BattleExchangeVariant.cpp 27 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 "BattleExchangeVariant.h"
  12. #include "../../lib/CStack.h"
  13. AttackerValue::AttackerValue()
  14. : value(0),
  15. isRetaliated(false)
  16. {
  17. }
  18. MoveTarget::MoveTarget()
  19. : positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE)
  20. {
  21. turnsToRich = 1;
  22. }
  23. float BattleExchangeVariant::trackAttack(
  24. const AttackPossibility & ap,
  25. std::shared_ptr<HypotheticBattle> hb,
  26. DamageCache & damageCache)
  27. {
  28. auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());
  29. float attackValue = ap.attackValue();
  30. auto affectedUnits = ap.affectedUnits;
  31. dpsScore.ourDamageReduce += ap.attackerDamageReduce + ap.collateralDamageReduce;
  32. dpsScore.enemyDamageReduce += ap.defenderDamageReduce + ap.shootersBlockedDmg;
  33. attackerValue[attacker->unitId()].value = attackValue;
  34. affectedUnits.push_back(ap.attackerState);
  35. for(auto affectedUnit : affectedUnits)
  36. {
  37. auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());
  38. auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();
  39. if(damageDealt > 0)
  40. {
  41. unitToUpdate->damage(damageDealt);
  42. }
  43. if(unitToUpdate->unitSide() == attacker->unitSide())
  44. {
  45. if(unitToUpdate->unitId() == attacker->unitId())
  46. {
  47. unitToUpdate->afterAttack(ap.attack.shooting, false);
  48. #if BATTLE_TRACE_LEVEL>=1
  49. logAi->trace(
  50. "%s -> %s, ap retaliation, %s, dps: %lld",
  51. hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),
  52. ap.attack.attacker->getDescription(),
  53. ap.attack.shooting ? "shot" : "mellee",
  54. damageDealt);
  55. #endif
  56. }
  57. else
  58. {
  59. #if BATTLE_TRACE_LEVEL>=1
  60. logAi->trace(
  61. "%s, ap collateral, dps: %lld",
  62. unitToUpdate->getDescription(),
  63. damageDealt);
  64. #endif
  65. }
  66. }
  67. else
  68. {
  69. if(unitToUpdate->unitId() == ap.attack.defender->unitId())
  70. {
  71. if(unitToUpdate->ableToRetaliate() && !affectedUnit->ableToRetaliate())
  72. {
  73. unitToUpdate->afterAttack(ap.attack.shooting, true);
  74. }
  75. #if BATTLE_TRACE_LEVEL>=1
  76. logAi->trace(
  77. "%s -> %s, ap attack, %s, dps: %lld",
  78. attacker->getDescription(),
  79. ap.attack.defender->getDescription(),
  80. ap.attack.shooting ? "shot" : "mellee",
  81. damageDealt);
  82. #endif
  83. }
  84. else
  85. {
  86. #if BATTLE_TRACE_LEVEL>=1
  87. logAi->trace(
  88. "%s, ap enemy collateral, dps: %lld",
  89. unitToUpdate->getDescription(),
  90. damageDealt);
  91. #endif
  92. }
  93. }
  94. }
  95. #if BATTLE_TRACE_LEVEL >= 1
  96. logAi->trace(
  97. "ap score: our: %2f, enemy: %2f, collateral: %2f, blocked: %2f",
  98. ap.attackerDamageReduce,
  99. ap.defenderDamageReduce,
  100. ap.collateralDamageReduce,
  101. ap.shootersBlockedDmg);
  102. #endif
  103. return attackValue;
  104. }
  105. float BattleExchangeVariant::trackAttack(
  106. std::shared_ptr<StackWithBonuses> attacker,
  107. std::shared_ptr<StackWithBonuses> defender,
  108. bool shooting,
  109. bool isOurAttack,
  110. DamageCache & damageCache,
  111. std::shared_ptr<HypotheticBattle> hb,
  112. bool evaluateOnly)
  113. {
  114. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  115. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  116. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  117. int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);
  118. float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);
  119. float attackerDamageReduce = 0;
  120. if(!evaluateOnly)
  121. {
  122. #if BATTLE_TRACE_LEVEL>=1
  123. logAi->trace(
  124. "%s -> %s, normal attack, %s, dps: %lld, %2f",
  125. attacker->getDescription(),
  126. defender->getDescription(),
  127. shooting ? "shot" : "mellee",
  128. attackDamage,
  129. defenderDamageReduce);
  130. #endif
  131. if(isOurAttack)
  132. {
  133. dpsScore.enemyDamageReduce += defenderDamageReduce;
  134. attackerValue[attacker->unitId()].value += defenderDamageReduce;
