| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779 | 
							- #include "StdInc.h"
 
- #include "../../lib/AI_Base.h"
 
- #include "BattleAI.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- using boost::optional;
 
- static std::shared_ptr<CBattleCallback> cbc;
 
- #define LOGL(text) print(text)
 
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
 
- struct Priorities
 
- {
 
- 	double manaValue;
 
- 	double generalResourceValueModifier;
 
- 	std::vector<double> resourceTypeBaseValues;
 
- 	std::function<double(const CStack *)> stackEvaluator;
 
- 	Priorities()
 
- 	{
 
- 		manaValue = 0.;
 
- 		generalResourceValueModifier = 1.;
 
- 		range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
 
- 		stackEvaluator = [](const CStack*){ return 1.0; };
 
- 	}
 
- };
 
- Priorities *priorities = nullptr;
 
- namespace {
 
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
 
- {
 
- 	int ret = 1000000;
 
- 	for(BattleHex n : hex.neighbouringTiles())
 
- 	{
 
- 		if(dists[n] >= 0 && dists[n] < ret)
 
- 		{
 
- 			ret = dists[n];
 
- 			if(chosenHex)
 
- 				*chosenHex = n;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
 
- {
 
- 	return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
 
- }
 
- }
 
- template <typename Container, typename Pred>
 
- auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
 
- {
 
- 	double ret = 0;
 
- 	for(const auto &element : c)
 
- 	{
 
- 		ret += p(element);
 
- 	}
 
- 	return ret;
 
- }
 
- CBattleAI::CBattleAI(void)
 
- 	: side(-1)
 
- {
 
- 	print("created");
 
- }
 
- CBattleAI::~CBattleAI(void)
 
- {
 
- 	print("destroyed");
 
- 	if(cb)
 
- 	{
 
- 		//Restore previous state of CB - it may be shared with the main AI (like VCAI)
 
- 		cb->waitTillRealize = wasWaitingForRealize;
 
- 		cb->unlockGsWhenWaiting = wasUnlockingGs;
 
- 	}
 
- }
 
- void CBattleAI::init(std::shared_ptr<CBattleCallback> CB)
 
- {
 
- 	print("init called, saving ptr to IBattleCallback");
 
- 	cbc = cb = CB;
 
- 	playerID = *CB->getPlayerID();; //TODO should be sth in callback
 
- 	wasWaitingForRealize = cb->waitTillRealize;
 
- 	wasUnlockingGs = CB->unlockGsWhenWaiting;
 
- 	CB->waitTillRealize = true;
 
- 	CB->unlockGsWhenWaiting = false;
 
- }
 
- static bool thereRemainsEnemy()
 
- {
 
- 	return !cbc->battleIsFinished();
 
- }
 
- BattleAction CBattleAI::activeStack( const CStack * stack )
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName())	;
 
- 	cbc = cb; //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
 
- 	try
 
- 	{
 
- 		print("activeStack called for " + stack->nodeName());
 
- 		if(stack->type->idNumber == CreatureID::CATAPULT)
 
- 			return useCatapult(stack);
 
- 		if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
 
- 		{
 
- 			auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
 
- 			std::map<int, const CStack*> woundHpToStack;
 
- 			for(auto stack : healingTargets)
 
- 				if(auto woundHp = stack->MaxHealth() - stack->firstHPleft)
 
- 					woundHpToStack[woundHp] = stack;
 
- 			if(woundHpToStack.empty())
 
- 				return BattleAction::makeDefend(stack);
 
- 			else
 
- 				return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
 
- 		}
 
- 		if(cb->battleCanCastSpell())
 
- 			attemptCastingSpell();
 
- 		if(!thereRemainsEnemy())
 
- 			return BattleAction();
 
- 		if(auto action = considerFleeingOrSurrendering())
 
- 			return *action;
 
- 		if(cb->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY).empty())
 
- 		{
 
- 			//We apparently won battle by casting spell, return defend... (accessing cb may cause trouble)
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 		PotentialTargets targets(stack);
 
