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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 "BattleExchangeVariant.h"
 
- #include "../../lib/CStack.h"
 
- AttackerValue::AttackerValue()
 
- {
 
- 	value = 0;
 
- 	isRetalitated = false;
 
- }
 
- MoveTarget::MoveTarget()
 
- 	: positions()
 
- {
 
- 	score = EvaluationResult::INEFFECTIVE_SCORE;
 
- }
 
- int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
 
- {
 
- 	auto affectedUnits = ap.affectedUnits;
 
- 	affectedUnits.push_back(ap.attackerState);
 
- 	for(auto affectedUnit : affectedUnits)
 
- 	{
 
- 		auto unitToUpdate = state.getForUpdate(affectedUnit->unitId());
 
- 		unitToUpdate->health = affectedUnit->health;
 
- 		unitToUpdate->shots = affectedUnit->shots;
 
- 		unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
 
- 		unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
 
- 	}
 
- 	auto attackValue = ap.attackValue();
 
- 	dpsScore += attackValue;
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 	logAi->trace(
 
- 		"%s -> %s, ap attack, %s, dps: %lld, score: %lld",
 
- 		ap.attack.attacker->getDescription(),
 
- 		ap.attack.defender->getDescription(),
 
- 		ap.attack.shooting ? "shot" : "mellee",
 
- 		ap.damageDealt,
 
- 		attackValue);
 
- #endif
 
- 	return attackValue;
 
- }
 
- int64_t BattleExchangeVariant::trackAttack(
 
- 	std::shared_ptr<StackWithBonuses> attacker,
 
- 	std::shared_ptr<StackWithBonuses> defender,
 
- 	bool shooting,
 
- 	bool isOurAttack,
 
- 	const CBattleInfoCallback & cb,
 
- 	bool evaluateOnly)
 
- {
 
- 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
 
- 	static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
 
- 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 
- 	DamageRange retaliation;
 
- 	// FIXME: provide distance info for Jousting bonus
 
- 	BattleAttackInfo bai(attacker.get(), defender.get(), 0, shooting);
 
- 	if(shooting)
 
- 	{
 
- 		bai.attackerPos.setXY(8, 5);
 
- 	}
 
- 	auto attack = cb.battleEstimateDamage(bai, &retaliation);
 
- 	int64_t attackDamage = (attack.min + attack.max) / 2;
 
- 	int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
 
- 	int64_t attackerDamageReduce = 0;
 
- 	if(!evaluateOnly)
 
- 	{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 		logAi->trace(
 
- 			"%s -> %s, normal attack, %s, dps: %lld, %lld",
 
- 			attacker->getDescription(),
 
- 			defender->getDescription(),
 
- 			shooting ? "shot" : "mellee",
 
- 			attackDamage,
 
- 			defenderDamageReduce);
 
- #endif
 
- 		if(isOurAttack)
 
- 		{
 
- 			dpsScore += defenderDamageReduce;
 
- 			attackerValue[attacker->unitId()].value += defenderDamageReduce;
 
- 		}
 
- 		else
 
- 			dpsScore -= defenderDamageReduce;
 
- 		defender->damage(attackDamage);
 
- 		attacker->afterAttack(shooting, false);
 
- 	}
 
- 	if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
 
- 	{
 
- 		if(retaliation.max != 0)
 
- 		{
 
- 			auto retaliationDamage = (retaliation.min + retaliation.max) / 2;
 
- 			attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
 
- 			if(!evaluateOnly)
 
- 			{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 				logAi->trace(
 
- 					"%s -> %s, retaliation, dps: %lld, %lld",
 
- 					defender->getDescription(),
 
- 					attacker->getDescription(),
 
- 					retaliationDamage,
 
- 					attackerDamageReduce);
 
- #endif
 
- 				if(isOurAttack)
 
- 				{
 
- 					dpsScore -= attackerDamageReduce;
 
- 					attackerValue[attacker->unitId()].isRetalitated = true;
 
- 				}
 
- 				else
 
- 				{
 
- 					dpsScore += attackerDamageReduce;
 
- 					attackerValue[defender->unitId()].value += attackerDamageReduce;
 
- 				}
 
- 				attacker->damage(retaliationDamage);
 
- 				defender->afterAttack(false, true);
 
- 			}
 
- 		}
 
- 	}
 
- 	auto score = defenderDamageReduce - attackerDamageReduce;
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 	if(!score)
 
- 	{
 
- 		logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
 
- 	}
 
- #endif
 
- 	return score;
 
- }
 
- EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
 
- {
 
- 	EvaluationResult result(targets.bestAction());
 
