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							- /*
 
-  * 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 "BattleExchangeVariant.h"
 
- #include "StackWithBonuses.h"
 
- #include "EnemyInfo.h"
 
- #include "../../lib/CStopWatch.h"
 
- #include "../../lib/CThreadHelper.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/battle/BattleStateInfoForRetreat.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- #include "../../lib/CStack.h" // TODO: remove
 
-                               // Eventually only IBattleInfoCallback and battle::Unit should be used,
 
-                               // CUnitState should be private and CStack should be removed completely
 
- #define LOGL(text) print(text)
 
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
 
- enum class SpellTypes
 
- {
 
- 	ADVENTURE, BATTLE, OTHER
 
- };
 
- SpellTypes spellType(const CSpell * spell)
 
- {
 
- 	if(!spell->isCombat() || spell->isCreatureAbility())
 
- 		return SpellTypes::OTHER;
 
- 	if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
 
- 		return SpellTypes::BATTLE;
 
- 	return SpellTypes::OTHER;
 
- }
 
- std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
 
- {
 
- 	std::vector<BattleHex> result;
 
- 	for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
 
- 	{
 
- 		auto state = cb->battleGetWallState(wallPart);
 
- 		if(state != EWallState::DESTROYED)
 
- 			continue;
 
- 		auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
 
- 		auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
 
- 		result.push_back(moatHex);
 
- 	}
 
- 	return result;
 
- }
 
- 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::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
 
- {
 
- 	setCbc(CB);
 
- 	env = ENV;
 
- 	cb = CB;
 
- 	playerID = *CB->getPlayerID(); //TODO should be sth in callback
 
- 	wasWaitingForRealize = CB->waitTillRealize;
 
- 	wasUnlockingGs = CB->unlockGsWhenWaiting;
 
- 	CB->waitTillRealize = true;
 
- 	CB->unlockGsWhenWaiting = false;
 
- 	movesSkippedByDefense = 0;
 
- }
 
- BattleAction CBattleAI::activeStack( const CStack * stack )
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
 
- 	BattleAction result = BattleAction::makeDefend(stack);
 
- 	setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
 
- 	try
 
- 	{
 
- 		if(stack->creatureId() == 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(cb->battleIsFinished() || !stack->alive())
 
- 		{
 
- 			//spellcast may finish battle or kill active stack
 
- 			//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
 
- 		std::optional<PossibleSpellcast> bestSpellcast(std::nullopt);
 
- 		//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 = std::optional<PossibleSpellcast>(possibleCasts.front());
 
- 				}
 
- 			}
 
- 		}
 
- 		HypotheticBattle hb(env.get(), cb);
 
- 		
 
- 		PotentialTargets targets(stack, hb);
 
- 		BattleExchangeEvaluator scoreEvaluator(cb, env);
 
- 		auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
 
- 		int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
 
- 		if(!targets.possibleAttacks.empty())
 
- 		{
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 			logAi->trace("Evaluating attack for %s", stack->getDescription());
 
- #endif
 
- 			auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
 
- 			auto & bestAttack = evaluationResult.bestAttack;
 
- 			//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
 
- 			if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
 
- 			{
 
- 				// return because spellcast value is damage dealt and score is dps reduce
 
- 				movesSkippedByDefense = 0;
 
- 				return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 
- 			}
 
- 			if(evaluationResult.score > score)
 
- 			{
 
- 				score = evaluationResult.score;
 
- 				std::string action;
 
- 				if(evaluationResult.wait)
 
- 				{
 
- 					result = BattleAction::makeWait(stack);
 
- 					action = "wait";
 
- 				}
 
- 				else if(bestAttack.attack.shooting)
 
- 				{
 
- 					result = BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
 
- 					action = "shot";
 
- 					movesSkippedByDefense = 0;
 
- 				}
 
- 				else
 
- 				{
 
- 					result = BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
 
- 					action = "melee";
 
- 					movesSkippedByDefense = 0;
 
- 				}
 
- 				logAi->debug("BattleAI: %s -> %s x %d, %s, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
 
- 					bestAttack.attackerState->unitType()->getJsonKey(),
 
- 					bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
 
- 					(int)bestAttack.affectedUnits[0]->getCount(), action, (int)bestAttack.from, (int)bestAttack.attack.attacker->getPosition().hex,
 
- 					bestAttack.attack.chargeDistance, bestAttack.attack.attacker->Speed(0, true),
 
- 					bestAttack.defenderDamageReduce, bestAttack.attackerDamageReduce, bestAttack.attackValue()
 
- 				);
 
- 			}
 
- 		}
 
- 		else if(bestSpellcast.has_value())
 
- 		{
 
- 			movesSkippedByDefense = 0;
 
- 			return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
 
- 		}
 
- 			//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
 
- 		if(moveTarget.score > score)
 
