BattleEvaluator.cpp 25 KB

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  1. /*
  2. * BattleAI.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 "BattleEvaluator.h"
  12. #include "BattleExchangeVariant.h"
  13. #include "StackWithBonuses.h"
  14. #include "EnemyInfo.h"
  15. #include "tbb/parallel_for.h"
  16. #include "../../lib/CStopWatch.h"
  17. #include "../../lib/CThreadHelper.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/entities/building/TownFortifications.h"
  20. #include "../../lib/spells/CSpellHandler.h"
  21. #include "../../lib/spells/ISpellMechanics.h"
  22. #include "../../lib/battle/BattleStateInfoForRetreat.h"
  23. #include "../../lib/battle/CObstacleInstance.h"
  24. #include "../../lib/battle/BattleAction.h"
  25. #include "../../lib/CRandomGenerator.h"
  26. // TODO: remove
  27. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  28. // CUnitState should be private and CStack should be removed completely
  29. #include "../../lib/CStack.h"
  30. #define LOGL(text) print(text)
  31. #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
  32. enum class SpellTypes
  33. {
  34. ADVENTURE, BATTLE, OTHER
  35. };
  36. SpellTypes spellType(const CSpell * spell)
  37. {
  38. if(!spell->isCombat() || spell->isCreatureAbility())
  39. return SpellTypes::OTHER;
  40. if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
  41. return SpellTypes::BATTLE;
  42. return SpellTypes::OTHER;
  43. }
  44. BattleEvaluator::BattleEvaluator(
  45. std::shared_ptr<Environment> env,
  46. std::shared_ptr<CBattleCallback> cb,
  47. const battle::Unit * activeStack,
  48. PlayerColor playerID,
  49. BattleID battleID,
  50. BattleSide side,
  51. float strengthRatio,
  52. int simulationTurnsCount)
  53. :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
  54. cachedAttack(), playerID(playerID), side(side), env(env),
  55. cb(cb), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
  56. {
  57. hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  58. damageCache.buildDamageCache(hb, side);
  59. targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
  60. }
  61. BattleEvaluator::BattleEvaluator(
  62. std::shared_ptr<Environment> env,
  63. std::shared_ptr<CBattleCallback> cb,
  64. std::shared_ptr<HypotheticBattle> hb,
  65. DamageCache & damageCache,
  66. const battle::Unit * activeStack,
  67. PlayerColor playerID,
  68. BattleID battleID,
  69. BattleSide side,
  70. float strengthRatio,
  71. int simulationTurnsCount)
  72. :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
  73. cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb),
  74. damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
  75. {
  76. targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
  77. }
  78. std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
  79. {
  80. std::vector<BattleHex> result;
  81. for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
  82. {
  83. auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
  84. if(state != EWallState::DESTROYED)
  85. continue;
  86. auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
  87. auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
  88. result.push_back(moatHex);
  89. moatHex = moatHex.cloneInDirection(BattleHex::LEFT);
  90. auto obstaclesSecondRow = cb->getBattle(battleID)->battleGetAllObstaclesOnPos(moatHex, false);
  91. for(auto obstacle : obstaclesSecondRow)
  92. {
  93. if(obstacle->obstacleType == CObstacleInstance::EObstacleType::MOAT)
  94. {
  95. result.push_back(moatHex);
  96. break;
  97. }
  98. }
  99. }
  100. return result;
  101. }
  102. std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
  103. {
  104. //TODO: faerie dragon type spell should be selected by server
  105. SpellID creatureSpellToCast = cb->getBattle(battleID)->getRandomCastedSpell(CRandomGenerator::getDefault(), stack);
  106. if(stack->canCast() && creatureSpellToCast != SpellID::NONE)
