123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399 |
- /*
- * 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 "BattleAI.h"
- #include "StackWithBonuses.h"
- #include "EnemyInfo.h"
- #include "../../lib/spells/CSpellHandler.h"
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- CBattleAI::CBattleAI(void)
- : side(-1), wasWaitingForRealize(false), wasUnlockingGs(false)
- {
- }
- CBattleAI::~CBattleAI(void)
- {
- 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)
- {
- setCbc(CB);
- cb = CB;
- playerID = *CB->getPlayerID();; //TODO should be sth in callback
- wasWaitingForRealize = cb->waitTillRealize;
- wasUnlockingGs = CB->unlockGsWhenWaiting;
- CB->waitTillRealize = true;
- CB->unlockGsWhenWaiting = false;
- }
- BattleAction CBattleAI::activeStack( const CStack * stack )
- {
- LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
- setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
- try
- {
- 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->getFirstHPleft())
- 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
- }
- attemptCastingSpell();
- if(auto ret = getCbc()->battleIsFinished())
- {
- //spellcast may finish battle
- //send special preudo-action
- BattleAction cancel;
- cancel.actionType = Battle::CANCEL;
- return cancel;
- }
- if(auto action = considerFleeingOrSurrendering())
- return *action;
- 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); // These lines may be usefull but they are't used in the code.
- auto dists = getCbc()->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);
- }
- 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
- {
- 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)
- {
- 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;
- }
- void CBattleAI::attemptCastingSpell()
- {
- auto hero = cb->battleGetMyHero();
- if(!hero)
- return;
- if(cb->battleCanCastSpell(hero, ECastingMode::HERO_CASTING) != ESpellCastProblem::OK)
- return;
- LOGL("Casting spells sounds like fun. Let's see...");
- //Get all spells we can cast
- std::vector<const CSpell*> possibleSpells;
- vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [this, hero] (const CSpell *s) -> bool
- {
- return s->canBeCast(getCbc().get(), ECastingMode::HERO_CASTING, hero) == 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, 0};
- 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 * 10;
- LOGFL("Casting %s on hex %d would deal { %d %d } damage points among %d stacks.",
- ps.spell->name % ps.dest % damageDealt % damageReceived % stacksSuffering.size());
- //TODO tactic effect too
- return damageDiff;
- }
- case TIMED_EFFECT:
- {
- auto stacksAffected = ps.spell->getAffectedStacks(cb.get(), ECastingMode::HERO_CASTING, hero, skillLevel, ps.dest);
- if(stacksAffected.empty())
- return -1;
- int totalGain = 0;
- for(const CStack * sta : stacksAffected)
- {
- StackWithBonuses swb;
- swb.stack = sta;
- //todo: handle effect actualization in HypotheticChangesToBattleState
- ps.spell->getEffects(swb.bonusesToAdd, skillLevel, false, hero->getEnchantPower(ps.spell));
- ps.spell->getEffects(swb.bonusesToAdd, skillLevel, true, hero->getEnchantPower(ps.spell));
- 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 % sta->nodeName() % (gain) % (oldValue) % (newValue));
- totalGain += gain;
- }
- LOGFL("Total gain of cast %s at hex %d is %d", ps.spell->name % (ps.dest.hex) % (totalGain));
- return totalGain;
- }
- default:
- assert(0);
- return 0;
- }
- };
- for(PossibleSpellcast & psc : possibleCasts)
- psc.value = evaluateSpellcast(psc);
- auto pscValue = [] (const PossibleSpellcast &ps) -> int
- {
- return ps.value;
- };
- auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
- 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 : getCbc()->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;
- }
- int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
- {
- int ret = 1000000;
- for(BattleHex n : hex.neighbouringTiles())
- {
- if(dists[n] >= 0 && dists[n] < ret)
- {
- ret = dists[n];
- if(chosenHex)
- *chosenHex = n;
- }
- }
- return ret;
- }
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
- {
- print("battleStart called");
- side = Side;
- }
- bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
- {
- return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
- }
- void CBattleAI::print(const std::string &text) const
- {
- logAi->trace("CBattleAI [%p]: %s", this, text);
- }
- boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
- {
- if(cb->battleCanSurrender(playerID))
- {
- }
- if(cb->battleCanFlee())
- {
- }
- return boost::none;
- }
|