| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668 | 
							- /*
 
-  * 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 <vstd/RNG.h>
 
- #include "StackWithBonuses.h"
 
- #include "EnemyInfo.h"
 
- #include "../../lib/CStopWatch.h"
 
- #include "../../lib/CThreadHelper.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/CStack.h"//todo: remove
 
- #define LOGL(text) print(text)
 
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
 
- class RNGStub : public vstd::RNG
 
- {
 
- public:
 
- 	vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
 
- 	{
 
- 		return [=]()->int64_t
 
- 		{
 
- 			return (lower + upper)/2;
 
- 		};
 
- 	}
 
- 	vstd::TRand getDoubleRange(double lower, double upper) override
 
- 	{
 
- 		return [=]()->double
 
- 		{
 
- 			return (lower + upper)/2;
 
- 		};
 
- 	}
 
- };
 
- enum class SpellTypes
 
- {
 
- 	ADVENTURE, BATTLE, OTHER
 
- };
 
- SpellTypes spellType(const CSpell * spell)
 
- {
 
- 	if(!spell->isCombatSpell() || spell->isCreatureAbility())
 
- 		return SpellTypes::OTHER;
 
- 	if(spell->isOffensiveSpell() || spell->hasEffects() || spell->hasBattleEffects())
 
- 		return SpellTypes::BATTLE;
 
- 	return SpellTypes::OTHER;
 
- }
 
- CBattleAI::CBattleAI()
 
- 	: side(-1), wasWaitingForRealize(false), wasUnlockingGs(false)
 
- {
 
- }
 
- CBattleAI::~CBattleAI()
 
- {
 
- 	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 = EActionType::CANCEL;
 
- 			return cancel;
 
- 		}
 
- 		if(auto action = considerFleeingOrSurrendering())
 
- 			return *action;
 
- 		//best action is from effective owner point if view, we are effective owner as we received "activeStack"
 
- 	
 
- 		//evaluate casting spell for spellcasting stack
 
- 		boost::optional<PossibleSpellcast> bestSpellcast(boost::none);
 
- 		//TODO: faerie dragon type spell should be selected by server
 
- 		SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
 
- 		if(stack->hasBonusOfType(Bonus::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
 
- 		{
 
- 			const CSpell * spell = creatureSpellToCast.toSpell();
 
- 			if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
 
- 			{
 
- 				std::vector<PossibleSpellcast> possibleCasts;
 
- 				spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
 
- 				for(auto & target : temp.findPotentialTargets())
 
- 				{
 
- 					PossibleSpellcast ps;
 
- 					ps.dest = target;
 
- 					ps.spell = spell;
 
- 					evaluateCreatureSpellcast(stack, ps);
 
- 					possibleCasts.push_back(ps);
 
- 				}
 
- 				std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
 
- 				if(!possibleCasts.empty() && possibleCasts.front().value > 0)
 
- 				{
 
- 					bestSpellcast = boost::optional<PossibleSpellcast>(possibleCasts.front());
 
- 				}
 
- 			}
 
- 		}
 
- 		HypotheticBattle hb(getCbc());
 
- 		PotentialTargets targets(stack, &hb);
 
- 		if(!targets.possibleAttacks.empty())
 
- 		{
 
- 			AttackPossibility bestAttack = targets.bestAction();
 
- 			//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
 
- 			if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
 
- 				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 
- 			else if(bestAttack.attack.shooting)
 
- 				return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
 
- 			else
 
- 			{
 
- 				auto &target = bestAttack;
 
- 				logAi->debug("BattleAI: %s -> %s %d from, %d curpos %d dist %d speed %d: %d %d %d",
 
- 					VLC->creh->creatures.at(target.attackerState->creatureId())->identifier,
 
- 					VLC->creh->creatures.at(target.affectedUnits[0]->creatureId())->identifier,
 
- 					(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
 
- 					(int)bestAttack.attack.chargedFields, (int)bestAttack.attack.attacker->Speed(0, true),
 
- 					(int)target.damageDealt, (int)target.damageReceived, (int)target.attackValue()
 
- 				);
 
- 				return BattleAction::makeMeleeAttack(stack,	bestAttack.attack.defender->getPosition(), bestAttack.from);
 
- 			}
 
- 		}
 
- 		else if(bestSpellcast.is_initialized())
 