- 		{
 
- 			score = moveTarget.score;
 
- 			if(stack->waited())
 
- 			{
 
- 				result = goTowardsNearest(stack, moveTarget.positions);
 
- 			}
 
- 			else
 
- 			{
 
- 				result = BattleAction::makeWait(stack);
 
- 			}
 
- 		}
 
- 		if(score <= EvaluationResult::INEFFECTIVE_SCORE
 
- 			&& !stack->hasBonusOfType(Bonus::FLYING)
 
- 			&& stack->unitSide() == BattleSide::ATTACKER
 
- 			&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
 
- 		{
 
- 			auto brokenWallMoat = getBrokenWallMoatHexes();
 
- 			if(brokenWallMoat.size())
 
- 			{
 
- 				movesSkippedByDefense = 0;
 
- 				if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
 
- 					result = BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
 
- 				else
 
- 					result = goTowardsNearest(stack, brokenWallMoat);
 
- 			}
 
- 		}
 
- 	}
 
- 	catch(boost::thread_interrupted &)
 
- 	{
 
- 		throw;
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
 
- 	}
 
- 	if(result.actionType == EActionType::DEFEND)
 
- 	{
 
- 		movesSkippedByDefense++;
 
- 	}
 
- 	else if(result.actionType != EActionType::WAIT)
 
- 	{
 
- 		movesSkippedByDefense = 0;
 
- 	}
 
- 	return result;
 
- }
 
- BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
 
- {
 
- 	auto reachability = cb->getReachability(stack);
 
- 	auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
 
- 	if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
 
- 	{
 
- 		return reachability.distances[h1] < reachability.distances[h2];
 
- 	});
 
- 	for(auto hex : hexes)
 
- 	{
 
- 		if(vstd::contains(avHexes, hex))
 
- 		{
 
- 			return BattleAction::makeMove(stack, hex);
 
- 		}
 
- 		if(stack->coversPos(hex))
 
- 		{
 
- 			logAi->warn("Warning: already standing on neighbouring tile!");
 
- 			//We shouldn't even be here...
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 	}
 
- 	BattleHex bestNeighbor = hexes.front();
 
- 	if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	BattleExchangeEvaluator scoreEvaluator(cb, env);
 
- 	HypotheticBattle hb(env.get(), cb);
 
- 	scoreEvaluator.updateReachabilityMap(hb);
 
- 	if(stack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		std::set<BattleHex> obstacleHexes;
 
- 		auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
 
- 			auto affectedHexes = spellObst.getAffectedTiles();
 
- 			obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
 
- 		};
 
- 		const auto & obstacles = hb.battleGetAllObstacles();
 
- 		for (const auto & obst: obstacles) {
 
- 			if(obst->triggersEffects())
 
- 			{
 
- 				auto triggerAbility =  VLC->spells()->getById(obst->getTrigger());
 
- 				auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
 
- 				if(triggerIsNegative)
 
- 					insertAffected(*obst, obstacleHexes);
 
- 			}
 
- 		}
 
- 		// 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 nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
 
- 		{
 
- 			const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
 
- 			const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
 
- 			auto distance = BattleHex::getDistance(bestNeighbor, hex);
 
- 			if(vstd::contains(obstacleHexes, hex))
 
- 				distance += NEGATIVE_OBSTACLE_PENALTY;
 
- 			return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
 
- 		});
 
- 		return BattleAction::makeMove(stack, *nearestAvailableHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		BattleHex currentDest = bestNeighbor;
 
- 		while(1)
 
- 		{
 
- 			if(!currentDest.isValid())
 
- 			{
 
- 				return BattleAction::makeDefend(stack);
 
- 			}
 
- 			if(vstd::contains(avHexes, currentDest)
 
- 				&& !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
 
- 				return BattleAction::makeMove(stack, currentDest);
 
- 			currentDest = reachability.predecessors[currentDest];
 
- 		}
 
- 	}
 
- }
 
- BattleAction CBattleAI::useCatapult(const CStack * stack)
 
- {
 
- 	BattleAction attack;
 
- 	BattleHex targetHex = BattleHex::INVALID;
 
- 	if(cb->battleGetGateState() == EGateState::CLOSED)
 
- 	{
 
- 		targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
 
- 	}
 
- 	else
 
- 	{
 
- 		EWallPart wallParts[] = {
 
- 			EWallPart::KEEP,
 
- 			EWallPart::BOTTOM_TOWER,
 
- 			EWallPart::UPPER_TOWER,
 
- 			EWallPart::BELOW_GATE,
 
- 			EWallPart::OVER_GATE,
 
- 			EWallPart::BOTTOM_WALL,
 
- 			EWallPart::UPPER_WALL
 
- 		};
 
- 		for(auto wallPart : wallParts)
 
- 		{
 
- 			auto wallState = cb->battleGetWallState(wallPart);
 