  135. }
  136. else
  137. dpsScore.ourDamageReduce += defenderDamageReduce;
  138. defender->damage(attackDamage);
  139. attacker->afterAttack(shooting, false);
  140. }
  141. if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
  142. {
  143. auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);
  144. attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);
  145. #if BATTLE_TRACE_LEVEL>=1
  146. logAi->trace(
  147. "%s -> %s, retaliation, dps: %lld, %2f",
  148. defender->getDescription(),
  149. attacker->getDescription(),
  150. retaliationDamage,
  151. attackerDamageReduce);
  152. #endif
  153. if(isOurAttack)
  154. {
  155. dpsScore.ourDamageReduce += attackerDamageReduce;
  156. attackerValue[attacker->unitId()].isRetaliated = true;
  157. }
  158. else
  159. {
  160. dpsScore.enemyDamageReduce += attackerDamageReduce;
  161. attackerValue[defender->unitId()].value += attackerDamageReduce;
  162. }
  163. attacker->damage(retaliationDamage);
  164. defender->afterAttack(false, true);
  165. }
  166. auto score = defenderDamageReduce - attackerDamageReduce;
  167. #if BATTLE_TRACE_LEVEL>=1
  168. if(!score)
  169. {
  170. logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);
  171. }
  172. #endif
  173. return score;
  174. }
  175. float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const
  176. {
  177. return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();
  178. }
  179. EvaluationResult BattleExchangeEvaluator::findBestTarget(
  180. const battle::Unit * activeStack,
  181. PotentialTargets & targets,
  182. DamageCache & damageCache,
  183. std::shared_ptr<HypotheticBattle> hb)
  184. {
  185. EvaluationResult result(targets.bestAction());
  186. if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)
  187. {
  188. #if BATTLE_TRACE_LEVEL>=1
  189. logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
  190. #endif
  191. auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);
  192. hbWaited->makeWait(activeStack);
  193. updateReachabilityMap(hbWaited);
  194. for(auto & ap : targets.possibleAttacks)
  195. {
  196. float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);
  197. if(score > result.score)
  198. {
  199. result.score = score;
  200. result.bestAttack = ap;
  201. result.wait = true;
  202. #if BATTLE_TRACE_LEVEL >= 1
  203. logAi->trace("New high score %2f", result.score);
  204. #endif
  205. }
  206. }
  207. }
  208. #if BATTLE_TRACE_LEVEL>=1
  209. logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());
  210. #endif
  211. updateReachabilityMap(hb);
  212. if(result.bestAttack.attack.shooting
  213. && !result.bestAttack.defenderDead
  214. && !activeStack->waited()
  215. && hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))
  216. {
  217. if(!canBeHitThisTurn(result.bestAttack))
  218. return result; // lets wait
  219. }
  220. for(auto & ap : targets.possibleAttacks)
  221. {
  222. float score = evaluateExchange(ap, 0, targets, damageCache, hb);
  223. bool sameScoreButWaited = vstd::isAlmostEqual(score, result.score) && result.wait;
  224. if(score > result.score || sameScoreButWaited)
  225. {
  226. result.score = score;
  227. result.bestAttack = ap;
  228. result.wait = false;
  229. #if BATTLE_TRACE_LEVEL >= 1
  230. logAi->trace("New high score %2f", result.score);
  231. #endif
  232. }
  233. }
  234. return result;
  235. }
  236. ReachabilityInfo getReachabilityWithEnemyBypass(
  237. const battle::Unit * activeStack,
  238. DamageCache & damageCache,
  239. std::shared_ptr<HypotheticBattle> state)
  240. {
  241. ReachabilityInfo::Parameters params(activeStack, activeStack->getPosition());
  242. if(!params.flying)
  243. {
  244. for(const auto * unit : state->battleAliveUnits())
  245. {
  246. if(unit->unitSide() == activeStack->unitSide())
  247. continue;
  248. auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);
  249. auto turnsToKill = unit->getAvailableHealth() / std::max(dmg, 1);
  250. vstd::amin(turnsToKill, 100);
  251. for(auto & hex : unit->getHexes())