- 	updateReachabilityMap(hb);
 
- 	for(auto & ap : targets.possibleAttacks)
 
- 	{
 
- 		int64_t score = calculateExchange(ap, targets, hb);
 
- 		if(score > result.score)
 
- 		{
 
- 			result.score = score;
 
- 			result.bestAttack = ap;
 
- 		}
 
- 	}
 
- 	if(!activeStack->waited())
 
- 	{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 		logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
 
- #endif
 
- 		hb.getForUpdate(activeStack->unitId())->waiting = true;
 
- 		hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
 
- 		updateReachabilityMap(hb);
 
- 		for(auto & ap : targets.possibleAttacks)
 
- 		{
 
- 			int64_t score = calculateExchange(ap, targets, hb);
 
- 			if(score > result.score)
 
- 			{
 
- 				result.score = score;
 
- 				result.bestAttack = ap;
 
- 				result.wait = true;
 
- 			}
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
 
- {
 
- 	MoveTarget result;
 
- 	BattleExchangeVariant ev;
 
- 	if(targets.unreachableEnemies.empty())
 
- 		return result;
 
- 	auto speed = activeStack->Speed();
 
- 	if(speed == 0)
 
- 		return result;
 
- 	updateReachabilityMap(hb);
 
- 	auto dists = cb->getReachability(activeStack);
 
- 	for(const battle::Unit * enemy : targets.unreachableEnemies)
 
- 	{
 
- 		std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
 
- 		auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
 
- 			{
 
- 				return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
 
- 			});
 
- 		auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
 
- 		if(distance >= GameConstants::BFIELD_SIZE)
 
- 			continue;
 
- 		if(distance <= speed)
 
- 			continue;
 
- 		auto turnsToRich = (distance - 1) / speed + 1;
 
- 		auto hexes = closestStack->getSurroundingHexes();
 
- 		for(auto hex : hexes)
 
- 		{
 
- 			// FIXME: provide distance info for Jousting bonus
 
- 			auto bai = BattleAttackInfo(activeStack, closestStack, 0, cb->battleCanShoot(activeStack));
 
- 			auto attack = AttackPossibility::evaluate(bai, hex, hb);
 
- 			attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
 
- 			auto score = calculateExchange(attack, targets, hb) / turnsToRich;
 
- 			if(result.score < score)
 
- 			{
 
- 				result.score = score;
 
- 				result.positions = closestStack->getAttackableHexes(activeStack);
 
- 			}
 
- 		}
 
- 	}
 
- 	return result;
 
- }
 
- std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
 
- {
 
- 	std::queue<const battle::Unit *> queue;
 
- 	std::vector<const battle::Unit *> checkedStacks;
 
- 	queue.push(blockerUnit);
 
- 	while(!queue.empty())
 
- 	{
 
- 		auto stack = queue.front();
 
- 		queue.pop();
 
- 		checkedStacks.push_back(stack);
 
- 		auto hexes = stack->getSurroundingHexes();
 
- 		for(auto hex : hexes)
 
- 		{
 
- 			auto neighbor = cb->battleGetStackByPos(hex);
 
- 			if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
 
- 			{
 
- 				queue.push(neighbor);
 
- 				checkedStacks.push_back(neighbor);
 
- 			}
 
- 		}
 
- 	}
 
- 	return checkedStacks;
 
- }
 
- std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
 
- 	const AttackPossibility & ap,
 
- 	PotentialTargets & targets,
 
- 	HypotheticBattle & hb)
 
- {
 
- 	auto hexes = ap.attack.defender->getHexes();
 
- 	if(!ap.attack.shooting) hexes.push_back(ap.from);
 
- 	std::vector<const battle::Unit *> exchangeUnits;
 
- 	std::vector<const battle::Unit *> allReachableUnits;
 
- 	for(auto hex : hexes)
 
- 	{
 
- 		vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
 
- 	}
 
- 	vstd::removeDuplicates(allReachableUnits);
 
- 	auto copy = allReachableUnits;
 
- 	for(auto unit : copy)
 
- 	{
 
- 		for(auto adjacentUnit : getAdjacentUnits(unit))
 
- 		{
 
- 			auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
 
- 			if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
 
- 				&& !vstd::contains(allReachableUnits, unitWithBonuses))
 
- 			{
 
- 				allReachableUnits.push_back(unitWithBonuses);
 
- 			}
 
- 		}
 
- 	}
 
- 	vstd::removeDuplicates(allReachableUnits);
 
- 	if(!vstd::contains(allReachableUnits, ap.attack.attacker))
 