- 		if(targets.possibleAttacks.size())
 
- 		{
 
- 			auto hlp = targets.bestAction();
 
- 			if(hlp.attack.shooting)
 
- 				return BattleAction::makeShotAttack(stack, hlp.enemy);
 
- 			else
 
- 				return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
 
- 		}
 
- 		else
 
- 		{
 
- 			if(stack->waited())
 
- 			{
 
- 				ThreatMap threatsToUs(stack);
 
- 				auto dists = cbc->battleGetDistances(stack);
 
- 				const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
 
- 				if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
 
- 				{
 
- 					return goTowards(stack, ei.s->position);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				return BattleAction::makeWait(stack);
 
- 			}
 
- 		}
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
 
- 	}
 
- 	return BattleAction::makeDefend(stack);
 
- }
 
- void CBattleAI::actionFinished(const BattleAction &action)
 
- {
 
- 	print("actionFinished called");
 
- }
 
- void CBattleAI::actionStarted(const BattleAction &action)
 
- {
 
- 	print("actionStarted called");
 
- }
 
- void CBattleAI::battleAttack(const BattleAttack *ba)
 
- {
 
- 	print("battleAttack called");
 
- }
 
- void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
 
- {
 
- 	print("battleStacksAttacked called");
 
- }
 
- void CBattleAI::battleEnd(const BattleResult *br)
 
- {
 
- 	print("battleEnd called");
 
- }
 
- void CBattleAI::battleNewRoundFirst(int round)
 
- {
 
- 	print("battleNewRoundFirst called");
 
- }
 
- void CBattleAI::battleNewRound(int round)
 
- {
 
- 	print("battleNewRound called");
 
- }
 
- void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
 
- {
 
- 	print("battleStackMoved called");;
 
- }
 
- void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
 
- {
 
- 	print("battleSpellCast called");
 
- }
 
- void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	print("battleStacksEffectsSet called");
 
- }
 
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
 
- {
 
- 	print("battleStart called");
 
- 	side = Side;
 
- }
 
- void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
 
- {
 
- 	print("battleStacksHealedRes called");
 
- }
 
- void CBattleAI::battleNewStackAppeared(const CStack * stack)
 
- {
 
- 	print("battleNewStackAppeared called");
 
- }
 
- void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
 
- {
 
- 	print("battleObstaclesRemoved called");
 
- }
 
- void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
 
- {
 
- 	print("battleCatapultAttacked called");
 
- }
 
- void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
 
- {
 
- 	print("battleStacksRemoved called");
 
- }
 
- void CBattleAI::print(const std::string &text) const
 
- {
 
- 	logAi->trace("CBattleAI [%p]: %s", this, text);
 
- }
 
- BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
 
- {
 
- 	assert(destination.isValid());
 
- 	auto avHexes = cb->battleGetAvailableHexes(stack, false);
 
- 	auto reachability = cb->getReachability(stack);
 
- 	if(vstd::contains(avHexes, destination))
 
- 		return BattleAction::makeMove(stack, destination);
 
- 	auto destNeighbours = destination.neighbouringTiles();
 
- 	if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
 
- 	{
 
- 		logAi->warn("Warning: already standing on neighbouring tile!");
 
- 		//We shouldn't even be here...
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
 
- 	if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
 
- 	{
 
- 		print("goTowards: Stack cannot move! That's " + stack->nodeName());
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	if(stack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		// 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 distToDestNeighbour = [&](BattleHex hex) -> int
 
- 		{
 
- 			auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
 
- 			{
 
- 				return BattleHex::getDistance(a, hex);
 
- 			});
 
- 			return BattleHex::getDistance(*nearestNeighbourToHex, hex);
 
- 		};
 
- 		auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
 
- 		return BattleAction::makeMove(stack, *nearestAvailableHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		BattleHex bestNeighbor = destination;
 
- 		if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
 
- 		{
 
- 			print("goTowards: Cannot reach");
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 		BattleHex currentDest = bestNeighbor;
 