  252. if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns
  253. params.destructibleEnemyTurns[hex] = turnsToKill * unit->getMovementRange();
  254. }
  255. params.bypassEnemyStacks = true;
  256. }
  257. return state->getReachability(params);
  258. }
  259. MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(
  260. const battle::Unit * activeStack,
  261. PotentialTargets & targets,
  262. DamageCache & damageCache,
  263. std::shared_ptr<HypotheticBattle> hb)
  264. {
  265. MoveTarget result;
  266. BattleExchangeVariant ev;
  267. logAi->trace("Find move towards unreachable. Enemies count %d", targets.unreachableEnemies.size());
  268. if(targets.unreachableEnemies.empty())
  269. return result;
  270. auto speed = activeStack->getMovementRange();
  271. if(speed == 0)
  272. return result;
  273. updateReachabilityMap(hb);
  274. auto dists = getReachabilityWithEnemyBypass(activeStack, damageCache, hb);
  275. auto flying = activeStack->hasBonusOfType(BonusType::FLYING);
  276. for(const battle::Unit * enemy : targets.unreachableEnemies)
  277. {
  278. logAi->trace(
  279. "Checking movement towards %d of %s",
  280. enemy->getCount(),
  281. enemy->creatureId().toCreature()->getNameSingularTranslated());
  282. auto distance = dists.distToNearestNeighbour(activeStack, enemy);
  283. if(distance >= GameConstants::BFIELD_SIZE)
  284. continue;
  285. if(distance <= speed)
  286. continue;
  287. auto turnsToRich = (distance - 1) / speed + 1;
  288. auto hexes = enemy->getSurroundingHexes();
  289. auto enemySpeed = enemy->getMovementRange();
  290. auto speedRatio = speed / static_cast<float>(enemySpeed);
  291. auto multiplier = speedRatio > 1 ? 1 : speedRatio;
  292. for(auto & hex : hexes)
  293. {
  294. // FIXME: provide distance info for Jousting bonus
  295. auto bai = BattleAttackInfo(activeStack, enemy, 0, cb->battleCanShoot(activeStack));
  296. auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);
  297. attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
  298. auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);
  299. score.enemyDamageReduce *= multiplier;
  300. #if BATTLE_TRACE_LEVEL >= 1
  301. logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));
  302. #endif
  303. if(result.score < scoreValue(score)
  304. || (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))
  305. {
  306. result.score = scoreValue(score);
  307. result.positions.clear();
  308. #if BATTLE_TRACE_LEVEL >= 1
  309. logAi->trace("New high score");
  310. #endif
  311. for(const BattleHex & initialEnemyHex : enemy->getAttackableHexes(activeStack))
  312. {
  313. BattleHex enemyHex = initialEnemyHex;
  314. while(!flying && dists.distances[enemyHex] > speed && dists.predecessors.at(enemyHex).isValid())
  315. {
  316. enemyHex = dists.predecessors.at(enemyHex);
  317. if(dists.accessibility[enemyHex] == EAccessibility::ALIVE_STACK)
  318. {
  319. auto defenderToBypass = hb->battleGetUnitByPos(enemyHex);
  320. if(defenderToBypass)
  321. {
  322. #if BATTLE_TRACE_LEVEL >= 1
  323. logAi->trace("Found target to bypass at %d", enemyHex.hex);
  324. #endif
  325. auto attackHex = dists.predecessors[enemyHex];
  326. auto baiBypass = BattleAttackInfo(activeStack, defenderToBypass, 0, cb->battleCanShoot(activeStack));
  327. auto attackBypass = AttackPossibility::evaluate(baiBypass, attackHex, damageCache, hb);
  328. auto adjacentStacks = getAdjacentUnits(enemy);
  329. adjacentStacks.push_back(defenderToBypass);
  330. vstd::removeDuplicates(adjacentStacks);
  331. auto bypassScore = calculateExchange(
  332. attackBypass,
  333. dists.distances[attackHex],
  334. targets,
  335. damageCache,
  336. hb,
  337. adjacentStacks);
  338. if(scoreValue(bypassScore) > result.score)
  339. {
  340. result.score = scoreValue(bypassScore);
  341. #if BATTLE_TRACE_LEVEL >= 1
  342. logAi->trace("New high score after bypass %f", scoreValue(bypassScore));
  343. #endif
  344. }
  345. }
  346. }
  347. }
  348. result.positions.push_back(enemyHex);
  349. }