- 	{
 
- 		allReachableUnits.push_back(ap.attack.attacker);
 
- 	}
 
- 	if(allReachableUnits.size() < 2)
 
- 	{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 		logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
 
- #endif
 
- 		return exchangeUnits;
 
- 	}
 
- 	for(int turn = 0; turn < turnOrder.size(); turn++)
 
- 	{
 
- 		for(auto unit : turnOrder[turn])
 
- 		{
 
- 			if(vstd::contains(allReachableUnits, unit))
 
- 				exchangeUnits.push_back(unit);
 
- 		}
 
- 	}
 
- 	return exchangeUnits;
 
- }
 
- int64_t BattleExchangeEvaluator::calculateExchange(
 
- 	const AttackPossibility & ap,
 
- 	PotentialTargets & targets,
 
- 	HypotheticBattle & hb)
 
- {
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 	logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
 
- #endif
 
- 	std::vector<const battle::Unit *> ourStacks;
 
- 	std::vector<const battle::Unit *> enemyStacks;
 
- 	enemyStacks.push_back(ap.attack.defender);
 
- 	std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
 
- 	if(exchangeUnits.empty())
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	HypotheticBattle exchangeBattle(env.get(), cb);
 
- 	BattleExchangeVariant v;
 
- 	auto melleeAttackers = ourStacks;
 
- 	vstd::removeDuplicates(melleeAttackers);
 
- 	vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
 
- 		{
 
- 			return !cb->battleCanShoot(u);
 
- 		});
 
- 	for(auto unit : exchangeUnits)
 
- 	{
 
- 		bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
 
- 		auto & attackerQueue = isOur ? ourStacks : enemyStacks;
 
- 		if(!vstd::contains(attackerQueue, unit))
 
- 		{
 
- 			attackerQueue.push_back(unit);
 
- 		}
 
- 	}
 
- 	bool canUseAp = true;
 
- 	for(auto activeUnit : exchangeUnits)
 
- 	{
 
- 		bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
 
- 		battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
 
- 		battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
 
- 		auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
 
- 		if(!attacker->alive())
 
- 		{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 			logAi->trace(	"Attacker is dead");
 
- #endif
 
- 			continue;
 
- 		}
 
- 		auto targetUnit = ap.attack.defender;
 
- 		if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
 
- 		{
 
- 			auto estimateAttack = [&](const battle::Unit * u) -> int64_t
 
- 			{
 
- 				auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
 
- 				auto score = v.trackAttack(
 
- 					attacker,
 
- 					stackWithBonuses,
 
- 					exchangeBattle.battleCanShoot(stackWithBonuses.get()),
 
- 					isOur,
 
- 					*cb,
 
- 					true);
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 				logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
 
- #endif
 
- 				return score;
 
- 			};
 
- 			if(!oppositeQueue.empty())
 
- 			{
 
- 				targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
 
- 			}
 
- 			else
 
- 			{
 
- 				auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
 
- 					{
 
- 						if(!u->alive() || u->unitSide() == attacker->unitSide())
 
- 							return false;
 
- 						return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
 
- 							{
 
- 								return attacker->unitId() == other->unitId();
 
- 							});
 
- 					});
 
- 				if(!reachable.empty())
 
- 				{
 
- 					targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
 
- 				}
 
- 				else
 
- 				{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 					logAi->trace("Battle queue is empty and no reachable enemy.");
 
- #endif
 
- 					continue;
 
- 				}
 
- 			}
 
- 		}
 
- 		auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
 
- 		auto shooting = cb->battleCanShoot(attacker.get());
 
- 		const int totalAttacks = attacker->getTotalAttacks(shooting);
 
- 		if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
 
- 		{
 
- 			v.trackAttack(ap, exchangeBattle);
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int i = 0; i < totalAttacks; i++)
 
- 			{
 
- 				v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
 
- 				if(!attacker->alive() || !defender->alive())
 
- 					break;
 
- 			}
 
- 		}
 
- 		canUseAp = false;
 
- 		vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
 
- 			{
 
- 				return !exchangeBattle.getForUpdate(u->unitId())->alive();
 
- 			});
 
- 		vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
 
- 			{
 
- 				return !exchangeBattle.getForUpdate(u->unitId())->alive();
 
- 			});
 
- 	}
 
- 	// avoid blocking path for stronger stack by weaker stack
 
- 	// the method checks if all stacks can be placed around enemy
 
- 	v.adjustPositions(melleeAttackers, ap, reachabilityMap);
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 	logAi->trace("Exchange score: %lld", v.getScore());
 
- #endif
 
- 	return v.getScore();
 
