AttackPossibility.cpp 14 KB

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  1. /*
  2. * AttackPossibility.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AttackPossibility.h"
  12. #include "../../lib/CStack.h" // TODO: remove
  13. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  14. // CUnitState should be private and CStack should be removed completely
  15. uint64_t averageDmg(const DamageRange & range)
  16. {
  17. return (range.min + range.max) / 2;
  18. }
  19. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  20. {
  21. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  22. damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
  23. }
  24. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  25. {
  26. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  27. {
  28. return u->isValidTarget();
  29. });
  30. std::vector<const battle::Unit *> ourUnits;
  31. std::vector<const battle::Unit *> enemyUnits;
  32. for(auto stack : stacks)
  33. {
  34. if(stack->unitSide() == side)
  35. ourUnits.push_back(stack);
  36. else
  37. enemyUnits.push_back(stack);
  38. }
  39. for(auto ourUnit : ourUnits)
  40. {
  41. if(!ourUnit->alive())
  42. continue;
  43. for(auto enemyUnit : enemyUnits)
  44. {
  45. if(enemyUnit->alive())
  46. {
  47. cacheDamage(ourUnit, enemyUnit, hb);
  48. cacheDamage(enemyUnit, ourUnit, hb);
  49. }
  50. }
  51. }
  52. }
  53. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  54. {
  55. bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
  56. if (!wasComputedBefore)
  57. cacheDamage(attacker, defender, hb);
  58. return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  59. }
  60. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  61. {
  62. if(parent)
  63. {
  64. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  65. if(attackerDamageMap != parent->damageCache.end())
  66. {
  67. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  68. if(targetDamage != attackerDamageMap->second.end())
  69. {
  70. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  71. }
  72. }
  73. }
  74. return getDamage(attacker, defender, hb);
  75. }
  76. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  77. : from(from), dest(dest), attack(attack)
  78. {
  79. this->attack.attackerPos = from;
  80. this->attack.defenderPos = dest;
  81. }
  82. float AttackPossibility::damageDiff() const
  83. {
  84. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  85. }
  86. float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  87. {
  88. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  89. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  90. }
  91. float AttackPossibility::attackValue() const
  92. {
  93. return damageDiff();
  94. }
  95. float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
  96. {
  97. float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
  98. float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
  99. float base = 0.666666f;
  100. // reduce from max to 0 must be 1.
  101. // 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
  102. // ********** 2 * base - ratioStart *********
  103. // * *
  104. // * height = ratioStart - ratioEnd *
  105. // * *
  106. // ******************** 2 * base - ratioEnd ******
  107. // S = (a + b) * h / 2
  108. return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
  109. }
  110. /// <summary>
  111. /// How enemy damage will be reduced by this attack
  112. /// Half bounty for kill, half for making damage equal to enemy health
  113. /// Bounty - the killed creature average damage calculated against attacker
  114. /// </summary>
  115. float AttackPossibility::calculateDamageReduce(
  116. const battle::Unit * attacker,
  117. const battle::Unit * defender,
  118. uint64_t damageDealt,
  119. DamageCache & damageCache,
  120. std::shared_ptr<CBattleInfoCallback> state)
  121. {
  122. const float HEALTH_BOUNTY = 0.5;
  123. const float KILL_BOUNTY = 0.5;
  124. // FIXME: provide distance info for Jousting bonus
  125. auto attackerUnitForMeasurement = attacker;
  126. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  127. {
  128. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  129. {
  130. return u->unitSide() != defender->unitSide()
  131. && !u->isTurret()
  132. && u->creatureId() != CreatureID::CATAPULT
  133. && u->creatureId() != CreatureID::BALLISTA
  134. && u->creatureId() != CreatureID::FIRST_AID_TENT
  135. && u->getCount();
  136. });
  137. if(ourUnits.empty())
  138. attackerUnitForMeasurement = defender;
  139. else
  140. attackerUnitForMeasurement = ourUnits.front();
  141. }
  142. auto maxHealth = defender->getMaxHealth();
  143. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  144. vstd::amin(damageDealt, availableHealth);
  145. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  146. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  147. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  148. auto exceedingDamage = (damageDealt % maxHealth);
  149. float hpValue = (damageDealt / maxHealth);
  150. if(defender->getFirstHPleft() >= exceedingDamage)
  151. {
  152. hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
  153. }
  154. else
  155. {
  156. hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
  157. hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
  158. }
  159. return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
  160. }
  161. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  162. const BattleAttackInfo & attackInfo,
  163. BattleHex hex,
  164. DamageCache & damageCache,
  165. std::shared_ptr<CBattleInfoCallback> state)
  166. {
  167. int64_t res = 0;
  168. if(attackInfo.shooting)
  169. return 0;
  170. auto attacker = attackInfo.attacker;
  171. auto hexes = attacker->getSurroundingHexes(hex);
  172. for(BattleHex tile : hexes)
  173. {
  174. auto st = state->battleGetUnitByPos(tile, true);
  175. if(!st || !state->battleMatchOwner(st, attacker))
  176. continue;
  177. if(!state->battleCanShoot(st))
  178. continue;
  179. // FIXME: provide distance info for Jousting bonus
  180. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  181. rangeAttackInfo.defenderPos = hex;
  182. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  183. meleeAttackInfo.defenderPos = hex;