- 		while(1)
 
- 		{
 
- 			assert(currentDest.isValid());
 
- 			if(vstd::contains(avHexes, currentDest))
 
- 				return BattleAction::makeMove(stack, currentDest);
 
- 			currentDest = reachability.predecessors[currentDest];
 
- 		}
 
- 	}
 
- }
 
- BattleAction CBattleAI::useCatapult(const CStack * stack)
 
- {
 
- 	throw std::runtime_error("The method or operation is not implemented.");
 
- }
 
- enum SpellTypes
 
- {
 
- 	OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
 
- };
 
- SpellTypes spellType(const CSpell *spell)
 
- {
 
- 	if (spell->isOffensiveSpell())
 
- 		return OFFENSIVE_SPELL;
 
- 	if (spell->hasEffects())
 
- 		return TIMED_EFFECT;
 
- 	return OTHER;
 
- }
 
- struct PossibleSpellcast
 
- {
 
- 	const CSpell *spell;
 
- 	BattleHex dest;
 
- };
 
- struct CurrentOffensivePotential
 
- {
 
- 	std::map<const CStack *, PotentialTargets> ourAttacks;
 
- 	std::map<const CStack *, PotentialTargets> enemyAttacks;
 
- 	CurrentOffensivePotential(ui8 side)
 
- 	{
 
- 		for(auto stack : cbc->battleGetStacks())
 
- 		{
 
- 			if(stack->attackerOwned == !side)
 
- 				ourAttacks[stack] = PotentialTargets(stack);
 
- 			else
 
- 				enemyAttacks[stack] = PotentialTargets(stack);
 
- 		}
 
- 	}
 
- 	int potentialValue()
 
- 	{
 
- 		int ourPotential = 0, enemyPotential = 0;
 
- 		for(auto &p : ourAttacks)
 
- 			ourPotential += p.second.bestAction().attackValue();
 
- 		for(auto &p : enemyAttacks)
 
- 			enemyPotential += p.second.bestAction().attackValue();
 
- 		return ourPotential - enemyPotential;
 
- 	}
 
- };
 
- //
 
- // //set has its own order, so remove_if won't work. TODO - reuse for map
 
- // template<typename Elem, typename Predicate>
 
- // void erase_if(std::set<Elem> &setContainer, Predicate pred)
 
- // {
 
- // 	auto itr = setContainer.begin();
 
- // 	auto endItr = setContainer.end();
 
- // 	while(itr != endItr)
 
- // 	{
 
- // 		auto tmpItr = itr++;
 
- // 		if(pred(*tmpItr))
 
- // 			setContainer.erase(tmpItr);
 
- // 	}
 
- // }
 
- void CBattleAI::attemptCastingSpell()
 
- {
 
- 	LOGL("Casting spells sounds like fun. Let's see...");
 
- 	auto hero = cb->battleGetMyHero();
 
- 	//auto known = cb->battleGetFightingHero(side);
 
- 	//Get all spells we can cast
 
- 	std::vector<const CSpell*> possibleSpells;
 
- 	vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
 
- 	{
 
- 		auto problem = cbc->battleCanCastThisSpell(s);
 
- 		return problem == ESpellCastProblem::OK;
 
- 	});
 
- 	LOGFL("I can cast %d spells.", possibleSpells.size());
 
- 	vstd::erase_if(possibleSpells, [](const CSpell *s)
 
- 	{return spellType(s) == OTHER; });
 
- 	LOGFL("I know about workings of %d of them.", possibleSpells.size());
 
- 	//Get possible spell-target pairs
 
- 	std::vector<PossibleSpellcast> possibleCasts;
 
- 	for(auto spell : possibleSpells)
 
- 	{
 
- 		for(auto hex : getTargetsToConsider(spell, hero))
 
- 		{
 
- 			PossibleSpellcast ps = {spell, hex};
 
- 			possibleCasts.push_back(ps);
 
- 		}
 
- 	}
 
- 	LOGFL("Found %d spell-target combinations.", possibleCasts.size());
 
