
- }
- int getSimulationTurnsCount(const StartInfo * startInfo)
- {
- return startInfo->difficulty < 4 ? 2 : 10;
- }
- void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
- {
- LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
- auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
- {
- auto end = std::chrono::high_resolution_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
- };
- BattleAction result = BattleAction::makeDefend(stack);
- auto start = std::chrono::high_resolution_clock::now();
- if(stack->creatureId() == CreatureID::CATAPULT)
- {
- cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
- return;
- }
- if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
- {
- cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
- return;
- }
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Build evaluator and targets");
- #endif
- BattleEvaluator evaluator(
- env, cb, stack, playerID, battleID, side,
- getStrengthRatio(cb->getBattle(battleID), side),
- getSimulationTurnsCount(env->game()->getStartInfo()));
- result = evaluator.selectStackAction(stack);
- if(autobattlePreferences.enableSpellsUsage && evaluator.canCastSpell())
- {
- auto spelCasted = evaluator.attemptCastingSpell(stack);
- if(spelCasted)
- return;
- }
- logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
- if(auto action = considerFleeingOrSurrendering(battleID))
- {
- cb->battleMakeUnitAction(battleID, *action);
- return;
- }
- if(result.actionType == EActionType::DEFEND)
- {
- movesSkippedByDefense++;
- }
- else if(result.actionType != EActionType::WAIT)
- {
- movesSkippedByDefense = 0;
- }
- logAi->trace("BattleAI decision made in %lld", timeElapsed(start));
- cb->battleMakeUnitAction(battleID, result);
- }
- BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
- {
- BattleAction attack;
- BattleHex targetHex = BattleHex::INVALID;
- if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
- {
- targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
- }
- else
- {
- std::array wallParts {
- EWallPart::KEEP,
- EWallPart::BOTTOM_TOWER,
- EWallPart::UPPER_TOWER,
- EWallPart::BELOW_GATE,
- EWallPart::OVER_GATE,
- EWallPart::BOTTOM_WALL,
- EWallPart::UPPER_WALL
- };
- for(auto wallPart : wallParts)
- {
- auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
- if(wallState != EWallState::NONE && wallState != EWallState::DESTROYED)
- {
- targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
- break;
- }
- }
- }
- if(!targetHex.isValid())
- {
- return BattleAction::makeDefend(stack);
- }
- attack.aimToHex(targetHex);
- attack.actionType = EActionType::CATAPULT;
- attack.side = side;
- attack.stackNumber = stack->unitId();
- movesSkippedByDefense = 0;
- return attack;
- }
- void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
- {
- LOG_TRACE(logAi);
- side = Side;
- }
- void CBattleAI::print(const std::string &text) const
- {
- logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
- }
- std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
- {
- BattleStateInfoForRetreat bs;
- bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
- bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
- bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
- bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
- bs.enemyHero = nullptr;
- for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
- {
- if(stack->alive())
- {
- if(stack->unitSide() == bs.ourSide)
- bs.ourStacks.push_back(stack);
- else
- {
- bs.enemyStacks.push_back(stack);
- bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
- }
- }
- }
- bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
- if(!bs.canFlee && !bs.canSurrender)
- {
- return std::nullopt;
- }
- auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
- if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
- {
- return BattleAction::makeRetreat(bs.ourSide);
- }
- return result;
- }
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