  350. result.cachedAttack = attack;
  351. result.turnsToRich = turnsToRich;
  352. }
  353. }
  354. }
  355. return result;
  356. }
  357. std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) const
  358. {
  359. std::queue<const battle::Unit *> queue;
  360. std::vector<const battle::Unit *> checkedStacks;
  361. queue.push(blockerUnit);
  362. while(!queue.empty())
  363. {
  364. auto stack = queue.front();
  365. queue.pop();
  366. checkedStacks.push_back(stack);
  367. auto hexes = stack->getSurroundingHexes();
  368. for(auto hex : hexes)
  369. {
  370. auto neighbor = cb->battleGetUnitByPos(hex);
  371. if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
  372. {
  373. queue.push(neighbor);
  374. checkedStacks.push_back(neighbor);
  375. }
  376. }
  377. }
  378. return checkedStacks;
  379. }
  380. ReachabilityData BattleExchangeEvaluator::getExchangeUnits(
  381. const AttackPossibility & ap,
  382. uint8_t turn,
  383. PotentialTargets & targets,
  384. std::shared_ptr<HypotheticBattle> hb,
  385. std::vector<const battle::Unit *> additionalUnits) const
  386. {
  387. ReachabilityData result;
  388. auto hexes = ap.attack.defender->getSurroundingHexes();
  389. if(!ap.attack.shooting) hexes.push_back(ap.from);
  390. std::vector<const battle::Unit *> allReachableUnits = additionalUnits;
  391. for(auto hex : hexes)
  392. {
  393. vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));
  394. }
  395. for(auto hex : ap.attack.attacker->getHexes())
  396. {
  397. auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);
  398. for(auto unit : unitsReachingAttacker)
  399. {
  400. if(unit->unitSide() != ap.attack.attacker->unitSide())
  401. {
  402. allReachableUnits.push_back(unit);
  403. result.enemyUnitsReachingAttacker.insert(unit->unitId());
  404. }
  405. }
  406. }
  407. vstd::removeDuplicates(allReachableUnits);
  408. auto copy = allReachableUnits;
  409. for(auto unit : copy)
  410. {
  411. for(auto adjacentUnit : getAdjacentUnits(unit))
  412. {
  413. auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());
  414. if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
  415. && !vstd::contains(allReachableUnits, unitWithBonuses))
  416. {
  417. allReachableUnits.push_back(unitWithBonuses);
  418. }
  419. }
  420. }
  421. vstd::removeDuplicates(allReachableUnits);
  422. if(!vstd::contains(allReachableUnits, ap.attack.attacker))
  423. {
  424. allReachableUnits.push_back(ap.attack.attacker);
  425. }
  426. if(allReachableUnits.size() < 2)
  427. {
  428. #if BATTLE_TRACE_LEVEL>=1
  429. logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
  430. #endif
  431. return result;
  432. }
  433. for(auto unit : allReachableUnits)
  434. {
  435. auto accessible = !unit->canShoot() || vstd::contains(additionalUnits, unit);
  436. if(!accessible)
  437. {
  438. for(auto hex : unit->getSurroundingHexes())
  439. {
  440. if(ap.attack.defender->coversPos(hex))
  441. {
  442. accessible = true;
  443. }
  444. }
  445. }
  446. if(accessible)
  447. result.melleeAccessible.push_back(unit);
  448. else
  449. result.shooters.push_back(unit);
  450. }
  451. for(int turn = 0; turn < turnOrder.size(); turn++)
  452. {
  453. for(auto unit : turnOrder[turn])
  454. {
  455. if(vstd::contains(allReachableUnits, unit))
  456. result.units[turn].push_back(unit);
  457. }
  458. vstd::erase_if(result.units[turn], [&](const battle::Unit * u) -> bool
  459. {
  460. return !hb->battleGetUnitByID(u->unitId())->alive();
  461. });
  462. }
  463. return result;
  464. }
  465. float BattleExchangeEvaluator::evaluateExchange(
  466. const AttackPossibility & ap,
  467. uint8_t turn,
  468. PotentialTargets & targets,
  469. DamageCache & damageCache,
  470. std::shared_ptr<HypotheticBattle> hb) const
  471. {
  472. BattleScore score = calculateExchange(ap, turn, targets, damageCache, hb);
  473. #if BATTLE_TRACE_LEVEL >= 1
  474. logAi->trace(
  475. "calculateExchange score +%2f -%2fx%2f = %2f",
  476. score.enemyDamageReduce,
  477. score.ourDamageReduce,