- 	if(possibleCasts.empty())
 
- 		return;
 
- 	std::map<const CStack*, int> valueOfStack;
 
- 	for(auto stack : cb->battleGetStacks())
 
- 	{
 
- 		PotentialTargets pt(stack);
 
- 		valueOfStack[stack] = pt.bestActionValue();
 
- 	}
 
- 	auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
 
- 	{
 
- 		const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
 
- 		const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
- 		switch(spellType(ps.spell))
 
- 		{
 
- 		case OFFENSIVE_SPELL:
 
- 			{
 
- 				int damageDealt = 0, damageReceived = 0;
 
- 				auto stacksSuffering = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
 
- 				if(stacksSuffering.empty())
 
- 					return -1;
 
- 				for(auto stack : stacksSuffering)
 
- 				{
 
- 					const int dmg = ps.spell->calculateDamage(hero, stack, skillLevel, spellPower);
 
- 					if(stack->owner == playerID)
 
- 						damageReceived += dmg;
 
- 					else
 
- 						damageDealt += dmg;
 
- 				}
 
- 				const int damageDiff = damageDealt - damageReceived;
 
- 				LOGFL("Casting %s on hex %d would deal %d damage points among %d stacks.",
 
- 					ps.spell->name % ps.dest % damageDiff % stacksSuffering.size());
 
- 				//TODO tactic effect too
 
- 				return damageDiff;
 
- 			}
 
- 		case TIMED_EFFECT:
 
- 			{
 
- 				StackWithBonuses swb;
 
- 				swb.stack = cb->battleGetStackByPos(ps.dest);
 
- 				if(!swb.stack)
 
- 					return -1;
 
- 				Bonus pseudoBonus;
 
- 				pseudoBonus.sid = ps.spell->id;
 
- 				pseudoBonus.val = skillLevel;
 
- 				pseudoBonus.turnsRemain = 1; //TODO
 
- 				CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
 
- 				HypotheticChangesToBattleState state;
 
- 				state.bonusesOfStacks[swb.stack] = &swb;
 
- 				PotentialTargets pt(swb.stack, state);
 
- 				auto newValue = pt.bestActionValue();
 
- 				auto oldValue = valueOfStack[swb.stack];
 
- 				auto gain = newValue - oldValue;
 
- 				if(swb.stack->owner != playerID) //enemy
 
- 					gain = -gain;
 
- 				LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
 
- 					ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
 
- 				return gain;
 
- 			}
 
- 		default:
 
- 			assert(0);
 
- 			return 0;
 
- 		}
 
- 	};
 
- 	auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
 
- 	LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
 
- 	BattleAction spellcast;
 
- 	spellcast.actionType = Battle::HERO_SPELL;
 
- 	spellcast.additionalInfo = castToPerform.spell->id;
 
- 	spellcast.destinationTile = castToPerform.dest;
 
- 	spellcast.side = side;
 
- 	spellcast.stackNumber = (!side) ? -1 : -2;
 
- 	cb->battleMakeAction(&spellcast);
 
- }
 
- std::vector<BattleHex> CBattleAI::getTargetsToConsider(const CSpell * spell, const ISpellCaster * caster) const
 
- {
 
- 	const CSpell::TargetInfo targetInfo(spell, caster->getSpellSchoolLevel(spell));
 
- 	std::vector<BattleHex> ret;
 
- 	if(targetInfo.massive || targetInfo.type == CSpell::NO_TARGET)
 
- 	{
 
- 		ret.push_back(BattleHex());
 
- 	}
 
- 	else
 
- 	{
 
- 		switch(targetInfo.type)
 
- 		{
 
- 		case CSpell::CREATURE:
 
- 			{
 
- 				for(const CStack * stack : cbc->battleAliveStacks())
 
- 				{
 
- 					bool immune = ESpellCastProblem::OK != spell->isImmuneByStack(caster, stack);
 
- 					bool casterStack = stack->owner == caster->getOwner();
 