  107. {
  108. const CSpell * spell = creatureSpellToCast.toSpell();
  109. if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
  110. {
  111. std::vector<PossibleSpellcast> possibleCasts;
  112. spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
  113. for(auto & target : temp.findPotentialTargets())
  114. {
  115. PossibleSpellcast ps;
  116. ps.dest = target;
  117. ps.spell = spell;
  118. evaluateCreatureSpellcast(stack, ps);
  119. possibleCasts.push_back(ps);
  120. }
  121. std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
  122. if(!possibleCasts.empty() && possibleCasts.front().value > 0)
  123. {
  124. return possibleCasts.front();
  125. }
  126. }
  127. }
  128. return std::nullopt;
  129. }
  130. BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
  131. {
  132. #if BATTLE_TRACE_LEVEL >= 1
  133. logAi->trace("Select stack action");
  134. #endif
  135. //evaluate casting spell for spellcasting stack
  136. std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
  137. auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
  138. float score = EvaluationResult::INEFFECTIVE_SCORE;
  139. if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
  140. {
  141. activeActionMade = true;
  142. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  143. }
  144. if(!targets->possibleAttacks.empty())
  145. {
  146. #if BATTLE_TRACE_LEVEL>=1
  147. logAi->trace("Evaluating attack for %s", stack->getDescription());
  148. #endif
  149. auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
  150. auto & bestAttack = evaluationResult.bestAttack;
  151. cachedAttack.ap = bestAttack;
  152. cachedAttack.score = evaluationResult.score;
  153. cachedAttack.turn = 0;
  154. cachedAttack.waited = evaluationResult.wait;
  155. //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
  156. if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
  157. {
  158. // return because spellcast value is damage dealt and score is dps reduce
  159. activeActionMade = true;
  160. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  161. }
  162. if(evaluationResult.score > score)
  163. {
  164. score = evaluationResult.score;
  165. logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%2f -%2f = %2f",
  166. bestAttack.attackerState->unitType()->getJsonKey(),
  167. bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
  168. bestAttack.affectedUnits[0]->getCount(),
  169. (int)bestAttack.from,
  170. (int)bestAttack.attack.attacker->getPosition().hex,
  171. bestAttack.attack.chargeDistance,
  172. bestAttack.attack.attacker->getMovementRange(0),
  173. bestAttack.defenderDamageReduce,
  174. bestAttack.attackerDamageReduce,
  175. score
  176. );
  177. if (moveTarget.score <= score)
  178. {
  179. if(evaluationResult.wait)
  180. {
  181. return BattleAction::makeWait(stack);
  182. }
  183. else if(bestAttack.attack.shooting)
  184. {
  185. activeActionMade = true;
  186. return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
  187. }
  188. else
  189. {
  190. if(bestAttack.collateralDamageReduce
  191. && bestAttack.collateralDamageReduce >= bestAttack.defenderDamageReduce / 2
  192. && score < 0)
  193. {
  194. return BattleAction::makeDefend(stack);
  195. }
  196. else
  197. {
  198. activeActionMade = true;
  199. return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defenderPos, bestAttack.from);
  200. }
  201. }
  202. }
  203. }
  204. }
  205. //ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
  206. if(moveTarget.score > score)
  207. {
  208. score = moveTarget.score;
  209. cachedAttack.ap = moveTarget.cachedAttack;
  210. cachedAttack.score = score;
  211. cachedAttack.turn = moveTarget.turnsToRich;
  212. if(stack->waited())
  213. {
  214. logAi->debug(
  215. "Moving %s towards hex %s[%d], score: %2f",
  216. stack->getDescription(),
  217. moveTarget.cachedAttack->attack.defender->getDescription(),