  478. getNegativeEffectMultiplier(),
  479. scoreValue(score));
  480. #endif
  481. return scoreValue(score);
  482. }
  483. BattleScore BattleExchangeEvaluator::calculateExchange(
  484. const AttackPossibility & ap,
  485. uint8_t turn,
  486. PotentialTargets & targets,
  487. DamageCache & damageCache,
  488. std::shared_ptr<HypotheticBattle> hb,
  489. std::vector<const battle::Unit *> additionalUnits) const
  490. {
  491. #if BATTLE_TRACE_LEVEL>=1
  492. logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);
  493. #endif
  494. if(cb->battleGetMySide() == BattleSide::LEFT_SIDE
  495. && cb->battleGetGateState() == EGateState::BLOCKED
  496. && ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
  497. {
  498. return BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);
  499. }
  500. std::vector<const battle::Unit *> ourStacks;
  501. std::vector<const battle::Unit *> enemyStacks;
  502. if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())
  503. enemyStacks.push_back(ap.attack.defender);
  504. ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb, additionalUnits);
  505. if(exchangeUnits.units.empty())
  506. {
  507. return BattleScore();
  508. }
  509. auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);
  510. BattleExchangeVariant v;
  511. for(int exchangeTurn = 0; exchangeTurn < exchangeUnits.units.size(); exchangeTurn++)
  512. {
  513. for(auto unit : exchangeUnits.units.at(exchangeTurn))
  514. {
  515. if(unit->isTurret())
  516. continue;
  517. bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);
  518. auto & attackerQueue = isOur ? ourStacks : enemyStacks;
  519. auto u = exchangeBattle->getForUpdate(unit->unitId());
  520. if(u->alive() && !vstd::contains(attackerQueue, unit))
  521. {
  522. attackerQueue.push_back(unit);
  523. #if BATTLE_TRACE_LEVEL
  524. logAi->trace("Exchanging: %s", u->getDescription());
  525. #endif
  526. }
  527. }
  528. }
  529. auto melleeAttackers = ourStacks;
  530. vstd::removeDuplicates(melleeAttackers);
  531. vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
  532. {
  533. return cb->battleCanShoot(u);
  534. });
  535. bool canUseAp = true;
  536. std::set<uint32_t> blockedShooters;
  537. int totalTurnsCount = simulationTurnsCount >= turn + turnOrder.size()
  538. ? simulationTurnsCount
  539. : turn + turnOrder.size();
  540. for(int exchangeTurn = 0; exchangeTurn < simulationTurnsCount; exchangeTurn++)
  541. {
  542. bool isMovingTurm = exchangeTurn < turn;
  543. int queueTurn = exchangeTurn >= exchangeUnits.units.size()
  544. ? exchangeUnits.units.size() - 1
  545. : exchangeTurn;
  546. for(auto activeUnit : exchangeUnits.units.at(queueTurn))
  547. {
  548. bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);
  549. battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
  550. battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
  551. auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());
  552. auto shooting = exchangeBattle->battleCanShoot(attacker.get())
  553. && !vstd::contains(blockedShooters, attacker->unitId());
  554. if(!attacker->alive())
  555. {
  556. #if BATTLE_TRACE_LEVEL>=1
  557. logAi->trace("Attacker is dead");
  558. #endif
  559. continue;
  560. }
  561. if(isMovingTurm && !shooting
  562. && !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
  563. {
  564. #if BATTLE_TRACE_LEVEL>=1
  565. logAi->trace("Attacker is moving");
  566. #endif
  567. continue;
  568. }
  569. auto targetUnit = ap.attack.defender;
  570. if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())
  571. {
  572. #if BATTLE_TRACE_LEVEL>=2
  573. logAi->trace("Best target selector for %s", attacker->getDescription());
  574. #endif
  575. auto estimateAttack = [&](const battle::Unit * u) -> float
  576. {
  577. auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());
  578. auto score = v.trackAttack(
  579. attacker,
  580. stackWithBonuses,
  581. exchangeBattle->battleCanShoot(stackWithBonuses.get()),
  582. isOur,
  583. damageCache,
  584. hb,
  585. true);