- 					if(!immune)
 
- 						switch (spell->positiveness)
 
- 						{
 
- 						case CSpell::POSITIVE:
 
- 							if(casterStack || targetInfo.smart)
 
- 								ret.push_back(stack->position);
 
- 							break;
 
- 						case CSpell::NEUTRAL:
 
- 							ret.push_back(stack->position);
 
- 							break;
 
- 						case CSpell::NEGATIVE:
 
- 							if(!casterStack || targetInfo.smart)
 
- 								ret.push_back(stack->position);
 
- 							break;
 
- 						}
 
- 				}
 
- 			}
 
- 			break;
 
- 		case CSpell::LOCATION:
 
- 			{
 
- 				for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 					if(BattleHex(i).isAvailable())
 
- 						ret.push_back(i);
 
- 			}
 
- 			break;
 
- 		default:
 
- 			break;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 
- {
 
- 	if(cb->battleCanSurrender(playerID))
 
- 	{
 
- 	}
 
- 	if(cb->battleCanFlee())
 
- 	{
 
- 	}
 
- 	return boost::none;
 
- }
 
- ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
 
- {
 
- 	sufferedDamage.fill(0);
 
- 	for(const CStack *enemy : cbc->battleGetStacks())
 
- 	{
 
- 		//Consider only stacks of different owner
 
- 		if(enemy->attackerOwned == endangered->attackerOwned)
 
- 			continue;
 
- 		//Look-up which tiles can be melee-attacked
 
- 		std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
 
- 		meleeAttackable.fill(false);
 
- 		auto enemyReachability = cbc->getReachability(enemy);
 
- 		for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 		{
 
- 			if(enemyReachability.isReachable(i))
 
- 			{
 
- 				meleeAttackable[i] = true;
 
- 				for(auto n : BattleHex(i).neighbouringTiles())
 
- 					meleeAttackable[n] = true;
 
- 			}
 
- 		}
 
- 		//Gather possible assaults
 
- 		for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 		{
 
- 			if(cbc->battleCanShoot(enemy, i))
 
- 				threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
 
- 			else if(meleeAttackable[i])
 
- 			{
 
- 				BattleAttackInfo bai(enemy, endangered, false);
 
- 				bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
 
- 				threatMap[i].push_back(BattleAttackInfo(bai));
 
- 			}
 
- 		}
 
- 	}
 
- 	for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 	{
 
- 		sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
 
- 		{
 
- 			auto dmg = cbc->calculateDmgRange(bai);
 
- 			return (dmg.first + dmg.second)/2;
 
- 		});
 
- 	}
 
- }
 
- const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root /*= nullptr*/, const std::string &cachingStr /*= ""*/) const
 
- {
 
- 	TBonusListPtr ret = std::make_shared<BonusList>();
 
- 	const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
 
- 	range::copy(*originalList, std::back_inserter(*ret));
 
- 	for(auto &bonus : bonusesToAdd)
 
- 	{
 
- 		if(selector(&bonus)  &&  (!limit || !limit(&bonus)))
 
- 			ret->push_back(&bonus);
 
- 	}
 
- 	//TODO limiters?
 
- 	return ret;
 
- }
 
- int AttackPossibility::damageDiff() const
 
- {
 
- 	if (!priorities)
 
- 		priorities = new Priorities;
 
- 	const auto dealtDmgValue = priorities->stackEvaluator(enemy) * damageDealt;
 
- 	const auto receivedDmgValue = priorities->stackEvaluator(attack.attacker) * damageReceived;
 
- 	return dealtDmgValue - receivedDmgValue;
 
- }
 
- int AttackPossibility::attackValue() const
 
- {
 
- 	return damageDiff() + tacticImpact;
 
- }
 
- AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex)
 
- {
 
- 	auto attacker = AttackInfo.attacker;
 
- 	auto enemy = AttackInfo.defender;
 
- 	const int remainingCounterAttacks = getValOr(state.counterAttacksLeft, enemy, enemy->counterAttacksRemaining());
 
