AttackPossibility.cpp 16 KB

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  1. /*
  2. * AttackPossibility.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 "AttackPossibility.h"
  12. #include "../../lib/CStack.h" // TODO: remove
  13. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  14. // CUnitState should be private and CStack should be removed completely
  15. #include "../../lib/spells/CSpellHandler.h"
  16. #include "../../lib/spells/ISpellMechanics.h"
  17. #include "../../lib/spells/ObstacleCasterProxy.h"
  18. #include "../../lib/battle/CObstacleInstance.h"
  19. uint64_t averageDmg(const DamageRange & range)
  20. {
  21. return (range.min + range.max) / 2;
  22. }
  23. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  24. {
  25. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  26. damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
  27. }
  28. void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  29. {
  30. for(const auto & obst : hb->battleGetAllObstacles(side))
  31. {
  32. auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
  33. if(!spellObstacle || !obst->triggersEffects())
  34. continue;
  35. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  36. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  37. if(!triggerIsNegative)
  38. continue;
  39. const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
  40. auto caster = spells::ObstacleCasterProxy(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  41. auto affectedHexes = obst->getAffectedTiles();
  42. auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->alive(); });
  43. for(auto stack : stacks)
  44. {
  45. std::shared_ptr<HypotheticBattle> inner = std::make_shared<HypotheticBattle>(hb->env, hb);
  46. auto cast = spells::BattleCast(hb.get(), &caster, spells::Mode::PASSIVE, obst->getTrigger().toSpell());
  47. auto updated = inner->getForUpdate(stack->unitId());
  48. spells::Target target;
  49. target.push_back(spells::Destination(updated.get()));
  50. cast.castEval(inner->getServerCallback(), target);
  51. auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
  52. for(auto hex : affectedHexes)
  53. {
  54. obstacleDamage[hex][stack->unitId()] = damageDealt;
  55. }
  56. }
  57. }
  58. }
  59. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  60. {
  61. if(parent == nullptr)
  62. {
  63. buildObstacleDamageCache(hb, side);
  64. }
  65. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  66. {
  67. return u->isValidTarget();
  68. });
  69. std::vector<const battle::Unit *> ourUnits;
  70. std::vector<const battle::Unit *> enemyUnits;
  71. for(auto stack : stacks)
  72. {
  73. if(stack->unitSide() == side)
  74. ourUnits.push_back(stack);
  75. else
  76. enemyUnits.push_back(stack);
  77. }
  78. for(auto ourUnit : ourUnits)
  79. {
  80. if(!ourUnit->alive())
  81. continue;
  82. for(auto enemyUnit : enemyUnits)
  83. {
  84. if(enemyUnit->alive())
  85. {
  86. cacheDamage(ourUnit, enemyUnit, hb);
  87. cacheDamage(enemyUnit, ourUnit, hb);
  88. }
  89. }
  90. }
  91. }
  92. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  93. {
  94. bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
  95. if (!wasComputedBefore)
  96. cacheDamage(attacker, defender, hb);
  97. return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  98. }
  99. int64_t DamageCache::getObstacleDamage(BattleHex hex, const battle::Unit * defender)
  100. {
  101. if(parent)
  102. return parent->getObstacleDamage(hex, defender);
  103. auto damages = obstacleDamage.find(hex);
  104. if(damages == obstacleDamage.end())
  105. return 0;
  106. auto damage = damages->second.find(defender->unitId());
  107. return damage == damages->second.end()
  108. ? 0
  109. : damage->second;
  110. }
  111. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  112. {
  113. if(parent)
  114. {
  115. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  116. if(attackerDamageMap != parent->damageCache.end())
  117. {
  118. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  119. if(targetDamage != attackerDamageMap->second.end())
  120. {
  121. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  122. }
  123. }
  124. }
  125. return getDamage(attacker, defender, hb);
  126. }
  127. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  128. : from(from), dest(dest), attack(attack)
  129. {
  130. this->attack.attackerPos = from;
  131. this->attack.defenderPos = dest;
  132. }
  133. float AttackPossibility::damageDiff() const
  134. {
  135. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  136. }
  137. float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  138. {
  139. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  140. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  141. }
  142. float AttackPossibility::attackValue() const
  143. {
  144. return damageDiff();
  145. }
  146. float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
  147. {
  148. float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
  149. float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
  150. float base = 0.666666f;
  151. // reduce from max to 0 must be 1.