- }
 
- void BattleExchangeVariant::adjustPositions(
 
- 	std::vector<const battle::Unit*> attackers,
 
- 	const AttackPossibility & ap,
 
- 	std::map<BattleHex, battle::Units> & reachabilityMap)
 
- {
 
- 	auto hexes = ap.attack.defender->getSurroundingHexes();
 
- 	boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
 
- 		{
 
- 			if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
 
- 				return true;
 
- 			if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
 
- 				return false;
 
- 			return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
 
- 		});
 
- 	if(!ap.attack.shooting)
 
- 	{
 
- 		vstd::erase_if_present(hexes, ap.from);
 
- 		vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
 
- 	}
 
- 	int64_t notRealizedDamage = 0;
 
- 	for(auto unit : attackers)
 
- 	{
 
- 		if(unit->unitId() == ap.attack.attacker->unitId())
 
- 			continue;
 
- 		if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
 
- 			{
 
- 				return vstd::contains(reachabilityMap[h], unit);
 
- 			}))
 
- 		{
 
- 			notRealizedDamage += attackerValue[unit->unitId()].value;
 
- 			continue;
 
- 		}
 
- 		auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
 
- 			{
 
- 				auto score = vstd::contains(reachabilityMap[h], unit)
 
- 					? reachabilityMap[h].size()
 
- 					: 0;
 
- 				if(unit->doubleWide())
 
- 				{
 
- 					auto backHex = unit->occupiedHex(h);
 
- 					if(vstd::contains(hexes, backHex))
 
- 						score += reachabilityMap[backHex].size();
 
- 				}
 
- 				return score;
 
- 			});
 
- 		hexes.erase(desiredPosition);
 
- 	}
 
- 	if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
 
- 	{
 
- 		dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
 
- 	}
 
- }
 
- void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
 
- {
 
- 	const int TURN_DEPTH = 2;
 
- 	turnOrder.clear();
 
- 	
 
- 	hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
 
- 	reachabilityMap.clear();
 
- 	for(int turn = 0; turn < turnOrder.size(); turn++)
 
- 	{
 
- 		auto & turnQueue = turnOrder[turn];
 
- 		HypotheticBattle turnBattle(env.get(), cb);
 
- 		for(const battle::Unit * unit : turnQueue)
 
- 		{
 
- 			if(turnBattle.battleCanShoot(unit))
 
- 			{
 
- 				for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
 
- 				{
 
- 					reachabilityMap[hex].push_back(unit);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			auto unitReachability = turnBattle.getReachability(unit);
 
- 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
 
- 			{
 
- 				bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
 
- 				if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
 
- 				{
 
- 					const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
 
- 					if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
 
- 					{
 
- 						for(BattleHex neighbor : hex.neighbouringTiles())
 
- 						{
 
- 							reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
 
- 							if(reachable) break;
 
- 						}
 
- 					}
 
- 				}
 
- 				if(reachable)
 
- 				{
 
- 					reachabilityMap[hex].push_back(unit);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- // avoid blocking path for stronger stack by weaker stack
 
- bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
 
- {
 
- 	const int BLOCKING_THRESHOLD = 70;
 
- 	const int BLOCKING_OWN_ATTACK_PENALTY = 100;
 
- 	const int BLOCKING_OWN_MOVE_PENALTY = 1;
 
- 	float blockingScore = 0;
 
- 	auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
 
- 	for(int turn = 0; turn < turnOrder.size(); turn++)
 
- 	{
 
- 		auto & turnQueue = turnOrder[turn];
 
- 		HypotheticBattle turnBattle(env.get(), cb);
 
- 		auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
 
- 		unitToUpdate->setPosition(position);
 
- 		for(const battle::Unit * unit : turnQueue)
 
- 		{
 
- 			if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
 
- 				continue;
 
- 			auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
 
- 			auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
 
- 			auto unitReachability = turnBattle.getReachability(unit);
 
- 			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
 
- 			{
 
- 				bool enemyUnit = false;
 
- 				bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
 
- 				if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
 
- 				{
 
- 					const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
 
- 					if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
 
- 					{
 
- 						enemyUnit = true;
 
- 						for(BattleHex neighbor : hex.neighbouringTiles())
 
- 						{
 
- 							reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
 
- 							if(reachable) break;
 
- 						}
 
- 					}
 
- 				}
 
- 				if(!reachable && vstd::contains(reachabilityMap[hex], unit))
 
- 				{
 
- 					blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 	logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
 
- #endif
 
- 	return blockingScore > BLOCKING_THRESHOLD;
 
- }
 
 
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