  218. moveTarget.cachedAttack->attack.defender->getPosition().hex,
  219. moveTarget.score);
  220. return goTowardsNearest(stack, moveTarget.positions, *targets);
  221. }
  222. else
  223. {
  224. cachedAttack.waited = true;
  225. return BattleAction::makeWait(stack);
  226. }
  227. }
  228. if(score <= EvaluationResult::INEFFECTIVE_SCORE
  229. && !stack->hasBonusOfType(BonusType::FLYING)
  230. && stack->unitSide() == BattleSide::ATTACKER
  231. && cb->getBattle(battleID)->battleGetFortifications().hasMoat)
  232. {
  233. auto brokenWallMoat = getBrokenWallMoatHexes();
  234. if(brokenWallMoat.size())
  235. {
  236. activeActionMade = true;
  237. if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
  238. return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
  239. else
  240. return goTowardsNearest(stack, brokenWallMoat, *targets);
  241. }
  242. }
  243. return stack->waited() ? BattleAction::makeDefend(stack) : BattleAction::makeWait(stack);
  244. }
  245. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
  246. {
  247. auto end = std::chrono::high_resolution_clock::now();
  248. return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
  249. }
  250. BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets)
  251. {
  252. auto additionalScore = 0;
  253. std::optional<AttackPossibility> attackOnTheWay;
  254. for(auto & target : targets.possibleAttacks)
  255. {
  256. if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
  257. {
  258. additionalScore = target.attackValue();
  259. attackOnTheWay = target;
  260. }
  261. }
  262. if(attackOnTheWay)
  263. {
  264. activeActionMade = true;
  265. return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
  266. }
  267. else
  268. {
  269. return BattleAction::makeMove(stack, hex);
  270. }
  271. }
  272. BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets)
  273. {
  274. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  275. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  276. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  277. {
  278. return BattleAction::makeDefend(stack);
  279. }
  280. std::vector<BattleHex> targetHexes = hexes;
  281. vstd::erase_if(targetHexes, [](const BattleHex & hex) { return !hex.isValid(); });
  282. std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  283. {
  284. return reachability.distances[h1] < reachability.distances[h2];
  285. });
  286. BattleHex bestNeighbor = targetHexes.front();
  287. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  288. {
  289. logAi->trace("No richable hexes.");
  290. return BattleAction::makeDefend(stack);
  291. }
  292. // this turn
  293. for(auto hex : targetHexes)
  294. {
  295. if(vstd::contains(avHexes, hex))
  296. {
  297. return moveOrAttack(stack, hex, targets);
  298. }
  299. if(stack->coversPos(hex))
  300. {
  301. logAi->warn("Warning: already standing on neighbouring hex!");
  302. //We shouldn't even be here...
  303. return BattleAction::makeDefend(stack);
  304. }
  305. }
  306. // not this turn
  307. scoreEvaluator.updateReachabilityMap(hb);
  308. if(stack->hasBonusOfType(BonusType::FLYING))
  309. {
  310. std::set<BattleHex> obstacleHexes;
  311. auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
  312. auto affectedHexes = spellObst.getAffectedTiles();
  313. obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
  314. };
  315. const auto & obstacles = hb->battleGetAllObstacles();
  316. for (const auto & obst: obstacles) {
  317. if(obst->triggersEffects())
  318. {
  319. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  320. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  321. if(triggerIsNegative)
  322. insertAffected(*obst, obstacleHexes);
  323. }
  324. }
  325. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  326. // We just check all available hexes and pick the one closest to the target.