- 			if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
 
- 			{
 
- 				targetHex = cb->wallPartToBattleHex(wallPart);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(!targetHex.isValid())
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	attack.aimToHex(targetHex);
 
- 	attack.actionType = EActionType::CATAPULT;
 
- 	attack.side = side;
 
- 	attack.stackNumber = stack->unitId();
 
- 	movesSkippedByDefense = 0;
 
- 	return attack;
 
- }
 
- 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, this](const CSpell *s) -> bool
 
- 	{
 
- 		return s->canBeCast(cb.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(cb.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.defenderDamageReduce > 0)
 
- 						swb->removeUnitBonus(Bonus::UntilAttack);
 
- 					if(ap.attackerDamageReduce > 0)
 
- 						swb->removeUnitBonus(Bonus::UntilBeingAttacked);
 
- 					for(auto affected : ap.affectedUnits)
 
- 					{
 
- 						swb = state.getForUpdate(affected->unitId());
 
- 						*swb = *affected;
 
- 						if(ap.defenderDamageReduce > 0)
 
- 							swb->removeUnitBonus(Bonus::UntilBeingAttacked);
 
- 						if(ap.attackerDamageReduce > 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;
 
- 	};
 
- 	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(env.get(), 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;
 
- 			}
 
- 		}
 
- 	}
 
- 	struct ScriptsCache
 
- 	{
 
- 		//todo: re-implement scripts context cache
 
- 	};
 
- 	auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
 
- 	{
 
- 		HypotheticBattle state(env.get(), cb);
 
- 		spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
 
- 		cast.castEval(state.getServerCallback(), ps->dest);
 
- 		ValueMap newHealthOfStack;
 
- 		ValueMap newValueOfStack;
 
- 		size_t ourUnits = 0;
 
- 		std::set<uint32_t> unitIds;
 
- 		state.battleGetUnitsIf([&](const battle::Unit * u)->bool
 
- 		{
 
- 			if(!u->isGhost() && !u->isTurret())
 
- 				unitIds.insert(u->unitId());
 
- 			return false;
 
- 		});
 
- 		for(auto unitId : unitIds)
 
- 		{
 
- 			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 unitId : unitIds)
 
- 			{
 
- 				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;
 
- 		}
 
- 	};
 
- 	using EvalRunner = ThreadPool<ScriptsCache>;
 
- 	EvalRunner::Tasks tasks;
 
- 	for(PossibleSpellcast & psc : possibleCasts)
 
- 		tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
 
- 	uint32_t threadCount = boost::thread::hardware_concurrency();
 
- 	if(threadCount == 0)
 
- 	{
 
- 		logGlobal->warn("No information of CPU cores available");
 
- 		threadCount = 1;
 
- 	}
 
- 	CStopWatch timer;
 
- 	std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
 
- 	for(uint32_t idx = 0; idx < threadCount; idx++)
 
- 	{
 
- 		scriptsPool.emplace_back();
 
- 	}
 
- 	EvalRunner runner(&tasks, scriptsPool);
 
- 	runner.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->getNameTranslated() % 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);
 
- 		movesSkippedByDefense = 0;
 
- 	}
 
- 	else
 
- 	{
 
- 		LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % 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(env.get(), cb);
 
- 	TStacks all = cb->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.castEval(state.getServerCallback(), ps.dest);
 
- 	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;
 
- }
 
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	side = Side;
 
- }
 
- void CBattleAI::print(const std::string &text) const
 
- {
 
- 	logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
 
- }
 
- std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
 
- {
 
- 	BattleStateInfoForRetreat bs;
 
- 	bs.canFlee = cb->battleCanFlee();
 
- 	bs.canSurrender = cb->battleCanSurrender(playerID);
 
- 	bs.ourSide = cb->battleGetMySide();
 
- 	bs.ourHero = cb->battleGetMyHero(); 
 
- 	bs.enemyHero = nullptr;
 
- 	for(auto stack : cb->battleGetAllStacks(false))
 
- 	{
 
- 		if(stack->alive())
 
- 		{
 
- 			if(stack->unitSide() == bs.ourSide)
 
- 				bs.ourStacks.push_back(stack);
 
- 			else
 
- 			{
 
- 				bs.enemyStacks.push_back(stack);
 
- 				bs.enemyHero = cb->battleGetOwnerHero(stack);
 
- 			}
 
- 		}
 
- 	}
 
- 	bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
 
- 	if(!bs.canFlee || !bs.canSurrender)
 
- 	{
 
- 		return std::nullopt;
 
- 	}
 
- 	auto result = cb->makeSurrenderRetreatDecision(bs);
 
- 	if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
 
- 	{
 
- 		return BattleAction::makeRetreat(bs.ourSide);
 
- 	}
 
- 	return result;
 
- }
 
 
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