  184. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  185. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  186. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  187. res += gain;
  188. }
  189. return res;
  190. }
  191. AttackPossibility AttackPossibility::evaluate(
  192. const BattleAttackInfo & attackInfo,
  193. BattleHex hex,
  194. DamageCache & damageCache,
  195. std::shared_ptr<CBattleInfoCallback> state)
  196. {
  197. auto attacker = attackInfo.attacker;
  198. auto defender = attackInfo.defender;
  199. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  200. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  201. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  202. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  203. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  204. std::vector<BattleHex> defenderHex;
  205. if(attackInfo.shooting)
  206. defenderHex.push_back(defender->getPosition());
  207. else
  208. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  209. for(BattleHex defHex : defenderHex)
  210. {
  211. if(defHex == hex) // should be impossible but check anyway
  212. continue;
  213. AttackPossibility ap(hex, defHex, attackInfo);
  214. ap.attackerState = attacker->acquireState();
  215. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  216. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  217. if (!attackInfo.shooting)
  218. ap.attackerState->setPosition(hex);
  219. std::vector<const battle::Unit *> defenderUnits;
  220. std::vector<const battle::Unit *> retaliatedUnits = {attacker};
  221. std::vector<const battle::Unit *> affectedUnits;
  222. if (attackInfo.shooting)
  223. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
  224. else
  225. {
  226. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
  227. retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
  228. // attacker can not melle-attack itself but still can hit that place where it was before moving
  229. vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
  230. if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
  231. {
  232. retaliatedUnits.push_back(attacker);
  233. }
  234. }
  235. // ensure the defender is also affected
  236. if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
  237. {
  238. defenderUnits.push_back(defender);
  239. }
  240. affectedUnits = defenderUnits;
  241. vstd::concatenate(affectedUnits, retaliatedUnits);
  242. logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex.hex, defHex.hex);
  243. std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
  244. for(auto u : affectedUnits)
  245. {
  246. if(u->unitId() == attacker->unitId())
  247. continue;
  248. auto defenderState = u->acquireState();
  249. ap.affectedUnits.push_back(defenderState);
  250. defenderStates[u->unitId()] = defenderState;
  251. }
  252. for(int i = 0; i < totalAttacks; i++)
  253. {
  254. if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
  255. break;
  256. for(auto u : defenderUnits)
  257. {
  258. auto defenderState = defenderStates.at(u->unitId());
  259. int64_t damageDealt;
  260. float defenderDamageReduce;
  261. float attackerDamageReduce;
  262. DamageEstimation retaliation;
  263. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  264. damageDealt = averageDmg(attackDmg.damage);
  265. vstd::amin(damageDealt, defenderState->getAvailableHealth());
  266. defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
  267. ap.attackerState->afterAttack(attackInfo.shooting, false);
  268. //FIXME: use ranged retaliation
  269. attackerDamageReduce = 0;
  270. if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  271. {
  272. for(auto retaliated : retaliatedUnits)
  273. {
  274. if(retaliated->unitId() == attacker->unitId())
  275. {
  276. int64_t damageReceived = averageDmg(retaliation.damage);
  277. vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
  278. attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  279. ap.attackerState->damage(damageReceived);
  280. }
  281. else
  282. {
  283. auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
  284. int64_t damageReceived = averageDmg(retaliationCollateral.damage);
  285. vstd::amin(damageReceived, retaliated->getAvailableHealth());
  286. if(defender->unitSide() == retaliated->unitSide())
  287. defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  288. else
  289. ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  290. defenderStates.at(retaliated->unitId())->damage(damageReceived);
  291. }
  292. }
  293. defenderState->afterAttack(attackInfo.shooting, true);
  294. }
  295. bool isEnemy = state->battleMatchOwner(attacker, u);
  296. // this includes enemy units as well as attacker units under enemy's mind control
  297. if(isEnemy)
  298. ap.defenderDamageReduce += defenderDamageReduce;
  299. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  300. if(attackerSide == u->unitSide())
  301. ap.collateralDamageReduce += defenderDamageReduce;
  302. if(u->unitId() == defender->unitId()
  303. || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  304. {
  305. //FIXME: handle RANGED_RETALIATION ?
  306. ap.attackerDamageReduce += attackerDamageReduce;
  307. }
  308. defenderState->damage(damageDealt);
  309. if(u->unitId() == defender->unitId())
  310. {
  311. ap.defenderDead = !defenderState->alive();
  312. }
  313. }
  314. }
  315. #if BATTLE_TRACE_LEVEL>=2
  316. logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  317. attackInfo.attacker->unitType()->getJsonKey(),
  318. attackInfo.defender->unitType()->getJsonKey(),
  319. (int)ap.dest, (int)ap.from, (int)ap.affectedUnits.size(),
  320. ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
  321. #endif
  322. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  323. bestAp = ap;
  324. }
  325. // check how much damage we gain from blocking enemy shooters on this hex
  326. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  327. #if BATTLE_TRACE_LEVEL>=1
  328. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  329. attackInfo.attacker->unitType()->getJsonKey(),
  330. attackInfo.defender->unitType()->getJsonKey(),
  331. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  332. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  333. #endif
  334. //TODO other damage related to attack (eg. fire shield and other abilities)
  335. return bestAp;
  336. }