  327. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  328. {
  329. const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
  330. const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
  331. auto distance = BattleHex::getDistance(bestNeighbor, hex);
  332. if(vstd::contains(obstacleHexes, hex))
  333. distance += NEGATIVE_OBSTACLE_PENALTY;
  334. return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
  335. });
  336. return moveOrAttack(stack, *nearestAvailableHex, targets);
  337. }
  338. else
  339. {
  340. BattleHex currentDest = bestNeighbor;
  341. while(true)
  342. {
  343. if(!currentDest.isValid())
  344. {
  345. return BattleAction::makeDefend(stack);
  346. }
  347. if(vstd::contains(avHexes, currentDest)
  348. && !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
  349. {
  350. return moveOrAttack(stack, currentDest, targets);
  351. }
  352. currentDest = reachability.predecessors[currentDest];
  353. }
  354. }
  355. logAi->error("We should either detect that hexes are unreachable or make a move!");
  356. return BattleAction::makeDefend(stack);
  357. }
  358. bool BattleEvaluator::canCastSpell()
  359. {
  360. auto hero = cb->getBattle(battleID)->battleGetMyHero();
  361. if(!hero)
  362. return false;
  363. return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
  364. }
  365. bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
  366. {
  367. auto hero = cb->getBattle(battleID)->battleGetMyHero();
  368. if(!hero)
  369. return false;
  370. LOGL("Casting spells sounds like fun. Let's see...");
  371. //Get all spells we can cast
  372. std::vector<const CSpell*> possibleSpells;
  373. for (auto const & s : VLC->spellh->objects)
  374. if (s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero))
  375. possibleSpells.push_back(s.get());
  376. LOGFL("I can cast %d spells.", possibleSpells.size());
  377. vstd::erase_if(possibleSpells, [](const CSpell *s)
  378. {
  379. return spellType(s) != SpellTypes::BATTLE;
  380. });
  381. LOGFL("I know how %d of them works.", possibleSpells.size());
  382. //Get possible spell-target pairs
  383. std::vector<PossibleSpellcast> possibleCasts;
  384. for(auto spell : possibleSpells)
  385. {
  386. spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
  387. const bool FAST = true;
  388. for(auto & target : temp.findPotentialTargets(FAST))
  389. {
  390. PossibleSpellcast ps;
  391. ps.dest = target;
  392. ps.spell = spell;
  393. possibleCasts.push_back(ps);
  394. }
  395. }
  396. LOGFL("Found %d spell-target combinations.", possibleCasts.size());
  397. if(possibleCasts.empty())
  398. return false;
  399. using ValueMap = PossibleSpellcast::ValueMap;
  400. auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
  401. {
  402. bool firstRound = true;
  403. bool enemyHadTurn = false;
  404. size_t ourTurnSpan = 0;
  405. bool stop = false;
  406. for(auto & round : queue)
  407. {
  408. if(!firstRound)
  409. state->nextRound();
  410. for(auto unit : round)
  411. {
  412. if(!vstd::contains(values, unit->unitId()))
  413. values[unit->unitId()] = 0;
  414. if(!unit->alive())
  415. continue;
  416. if(state->battleGetOwner(unit) != playerID)
  417. {
  418. enemyHadTurn = true;
  419. if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
  420. {
  421. //enemy could counter our spell at this point
  422. //anyway, we do not know what enemy will do
  423. //just stop evaluation
  424. stop = true;
  425. break;
  426. }
  427. }
  428. else if(!enemyHadTurn)
  429. {
  430. ourTurnSpan++;
  431. }
  432. state->nextTurn(unit->unitId());
  433. PotentialTargets potentialTargets(unit, damageCache, state);
  434. if(!potentialTargets.possibleAttacks.empty())
  435. {
  436. AttackPossibility attackPossibility = potentialTargets.bestAction();
  437. auto stackWithBonuses = state->getForUpdate(unit->unitId());
  438. *stackWithBonuses = *attackPossibility.attackerState;
  439. if(attackPossibility.defenderDamageReduce > 0)
  440. {
  441. stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
  442. stackWithBonuses->removeUnitBonus(Bonus::UntilOwnAttack);
  443. }
  444. if(attackPossibility.attackerDamageReduce > 0)
  445. stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
  446. for(auto affected : attackPossibility.affectedUnits)
  447. {
  448. stackWithBonuses = state->getForUpdate(affected->unitId());
  449. *stackWithBonuses = *affected;