  586. #if BATTLE_TRACE_LEVEL>=2
  587. logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);
  588. #endif
  589. return score;
  590. };
  591. auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;
  592. vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool
  593. {
  594. return vstd::contains(exchangeUnits.shooters, u);
  595. });
  596. if(!isOur
  597. && exchangeTurn == 0
  598. && exchangeUnits.units.at(exchangeTurn).at(0)->unitId() != ap.attack.attacker->unitId()
  599. && !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))
  600. {
  601. vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u) -> bool
  602. {
  603. return u->unitId() == ap.attack.attacker->unitId();
  604. });
  605. }
  606. if(!unitsInOppositeQueueExceptInaccessible.empty())
  607. {
  608. targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);
  609. }
  610. else
  611. {
  612. auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool
  613. {
  614. if(u->unitSide() == attacker->unitSide())
  615. return false;
  616. if(!exchangeBattle->getForUpdate(u->unitId())->alive())
  617. return false;
  618. if(!u->getPosition().isValid())
  619. return false; // e.g. tower shooters
  620. return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool
  621. {
  622. return attacker->unitId() == other->unitId();
  623. });
  624. });
  625. if(!reachable.empty())
  626. {
  627. targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
  628. }
  629. else
  630. {
  631. #if BATTLE_TRACE_LEVEL>=1
  632. logAi->trace("Battle queue is empty and no reachable enemy.");
  633. #endif
  634. continue;
  635. }
  636. }
  637. }
  638. auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());
  639. const int totalAttacks = attacker->getTotalAttacks(shooting);
  640. if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()
  641. && targetUnit->unitId() == ap.attack.defender->unitId())
  642. {
  643. v.trackAttack(ap, exchangeBattle, damageCache);
  644. }
  645. else
  646. {
  647. for(int i = 0; i < totalAttacks; i++)
  648. {
  649. v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);
  650. if(!attacker->alive() || !defender->alive())
  651. break;
  652. }
  653. }
  654. if(!shooting)
  655. blockedShooters.insert(defender->unitId());
  656. canUseAp = false;
  657. vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
  658. {
  659. return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
  660. });
  661. vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
  662. {
  663. return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();
  664. });
  665. }
  666. exchangeBattle->nextRound();
  667. }
  668. // avoid blocking path for stronger stack by weaker stack
  669. // the method checks if all stacks can be placed around enemy
  670. std::map<BattleHex, battle::Units> reachabilityMap;
  671. auto hexes = ap.attack.defender->getSurroundingHexes();
  672. for(auto hex : hexes)
  673. reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);
  674. auto score = v.getScore();
  675. if(simulationTurnsCount < totalTurnsCount)
  676. {
  677. float scalingRatio = simulationTurnsCount / static_cast<float>(totalTurnsCount);
  678. score.enemyDamageReduce *= scalingRatio;
  679. score.ourDamageReduce *= scalingRatio;
  680. }
  681. if(turn > 0)
  682. {
  683. auto turnMultiplier = 1 - std::min(0.2, 0.05 * turn);
  684. score.enemyDamageReduce *= turnMultiplier;
  685. }
  686. #if BATTLE_TRACE_LEVEL>=1
  687. logAi->trace("Exchange score: enemy: %2f, our -%2f", score.enemyDamageReduce, score.ourDamageReduce);
  688. #endif
  689. return score;
  690. }
  691. bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap)
  692. {
  693. for(auto pos : ap.attack.attacker->getSurroundingHexes())
  694. {
  695. for(auto u : reachabilityMap[pos])
  696. {
  697. if(u->unitSide() != ap.attack.attacker->unitSide())
  698. {
  699. return true;
  700. }
  701. }
  702. }
  703. return false;
  704. }
  705. void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb)
  706. {
  707. const int TURN_DEPTH = 2;