- 		{
 
- 			return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 
- 		}
 
- 		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, stack->getPosition());
 
- 				if(!targets.unreachableEnemies.empty())
 
- 				{
 
- 					const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
 
- 					if(distToNearestNeighbour(ei.s->getPosition(), dists) < GameConstants::BFIELD_SIZE)
 
- 					{
 
- 						return goTowards(stack, ei.s->getPosition());
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				return BattleAction::makeWait(stack);
 
- 			}
 
- 		}
 
- 	}
 
- 	catch(boost::thread_interrupted &)
 
- 	{
 
- 		throw;
 
- 	}
 
- 	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)
 
- {
 
- 	if(!destination.isValid())
 
- 	{
 
- 		logAi->error("CBattleAI::goTowards: invalid destination");
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	auto reachability = cb->getReachability(stack);
 
- 	auto avHexes = cb->battleGetAvailableHexes(reachability, 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)
 
- 		{
 
- 			if(!currentDest.isValid())
 
- 			{
 
- 				logAi->error("CBattleAI::goTowards: internal error");
 
- 				return BattleAction::makeDefend(stack);
 
- 			}
 
- 			if(vstd::contains(avHexes, currentDest))
 
- 				return BattleAction::makeMove(stack, currentDest);
 
- 			currentDest = reachability.predecessors[currentDest];
 
- 		}
 
- 	}
 
- }
 
- BattleAction CBattleAI::useCatapult(const CStack * stack)
 
- {
 
- 	throw std::runtime_error("CBattleAI::useCatapult is not implemented.");
 
- }
 
- void CBattleAI::attemptCastingSpell()
 
- {
 
- 	auto hero = cb->battleGetMyHero();
 
- 	if(!hero)
 
- 		return;
 
- 	if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != 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), [hero](const CSpell *s) -> bool
 
- 	{
 
- 		return s->canBeCast(getCbc().get(), spells::Mode::HERO, hero);
 
- 	});
 
- 	LOGFL("I can cast %d spells.", possibleSpells.size());
 
- 	vstd::erase_if(possibleSpells, [](const CSpell *s)
 
- 	{
 
- 		return spellType(s) != SpellTypes::BATTLE;
 
- 	});
 
- 	LOGFL("I know how %d of them works.", possibleSpells.size());
 
- 	//Get possible spell-target pairs
 
- 	std::vector<PossibleSpellcast> possibleCasts;
 
- 	for(auto spell : possibleSpells)
 
- 	{
 
- 		spells::BattleCast temp(getCbc().get(), hero, spells::Mode::HERO, spell);
 
- 		for(auto & target : temp.findPotentialTargets())
 
- 		{
 
- 			PossibleSpellcast ps;
 
- 			ps.dest = target;
 
- 			ps.spell = spell;
 
- 			possibleCasts.push_back(ps);
 
- 		}
 
- 	}
 
- 	LOGFL("Found %d spell-target combinations.", possibleCasts.size());
 
- 	if(possibleCasts.empty())
 
- 		return;
 
- 	using ValueMap = PossibleSpellcast::ValueMap;
 
- 	auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle * state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
 
- 	{
 
- 		bool firstRound = true;
 
- 		bool enemyHadTurn = false;
 
- 		size_t ourTurnSpan = 0;
 
- 		bool stop = false;
 
- 		for(auto & round : queue)
 
- 		{
 
- 			if(!firstRound)
 
- 				state->nextRound(0);//todo: set actual value?
 
- 			for(auto unit : round)
 
- 			{
 
- 				if(!vstd::contains(values, unit->unitId()))
 
- 					values[unit->unitId()] = 0;
 
- 				if(!unit->alive())
 
- 					continue;
 
- 				if(state->battleGetOwner(unit) != playerID)
 
- 				{
 
- 					enemyHadTurn = true;
 
- 					if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
 
- 					{
 
- 						//enemy could counter our spell at this point
 
- 						//anyway, we do not know what enemy will do
 
- 						//just stop evaluation
 
- 						stop = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				else if(!enemyHadTurn)
 
- 				{
 
- 					ourTurnSpan++;
 
- 				}
 
- 				state->nextTurn(unit->unitId());
 
- 				PotentialTargets pt(unit, state);
 
- 				if(!pt.possibleAttacks.empty())
 
- 				{
 
- 					AttackPossibility ap = pt.bestAction();
 