  450. if(attackPossibility.defenderDamageReduce > 0)
  451. stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
  452. if(attackPossibility.attackerDamageReduce > 0 && attackPossibility.attack.defender->unitId() == affected->unitId())
  453. stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
  454. }
  455. }
  456. auto bav = potentialTargets.bestActionValue();
  457. //best action is from effective owner`s point if view, we need to convert to our point if view
  458. if(state->battleGetOwner(unit) != playerID)
  459. bav = -bav;
  460. values[unit->unitId()] += bav;
  461. }
  462. firstRound = false;
  463. if(stop)
  464. break;
  465. }
  466. if(enemyHadTurnOut)
  467. *enemyHadTurnOut = enemyHadTurn;
  468. return ourTurnSpan >= minTurnSpan;
  469. };
  470. ValueMap valueOfStack;
  471. ValueMap healthOfStack;
  472. TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
  473. size_t ourRemainingTurns = 0;
  474. for(auto unit : all)
  475. {
  476. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  477. valueOfStack[unit->unitId()] = 0;
  478. if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
  479. ourRemainingTurns++;
  480. }
  481. LOGFL("I have %d turns left in this round", ourRemainingTurns);
  482. const bool castNow = ourRemainingTurns <= 1;
  483. if(castNow)
  484. print("I should try to cast a spell now");
  485. else
  486. print("I could wait better moment to cast a spell");
  487. auto amount = all.size();
  488. std::vector<battle::Units> turnOrder;
  489. cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
  490. {
  491. bool enemyHadTurn = false;
  492. auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  493. evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
  494. if(!enemyHadTurn)
  495. {
  496. auto battleIsFinishedOpt = state->battleIsFinished();
  497. if(battleIsFinishedOpt)
  498. {
  499. print("No need to cast a spell. Battle will finish soon.");
  500. return false;
  501. }
  502. }
  503. }
  504. CStopWatch timer;
  505. #if BATTLE_TRACE_LEVEL >= 1
  506. tbb::blocked_range<size_t> r(0, possibleCasts.size());
  507. #else
  508. tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
  509. {
  510. #endif
  511. for(auto i = r.begin(); i != r.end(); i++)
  512. {
  513. auto & ps = possibleCasts[i];
  514. #if BATTLE_TRACE_LEVEL >= 1
  515. if(ps.dest.empty())
  516. logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
  517. else
  518. {
  519. auto psFirst = ps.dest.front();
  520. auto strWhere = psFirst.unitValue ? psFirst.unitValue->getDescription() : std::to_string(psFirst.hexValue.hex);
  521. logAi->trace("Evaluating %s at %s", ps.spell->getNameTranslated(), strWhere);
  522. }
  523. #endif
  524. auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  525. spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
  526. cast.castEval(state->getServerCallback(), ps.dest);
  527. auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return true; });
  528. auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
  529. {
  530. auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
  531. return !original || u->getMovementRange() != original->getMovementRange();
  532. });
  533. DamageCache safeCopy = damageCache;
  534. DamageCache innerCache(&safeCopy);
  535. innerCache.buildDamageCache(state, side);
  536. if(cachedAttack.ap && cachedAttack.waited)
  537. {
  538. state->makeWait(activeStack);
  539. }
  540. if(needFullEval || !cachedAttack.ap)
  541. {
  542. #if BATTLE_TRACE_LEVEL >= 1
  543. logAi->trace("Full evaluation is started due to stack speed affected.");
  544. #endif
  545. PotentialTargets innerTargets(activeStack, innerCache, state);
  546. BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio, simulationTurnsCount);
  547. innerEvaluator.updateReachabilityMap(state);
  548. auto moveTarget = innerEvaluator.findMoveTowardsUnreachable(activeStack, innerTargets, innerCache, state);
  549. if(!innerTargets.possibleAttacks.empty())
  550. {
  551. auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
  552. ps.value = std::max(moveTarget.score, newStackAction.score);
  553. }
  554. else
  555. {
  556. ps.value = moveTarget.score;
  557. }
  558. }
  559. else
  560. {
  561. auto updatedAttacker = state->getForUpdate(cachedAttack.ap->attack.attacker->unitId());
  562. auto updatedDefender = state->getForUpdate(cachedAttack.ap->attack.defender->unitId());