- 	const bool counterAttacksBlocked = attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || enemy->hasBonusOfType(Bonus::NO_RETALIATION);
 
- 	const int totalAttacks = 1 + AttackInfo.attackerBonuses->getBonuses(Selector::type(Bonus::ADDITIONAL_ATTACK), (Selector::effectRange (Bonus::NO_LIMIT).Or(Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))))->totalValue();
 
- 	AttackPossibility ap = {enemy, hex, AttackInfo, 0, 0, 0};
 
- 	auto curBai = AttackInfo; //we'll modify here the stack counts
 
- 	for(int i  = 0; i < totalAttacks; i++)
 
- 	{
 
- 		std::pair<ui32, ui32> retaliation(0,0);
 
- 		auto attackDmg = cbc->battleEstimateDamage(curBai, &retaliation);
 
- 		ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
 
- 		ap.damageReceived = (retaliation.first + retaliation.second) / 2;
 
- 		if(remainingCounterAttacks <= i || counterAttacksBlocked)
 
- 			ap.damageReceived = 0;
 
- 		curBai.attackerCount = attacker->count - attacker->countKilledByAttack(ap.damageReceived).first;
 
- 		curBai.defenderCount = enemy->count - enemy->countKilledByAttack(ap.damageDealt).first;
 
- 		if(!curBai.attackerCount)
 
- 			break;
 
- 		//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
 
- 	}
 
- 	//TODO other damage related to attack (eg. fire shield and other abilities)
 
- 	//Limit damages by total stack health
 
- 	vstd::amin(ap.damageDealt, enemy->count * enemy->MaxHealth() - (enemy->MaxHealth() - enemy->firstHPleft));
 
- 	vstd::amin(ap.damageReceived, attacker->count * attacker->MaxHealth() - (attacker->MaxHealth() - attacker->firstHPleft));
 
- 	return ap;
 
- }
 
- PotentialTargets::PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state /*= HypotheticChangesToBattleState()*/)
 
- {
 
- 	auto dists = cbc->battleGetDistances(attacker);
 
- 	auto avHexes = cbc->battleGetAvailableHexes(attacker, false);
 
- 	for(const CStack *enemy : cbc->battleGetStacks())
 
- 	{
 
- 		//Consider only stacks of different owner
 
- 		if(enemy->attackerOwned == attacker->attackerOwned)
 
- 			continue;
 
- 		auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
 
- 		{
 
- 			auto bai = BattleAttackInfo(attacker, enemy, shooting);
 
- 			bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, bai.attacker);
 
- 			bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, bai.defender);
 
- 			if(hex.isValid())
 
- 			{
 
- 				assert(dists[hex] <= attacker->Speed());
 
- 				bai.chargedFields = dists[hex];
 
- 			}
 
- 			return AttackPossibility::evaluate(bai, state, hex);
 
- 		};
 
- 		if(cbc->battleCanShoot(attacker, enemy->position))
 
- 		{
 
- 			possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
 
- 		}
 
- 		else
 
- 		{
 
- 			for(BattleHex hex : avHexes)
 
- 				if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
 
- 					possibleAttacks.push_back(GenerateAttackInfo(false, hex));
 
- 			if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
 
- 				unreachableEnemies.push_back(enemy);
 
- 		}
 
- 	}
 
- }
 
- AttackPossibility PotentialTargets::bestAction() const
 
- {
 
- 	if(possibleAttacks.empty())
 
- 		throw std::runtime_error("No best action, since we don't have any actions");
 
- 	return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
 
- }
 
- int PotentialTargets::bestActionValue() const
 
- {
 
- 	if(possibleAttacks.empty())
 
- 		return 0;
 
- 	return bestAction().attackValue();
 
- }
 
- void EnemyInfo::calcDmg(const CStack * ourStack)
 
- {
 
- 	TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
 
- 	adi = (dmg.first + dmg.second) / 2;
 
- 	adr = (retal.first + retal.second) / 2;
 
- }
 
 
  |