- 					auto swb = state->getForUpdate(unit->unitId());
 
- 					*swb = *ap.attackerState;
 
- 					if(ap.damageDealt > 0)
 
- 						swb->removeUnitBonus(Bonus::UntilAttack);
 
- 					if(ap.damageReceived > 0)
 
- 						swb->removeUnitBonus(Bonus::UntilBeingAttacked);
 
- 					for(auto affected : ap.affectedUnits)
 
- 					{
 
- 						swb = state->getForUpdate(affected->unitId());
 
- 						*swb = *affected;
 
- 						if(ap.damageDealt > 0)
 
- 							swb->removeUnitBonus(Bonus::UntilBeingAttacked);
 
- 						if(ap.damageReceived > 0 && ap.attack.defender->unitId() == affected->unitId())
 
- 							swb->removeUnitBonus(Bonus::UntilAttack);
 
- 					}
 
- 				}
 
- 				auto bav = pt.bestActionValue();
 
- 				//best action is from effective owner`s point if view, we need to convert to our point if view
 
- 				if(state->battleGetOwner(unit) != playerID)
 
- 					bav = -bav;
 
- 				values[unit->unitId()] += bav;
 
- 			}
 
- 			firstRound = false;
 
- 			if(stop)
 
- 				break;
 
- 		}
 
- 		if(enemyHadTurnOut)
 
- 			*enemyHadTurnOut = enemyHadTurn;
 
- 		return ourTurnSpan >= minTurnSpan;
 
- 	};
 
- 	RNGStub rngStub;
 
- 	ValueMap valueOfStack;
 
- 	ValueMap healthOfStack;
 
- 	TStacks all = cb->battleGetAllStacks(false);
 
- 	size_t ourRemainingTurns = 0;
 
- 	for(auto unit : all)
 
- 	{
 
- 		healthOfStack[unit->unitId()] = unit->getAvailableHealth();
 
- 		valueOfStack[unit->unitId()] = 0;
 
- 		if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
 
- 			ourRemainingTurns++;
 
- 	}
 
- 	LOGFL("I have %d turns left in this round", ourRemainingTurns);
 
- 	const bool castNow = ourRemainingTurns <= 1;
 
- 	if(castNow)
 
- 		print("I should try to cast a spell now");
 
- 	else
 
- 		print("I could wait better moment to cast a spell");
 
- 	auto amount = all.size();
 
- 	std::vector<battle::Units> turnOrder;
 
- 	cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
 
- 	{
 
- 		bool enemyHadTurn = false;
 
- 		HypotheticBattle state(cb);
 
- 		evaluateQueue(valueOfStack, turnOrder, &state, 0, &enemyHadTurn);
 
- 		if(!enemyHadTurn)
 
- 		{
 
- 			auto battleIsFinishedOpt = state.battleIsFinished();
 
- 			if(battleIsFinishedOpt)
 
- 			{
 
- 				print("No need to cast a spell. Battle will finish soon.");
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- 	auto evaluateSpellcast = [&] (PossibleSpellcast * ps)
 
- 	{
 
- 		HypotheticBattle state(cb);
 
- 		spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
 
- 		cast.target = ps->dest;
 
- 		cast.cast(&state, rngStub);
 
- 		ValueMap newHealthOfStack;
 
- 		ValueMap newValueOfStack;
 
- 		size_t ourUnits = 0;
 
- 		for(auto unit : all)
 
- 		{
 
- 			auto unitId = unit->unitId();
 
- 			auto localUnit = state.battleGetUnitByID(unitId);
 
- 			newHealthOfStack[unitId] = localUnit->getAvailableHealth();
 
- 			newValueOfStack[unitId] = 0;
 
- 			if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
 
- 				ourUnits++;
 
- 		}
 
- 		size_t minTurnSpan = ourUnits/3; //todo: tweak this
 
- 		std::vector<battle::Units> newTurnOrder;
 
- 		state.battleGetTurnOrder(newTurnOrder, amount, 2);
 
- 		const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, &state, minTurnSpan, nullptr);
 
- 		if(turnSpanOK || castNow)
 
- 		{
 
- 			int64_t totalGain = 0;
 
- 			for(auto unit : all)
 
- 			{
 
- 				auto unitId = unit->unitId();
 
- 				auto localUnit = state.battleGetUnitByID(unitId);
 