  152. // 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
  153. // ********** 2 * base - ratioStart *********
  154. // * *
  155. // * height = ratioStart - ratioEnd *
  156. // * *
  157. // ******************** 2 * base - ratioEnd ******
  158. // S = (a + b) * h / 2
  159. return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
  160. }
  161. /// <summary>
  162. /// How enemy damage will be reduced by this attack
  163. /// Half bounty for kill, half for making damage equal to enemy health
  164. /// Bounty - the killed creature average damage calculated against attacker
  165. /// </summary>
  166. float AttackPossibility::calculateDamageReduce(
  167. const battle::Unit * attacker,
  168. const battle::Unit * defender,
  169. uint64_t damageDealt,
  170. DamageCache & damageCache,
  171. std::shared_ptr<CBattleInfoCallback> state)
  172. {
  173. const float HEALTH_BOUNTY = 0.5;
  174. const float KILL_BOUNTY = 0.5;
  175. // FIXME: provide distance info for Jousting bonus
  176. auto attackerUnitForMeasurement = attacker;
  177. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  178. {
  179. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  180. {
  181. return u->unitSide() != defender->unitSide()
  182. && !u->isTurret()
  183. && u->creatureId() != CreatureID::CATAPULT
  184. && u->creatureId() != CreatureID::BALLISTA
  185. && u->creatureId() != CreatureID::FIRST_AID_TENT
  186. && u->getCount();
  187. });
  188. if(ourUnits.empty())
  189. attackerUnitForMeasurement = defender;
  190. else
  191. attackerUnitForMeasurement = ourUnits.front();
  192. }
  193. auto maxHealth = defender->getMaxHealth();
  194. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  195. vstd::amin(damageDealt, availableHealth);
  196. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  197. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  198. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  199. auto exceedingDamage = (damageDealt % maxHealth);
  200. float hpValue = (damageDealt / maxHealth);
  201. if(defender->getFirstHPleft() >= exceedingDamage)
  202. {
  203. hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
  204. }
  205. else
  206. {
  207. hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
  208. hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
  209. }
  210. return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
  211. }
  212. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  213. const BattleAttackInfo & attackInfo,
  214. BattleHex hex,
  215. DamageCache & damageCache,
  216. std::shared_ptr<CBattleInfoCallback> state)
  217. {
  218. int64_t res = 0;
  219. if(attackInfo.shooting)
  220. return 0;
  221. std::set<uint32_t> checkedUnits;
  222. auto attacker = attackInfo.attacker;
  223. auto hexes = attacker->getSurroundingHexes(hex);
  224. for(BattleHex tile : hexes)
  225. {
  226. auto st = state->battleGetUnitByPos(tile, true);
  227. if(!st || !state->battleMatchOwner(st, attacker))
  228. continue;
  229. if(vstd::contains(checkedUnits, st->unitId()))
  230. continue;
  231. if(!state->battleCanShoot(st))
  232. continue;
  233. checkedUnits.insert(st->unitId());
  234. // FIXME: provide distance info for Jousting bonus
  235. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  236. rangeAttackInfo.defenderPos = hex;
  237. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  238. meleeAttackInfo.defenderPos = hex;
  239. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  240. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  241. auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
  242. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  243. res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
  244. }
  245. return res;
  246. }
  247. AttackPossibility AttackPossibility::evaluate(
  248. const BattleAttackInfo & attackInfo,
  249. BattleHex hex,
  250. DamageCache & damageCache,
  251. std::shared_ptr<CBattleInfoCallback> state)
  252. {
  253. auto attacker = attackInfo.attacker;
  254. auto defender = attackInfo.defender;
  255. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  256. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  257. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  258. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  259. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  260. std::vector<BattleHex> defenderHex;
  261. if(attackInfo.shooting)
  262. defenderHex.push_back(defender->getPosition());
  263. else
  264. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  265. for(BattleHex defHex : defenderHex)
  266. {
  267. if(defHex == hex) // should be impossible but check anyway
  268. continue;
  269. AttackPossibility ap(hex, defHex, attackInfo);
  270. ap.attackerState = attacker->acquireState();
  271. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  272. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  273. if (!attackInfo.shooting)
  274. ap.attackerState->setPosition(hex);
  275. std::vector<const battle::Unit *> defenderUnits;
