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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;
 
- }
 
- 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;
 
- 	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);
 
- 		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(),
 
- 				(int)bestAttack.from,
 
- 				(int)bestAttack.attack.attacker->getPosition().hex,
 
- 				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);
 
- 					}
 
- 					auto enemyMellee = hb->getUnitsIf([this](const battle::Unit * u) -> bool
 
- 						{
 
- 							return u->unitSide() == BattleSide::ATTACKER && !hb->battleCanShoot(u);
 
- 						});
 
- 					bool isTargetOutsideFort = bestAttack.dest.getY() < GameConstants::BFIELD_WIDTH - 4;
 
- 					bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
 
- 						&& !bestAttack.attack.shooting
 
- 						&& hb->battleGetFortifications().hasMoat
 
- 						&& !enemyMellee.empty()
 
- 						&& isTargetOutsideFort;
 
- 					if(siegeDefense)
 
- 					{
 
- 						logAi->trace("Evaluating exchange at %d self-defense", stack->getPosition().hex);
 
- 						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.turnsToRich;
 
- 		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().hex,
 
- 				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::high_resolution_clock> start)
 
- {
 
- 	auto end = std::chrono::high_resolution_clock::now();
 
- 	return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
 
- }
 
- BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, 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
 
- 	{
 
- 		return BattleAction::makeMove(stack, hex);
 
- 	}
 
- }
 
- BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets)
 
- {
 
- 	auto reachability = cb->getBattle(battleID)->getReachability(stack);
 
- 	auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
 
- 	if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	std::vector<BattleHex> targetHexes = hexes;
 
- 	vstd::erase_if(targetHexes, [](const BattleHex & hex) { return !hex.isValid(); });
 
- 	std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
 
- 		{
 
- 			return reachability.distances[h1] < reachability.distances[h2];
 
- 		});
 
- 	BattleHex bestNeighbor = targetHexes.front();
 
- 	if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
 
- 	{
 
- 		logAi->trace("No richable hexes.");
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	// this turn
 
- 	for(auto hex : targetHexes)
 
- 	{
 
- 		if(vstd::contains(avHexes, 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))
 
- 	{
 
- 		std::set<BattleHex> obstacleHexes;
 
- 		auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
 
- 			auto affectedHexes = spellObst.getAffectedTiles();
 
- 			obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
 
- 		};
 
- 		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)
 
- 					insertAffected(*obst, obstacleHexes);
 
- 			}
 
- 		}
 
- 		// 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, [&](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(bestNeighbor, hex);
 
- 			if(vstd::contains(obstacleHexes, hex))
 
- 				distance += NEGATIVE_OBSTACLE_PENALTY;
 
- 			return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
 
- 		});
 
- 		return moveOrAttack(stack, *nearestAvailableHex, targets);
 
- 	}
 
- 	else
 
- 	{
 
- 		BattleHex currentDest = bestNeighbor;
 
- 		while(true)
 
- 		{
 
- 			if(!currentDest.isValid())
 
- 			{
 
- 				return BattleAction::makeDefend(stack);
 
- 			}
 
- 			if(vstd::contains(avHexes, currentDest)
 
- 				&& !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
 
- 			{
 
- 				return moveOrAttack(stack, currentDest, targets);
 
- 			}
 
- 			currentDest = reachability.predecessors[currentDest];
 
- 		}
 
- 	}
 
- 	
 
- 	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.hex);
 
- 					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 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);
 
- 				}
 
- 				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);
 
- 						ps.value = std::max(moveTarget.score, newStackAction.score);
 
- 					}
 
- 					else
 
- 					{
 
- 						ps.value = 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);
 
- 					ps.value = scoreEvaluator.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;
 
- 							ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
 
- 						}
 
- 						else
 
- 							// discourage AI making collateral damage with spells
 
- 							ps.value -= 4 * dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
 
- #if BATTLE_TRACE_LEVEL >= 1
 
- 						logAi->trace(
 
- 							"Spell affects %s (%d), dps: %2f",
 
- 							unit->creatureId().toCreature()->getNameSingularTranslated(),
 
- 							unit->getCount(),
 
- 							dpsReduce);
 
- #endif
 
- 					}
 
- 				}
 
- #if BATTLE_TRACE_LEVEL >= 1
 
- 				logAi->trace("Total score: %2f", ps.value);
 
- #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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