  708. turnOrder.clear();
  709. hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
  710. for(auto turn : turnOrder)
  711. {
  712. for(auto u : turn)
  713. {
  714. if(!vstd::contains(reachabilityCache, u->unitId()))
  715. {
  716. reachabilityCache[u->unitId()] = hb->getReachability(u);
  717. }
  718. }
  719. }
  720. for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
  721. {
  722. reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);
  723. }
  724. }
  725. std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const
  726. {
  727. std::vector<const battle::Unit *> result;
  728. for(int i = 0; i < turnOrder.size(); i++)
  729. {
  730. auto & turnQueue = turnOrder[i];
  731. HypotheticBattle turnBattle(env.get(), cb);
  732. for(const battle::Unit * unit : turnQueue)
  733. {
  734. if(unit->isTurret())
  735. continue;
  736. if(turnBattle.battleCanShoot(unit))
  737. {
  738. result.push_back(unit);
  739. continue;
  740. }
  741. auto unitSpeed = unit->getMovementRange(turn);
  742. auto radius = unitSpeed * (turn + 1);
  743. auto reachabilityIter = reachabilityCache.find(unit->unitId());
  744. assert(reachabilityIter != reachabilityCache.end()); // missing updateReachabilityMap call?
  745. ReachabilityInfo unitReachability = reachabilityIter != reachabilityCache.end() ? reachabilityIter->second : turnBattle.getReachability(unit);
  746. bool reachable = unitReachability.distances.at(hex) <= radius;
  747. if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
  748. {
  749. const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
  750. if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
  751. {
  752. for(BattleHex neighbor : hex.neighbouringTiles())
  753. {
  754. reachable = unitReachability.distances.at(neighbor) <= radius;
  755. if(reachable) break;
  756. }
  757. }
  758. }
  759. if(reachable)
  760. {
  761. result.push_back(unit);
  762. }
  763. }
  764. }
  765. return result;
  766. }
  767. // avoid blocking path for stronger stack by weaker stack
  768. bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
  769. {
  770. const int BLOCKING_THRESHOLD = 70;
  771. const int BLOCKING_OWN_ATTACK_PENALTY = 100;
  772. const int BLOCKING_OWN_MOVE_PENALTY = 1;
  773. float blockingScore = 0;
  774. auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
  775. for(int turn = 0; turn < turnOrder.size(); turn++)
  776. {
  777. auto & turnQueue = turnOrder[turn];
  778. HypotheticBattle turnBattle(env.get(), cb);
  779. auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
  780. unitToUpdate->setPosition(position);
  781. for(const battle::Unit * unit : turnQueue)
  782. {
  783. if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
  784. continue;
  785. auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
  786. float ratio = blockedUnitDamage / (float)(blockedUnitDamage + activeUnitDamage + 0.01);
  787. auto unitReachability = turnBattle.getReachability(unit);
  788. auto unitSpeed = unit->getMovementRange(turn); // Cached value, to avoid performance hit
  789. for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
  790. {
  791. bool enemyUnit = false;
  792. bool reachable = unitReachability.distances.at(hex) <= unitSpeed;
  793. if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
  794. {
  795. const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
  796. if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
  797. {
  798. enemyUnit = true;
  799. for(BattleHex neighbor : hex.neighbouringTiles())
  800. {
  801. reachable = unitReachability.distances.at(neighbor) <= unitSpeed;
  802. if(reachable) break;
  803. }
  804. }
  805. }
  806. if(!reachable && std::count(reachabilityMap[hex].begin(), reachabilityMap[hex].end(), unit) > 1)
  807. {
  808. blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
  809. }
  810. }
  811. }
  812. }
  813. #if BATTLE_TRACE_LEVEL>=1
  814. logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
  815. #endif
  816. return blockingScore > BLOCKING_THRESHOLD;
  817. }