  563. auto updatedBai = BattleAttackInfo(
  564. updatedAttacker.get(),
  565. updatedDefender.get(),
  566. cachedAttack.ap->attack.chargeDistance,
  567. cachedAttack.ap->attack.shooting);
  568. auto updatedAttack = AttackPossibility::evaluate(updatedBai, cachedAttack.ap->from, innerCache, state);
  569. ps.value = scoreEvaluator.evaluateExchange(updatedAttack, cachedAttack.turn, *targets, innerCache, state);
  570. }
  571. for(const auto & unit : allUnits)
  572. {
  573. if(!unit->isValidTarget(true))
  574. continue;
  575. auto newHealth = unit->getAvailableHealth();
  576. auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0); // old health value may not exist for newly summoned units
  577. if(oldHealth != newHealth)
  578. {
  579. auto damage = std::abs(oldHealth - newHealth);
  580. auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
  581. auto dpsReduce = AttackPossibility::calculateDamageReduce(
  582. nullptr,
  583. originalDefender && originalDefender->alive() ? originalDefender : unit,
  584. damage,
  585. innerCache,
  586. state);
  587. auto ourUnit = unit->unitSide() == side ? 1 : -1;
  588. auto goodEffect = newHealth > oldHealth ? 1 : -1;
  589. if(ourUnit * goodEffect == 1)
  590. {
  591. auto isMagical = state->getForUpdate(unit->unitId())->summoned
  592. || unit->isClone()
  593. || unit->isGhost();
  594. if(ourUnit && goodEffect && isMagical)
  595. continue;
  596. ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
  597. }
  598. else
  599. // discourage AI making collateral damage with spells
  600. ps.value -= 4 * dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
  601. #if BATTLE_TRACE_LEVEL >= 1
  602. logAi->trace(
  603. "Spell affects %s (%d), dps: %2f",
  604. unit->creatureId().toCreature()->getNameSingularTranslated(),
  605. unit->getCount(),
  606. dpsReduce);
  607. #endif
  608. }
  609. }
  610. #if BATTLE_TRACE_LEVEL >= 1
  611. logAi->trace("Total score: %2f", ps.value);
  612. #endif
  613. }
  614. #if BATTLE_TRACE_LEVEL == 0
  615. });
  616. #endif
  617. LOGFL("Evaluation took %d ms", timer.getDiff());
  618. auto castToPerform = *vstd::maxElementByFun(possibleCasts, [](const PossibleSpellcast & ps) -> float
  619. {
  620. return ps.value;
  621. });
  622. if(castToPerform.value > cachedAttack.score && !vstd::isAlmostEqual(castToPerform.value, cachedAttack.score))
  623. {
  624. LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
  625. BattleAction spellcast;
  626. spellcast.actionType = EActionType::HERO_SPELL;
  627. spellcast.spell = castToPerform.spell->id;
  628. spellcast.setTarget(castToPerform.dest);
  629. spellcast.side = side;
  630. spellcast.stackNumber = -1;
  631. cb->battleMakeSpellAction(battleID, spellcast);
  632. activeActionMade = true;
  633. return true;
  634. }
  635. LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
  636. return false;
  637. }
  638. //Below method works only for offensive spells
  639. void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
  640. {
  641. using ValueMap = PossibleSpellcast::ValueMap;
  642. RNGStub rngStub;
  643. HypotheticBattle state(env.get(), cb->getBattle(battleID));
  644. TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
  645. ValueMap healthOfStack;
  646. ValueMap newHealthOfStack;
  647. for(auto unit : all)
  648. {
  649. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  650. }
  651. spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
  652. cast.castEval(state.getServerCallback(), ps.dest);
  653. for(auto unit : all)
  654. {
  655. auto unitId = unit->unitId();
  656. auto localUnit = state.battleGetUnitByID(unitId);
  657. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  658. }
  659. int64_t totalGain = 0;
  660. for(auto unit : all)
  661. {
  662. auto unitId = unit->unitId();
  663. auto localUnit = state.battleGetUnitByID(unitId);
  664. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  665. if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
  666. healthDiff = -healthDiff;
  667. if(healthDiff < 0)
  668. {
  669. ps.value = -1;
  670. return; //do not damage own units at all
  671. }
  672. totalGain += healthDiff;
  673. }
  674. ps.value = totalGain;
  675. }
  676. void BattleEvaluator::print(const std::string & text) const
  677. {
  678. logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
  679. }