- 				auto newValue = getValOr(newValueOfStack, unitId, 0);
 
- 				auto oldValue = getValOr(valueOfStack, unitId, 0);
 
- 				auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
 
- 				if(localUnit->unitOwner() != playerID)
 
- 					healthDiff = -healthDiff;
 
- 				if(healthDiff < 0)
 
- 				{
 
- 					ps->value = -1;
 
- 					return; //do not damage own units at all
 
- 				}
 
- 				totalGain += (newValue - oldValue + healthDiff);
 
- 			}
 
- 			ps->value = totalGain;
 
- 		}
 
- 		else
 
- 		{
 
- 			ps->value = -1;
 
- 		}
 
- 	};
 
- 	std::vector<std::function<void()>> tasks;
 
- 	for(PossibleSpellcast & psc : possibleCasts)
 
- 		tasks.push_back(std::bind(evaluateSpellcast, &psc));
 
- 	uint32_t threadCount = boost::thread::hardware_concurrency();
 
- 	if(threadCount == 0)
 
- 	{
 
- 		logGlobal->warn("No information of CPU cores available");
 
- 		threadCount = 1;
 
- 	}
 
- 	CStopWatch timer;
 
- 	CThreadHelper threadHelper(&tasks, threadCount);
 
- 	threadHelper.run();
 
- 	LOGFL("Evaluation took %d ms", timer.getDiff());
 
- 	auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
 
- 	{
 
- 		return ps.value;
 
- 	};
 
- 	auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
 
- 	if(castToPerform.value > 0)
 
- 	{
 
- 		LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->name % castToPerform.value);
 
- 		BattleAction spellcast;
 
- 		spellcast.actionType = EActionType::HERO_SPELL;
 
- 		spellcast.actionSubtype = castToPerform.spell->id;
 
- 		spellcast.setTarget(castToPerform.dest);
 
- 		spellcast.side = side;
 
- 		spellcast.stackNumber = (!side) ? -1 : -2;
 
- 		cb->battleMakeAction(&spellcast);
 
- 	}
 
- 	else
 
- 	{
 
- 		LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->name % castToPerform.value);
 
- 	}
 
- }
 
- //Below method works only for offensive spells
 
- void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
 
- {
 
- 	using ValueMap = PossibleSpellcast::ValueMap;
 
- 	RNGStub rngStub;
 
- 	HypotheticBattle state(getCbc());
 
- 	TStacks all = getCbc()->battleGetAllStacks(false);
 
- 	
 
- 	ValueMap healthOfStack;
 
- 	ValueMap newHealthOfStack;
 
- 	for(auto unit : all)
 
- 	{
 
- 		healthOfStack[unit->unitId()] = unit->getAvailableHealth();
 
- 	}
 
- 	spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
 
- 	cast.target = ps.dest;
 
- 	cast.cast(&state, rngStub);
 
- 	for(auto unit : all)
 
- 	{
 
- 		auto unitId = unit->unitId();
 
- 		auto localUnit = state.battleGetUnitByID(unitId);
 
- 		newHealthOfStack[unitId] = localUnit->getAvailableHealth();
 
- 	}
 
- 	int64_t totalGain = 0;
 
- 	for(auto unit : all)
 
- 	{
 
- 		auto unitId = unit->unitId();
 
- 		auto localUnit = state.battleGetUnitByID(unitId);
 
- 		auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
 
- 		if(localUnit->unitOwner() != getCbc()->getPlayerID())
 
- 			healthDiff = -healthDiff;
 
- 		if(healthDiff < 0)
 
- 		{
 
- 			ps.value = -1;
 
- 			return; //do not damage own units at all
 
- 		}
 
- 		totalGain += healthDiff;
 
- 	}
 
- 	ps.value = totalGain;
 
- };
 
- 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)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	side = Side;
 
- }
 
- bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
 
- {
 
- 	return distToNearestNeighbour(ei1.s->getPosition(), dists) < distToNearestNeighbour(ei2.s->getPosition(), dists);
 
- }
 
- void CBattleAI::print(const std::string &text) const
 
- {
 
- 	logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
 
- }
 
- boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 
- {
 
- 	if(cb->battleCanSurrender(playerID))
 
- 	{
 
- 	}
 
- 	if(cb->battleCanFlee())
 
- 	{
 
- 	}
 
- 	return boost::none;
 
- }
 
 
  |