  276. std::vector<const battle::Unit *> retaliatedUnits = {attacker};
  277. std::vector<const battle::Unit *> affectedUnits;
  278. if (attackInfo.shooting)
  279. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
  280. else
  281. {
  282. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
  283. retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
  284. // attacker can not melle-attack itself but still can hit that place where it was before moving
  285. vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
  286. if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
  287. {
  288. retaliatedUnits.push_back(attacker);
  289. }
  290. auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
  291. if(obstacleDamage > 0)
  292. {
  293. ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
  294. ap.attackerState->damage(obstacleDamage);
  295. }
  296. }
  297. // ensure the defender is also affected
  298. if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
  299. {
  300. defenderUnits.push_back(defender);
  301. }
  302. affectedUnits = defenderUnits;
  303. vstd::concatenate(affectedUnits, retaliatedUnits);
  304. logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex.hex, defHex.hex);
  305. std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
  306. for(auto u : affectedUnits)
  307. {
  308. if(u->unitId() == attacker->unitId())
  309. continue;
  310. auto defenderState = u->acquireState();
  311. ap.affectedUnits.push_back(defenderState);
  312. defenderStates[u->unitId()] = defenderState;
  313. }
  314. for(int i = 0; i < totalAttacks; i++)
  315. {
  316. if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
  317. break;
  318. for(auto u : defenderUnits)
  319. {
  320. auto defenderState = defenderStates.at(u->unitId());
  321. int64_t damageDealt;
  322. float defenderDamageReduce;
  323. float attackerDamageReduce;
  324. DamageEstimation retaliation;
  325. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  326. damageDealt = averageDmg(attackDmg.damage);
  327. vstd::amin(damageDealt, defenderState->getAvailableHealth());
  328. defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
  329. ap.attackerState->afterAttack(attackInfo.shooting, false);
  330. //FIXME: use ranged retaliation
  331. attackerDamageReduce = 0;
  332. if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  333. {
  334. for(auto retaliated : retaliatedUnits)
  335. {
  336. if(retaliated->unitId() == attacker->unitId())
  337. {
  338. int64_t damageReceived = averageDmg(retaliation.damage);
  339. vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
  340. attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  341. ap.attackerState->damage(damageReceived);
  342. }
  343. else
  344. {
  345. auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
  346. int64_t damageReceived = averageDmg(retaliationCollateral.damage);
  347. vstd::amin(damageReceived, retaliated->getAvailableHealth());
  348. if(defender->unitSide() == retaliated->unitSide())
  349. defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  350. else
  351. ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  352. defenderStates.at(retaliated->unitId())->damage(damageReceived);
  353. }
  354. }
  355. defenderState->afterAttack(attackInfo.shooting, true);
  356. }
  357. bool isEnemy = state->battleMatchOwner(attacker, u);
  358. // this includes enemy units as well as attacker units under enemy's mind control
  359. if(isEnemy)
  360. ap.defenderDamageReduce += defenderDamageReduce;
  361. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  362. if(attackerSide == u->unitSide())
  363. ap.collateralDamageReduce += defenderDamageReduce;
  364. if(u->unitId() == defender->unitId()
  365. || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  366. {
  367. //FIXME: handle RANGED_RETALIATION ?
  368. ap.attackerDamageReduce += attackerDamageReduce;
  369. }
  370. defenderState->damage(damageDealt);
  371. if(u->unitId() == defender->unitId())
  372. {
  373. ap.defenderDead = !defenderState->alive();
  374. }
  375. }
  376. }
  377. #if BATTLE_TRACE_LEVEL>=2
  378. logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  379. attackInfo.attacker->unitType()->getJsonKey(),
  380. attackInfo.defender->unitType()->getJsonKey(),
  381. (int)ap.dest, (int)ap.from, (int)ap.affectedUnits.size(),
  382. ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
  383. #endif
  384. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  385. bestAp = ap;
  386. }
  387. // check how much damage we gain from blocking enemy shooters on this hex
  388. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  389. #if BATTLE_TRACE_LEVEL>=1
  390. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  391. attackInfo.attacker->unitType()->getJsonKey(),
  392. attackInfo.defender->unitType()->getJsonKey(),
  393. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  394. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  395. #endif
  396. //TODO other damage related to attack (eg. fire shield and other abilities)
  397. return bestAp;
  398. }