BattleEvaluator.cpp 26 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 "BattleEvaluator.h"
  12. #include "BattleExchangeVariant.h"
  13. #include "StackWithBonuses.h"
  14. #include "EnemyInfo.h"
  15. #include "tbb/parallel_for.h"
  16. #include "../../lib/CStopWatch.h"
  17. #include "../../lib/CThreadHelper.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/entities/building/TownFortifications.h"
  20. #include "../../lib/spells/CSpellHandler.h"
  21. #include "../../lib/spells/ISpellMechanics.h"
  22. #include "../../lib/battle/BattleStateInfoForRetreat.h"
  23. #include "../../lib/battle/CObstacleInstance.h"
  24. #include "../../lib/battle/BattleAction.h"
  25. #include "../../lib/CRandomGenerator.h"
  26. // TODO: remove
  27. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  28. // CUnitState should be private and CStack should be removed completely
  29. #include "../../lib/CStack.h"
  30. #define LOGL(text) print(text)
  31. #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
  32. enum class SpellTypes
  33. {
  34. ADVENTURE, BATTLE, OTHER
  35. };
  36. SpellTypes spellType(const CSpell * spell)
  37. {
  38. if(!spell->isCombat() || spell->isCreatureAbility())
  39. return SpellTypes::OTHER;
  40. if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
  41. return SpellTypes::BATTLE;
  42. return SpellTypes::OTHER;
  43. }
  44. BattleEvaluator::BattleEvaluator(
  45. std::shared_ptr<Environment> env,
  46. std::shared_ptr<CBattleCallback> cb,
  47. const battle::Unit * activeStack,
  48. PlayerColor playerID,
  49. BattleID battleID,
  50. BattleSide side,
  51. float strengthRatio,
  52. int simulationTurnsCount)
  53. :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
  54. cachedAttack(), playerID(playerID), side(side), env(env),
  55. cb(cb), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
  56. {
  57. hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  58. damageCache.buildDamageCache(hb, side);
  59. targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
  60. }
  61. BattleEvaluator::BattleEvaluator(
  62. std::shared_ptr<Environment> env,
  63. std::shared_ptr<CBattleCallback> cb,
  64. std::shared_ptr<HypotheticBattle> hb,
  65. DamageCache & damageCache,
  66. const battle::Unit * activeStack,
  67. PlayerColor playerID,
  68. BattleID battleID,
  69. BattleSide side,
  70. float strengthRatio,
  71. int simulationTurnsCount)
  72. :scoreEvaluator(cb->getBattle(battleID), env, strengthRatio, simulationTurnsCount),
  73. cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb),
  74. damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID), simulationTurnsCount(simulationTurnsCount)
  75. {
  76. targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
  77. }
  78. std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
  79. {
  80. std::vector<BattleHex> result;
  81. for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
  82. {
  83. auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
  84. if(state != EWallState::DESTROYED)
  85. continue;
  86. auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
  87. auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
  88. result.push_back(moatHex);
  89. moatHex = moatHex.cloneInDirection(BattleHex::LEFT);
  90. auto obstaclesSecondRow = cb->getBattle(battleID)->battleGetAllObstaclesOnPos(moatHex, false);
  91. for(auto obstacle : obstaclesSecondRow)
  92. {
  93. if(obstacle->obstacleType == CObstacleInstance::EObstacleType::MOAT)
  94. {
  95. result.push_back(moatHex);
  96. break;
  97. }
  98. }
  99. }
  100. return result;
  101. }
  102. std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
  103. {
  104. //TODO: faerie dragon type spell should be selected by server
  105. SpellID creatureSpellToCast = cb->getBattle(battleID)->getRandomCastedSpell(CRandomGenerator::getDefault(), stack);
  106. if(stack->canCast() && creatureSpellToCast != SpellID::NONE)
  107. {
  108. const CSpell * spell = creatureSpellToCast.toSpell();
  109. if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
  110. {
  111. std::vector<PossibleSpellcast> possibleCasts;
  112. spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
  113. for(auto & target : temp.findPotentialTargets())
  114. {
  115. PossibleSpellcast ps;
  116. ps.dest = target;
  117. ps.spell = spell;
  118. evaluateCreatureSpellcast(stack, ps);
  119. possibleCasts.push_back(ps);
  120. }
  121. std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
  122. if(!possibleCasts.empty() && possibleCasts.front().value > 0)
  123. {
  124. return possibleCasts.front();
  125. }
  126. }
  127. }
  128. return std::nullopt;
  129. }
  130. BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
  131. {
  132. #if BATTLE_TRACE_LEVEL >= 1
  133. logAi->trace("Select stack action");
  134. #endif
  135. //evaluate casting spell for spellcasting stack
  136. std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
  137. auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, *targets, damageCache, hb);
  138. float score = EvaluationResult::INEFFECTIVE_SCORE;
  139. if(targets->possibleAttacks.empty() && bestSpellcast.has_value())
  140. {
  141. activeActionMade = true;
  142. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  143. }
  144. if(!targets->possibleAttacks.empty())
  145. {
  146. #if BATTLE_TRACE_LEVEL>=1
  147. logAi->trace("Evaluating attack for %s", stack->getDescription());
  148. #endif
  149. auto evaluationResult = scoreEvaluator.findBestTarget(stack, *targets, damageCache, hb);
  150. auto & bestAttack = evaluationResult.bestAttack;
  151. cachedAttack.ap = bestAttack;
  152. cachedAttack.score = evaluationResult.score;
  153. cachedAttack.turn = 0;
  154. cachedAttack.waited = evaluationResult.wait;
  155. //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
  156. if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
  157. {
  158. // return because spellcast value is damage dealt and score is dps reduce
  159. activeActionMade = true;
  160. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  161. }
  162. if(evaluationResult.score > score)
  163. {
  164. score = evaluationResult.score;
  165. logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%2f -%2f = %2f",
  166. bestAttack.attackerState->unitType()->getJsonKey(),
  167. bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
  168. bestAttack.affectedUnits[0]->getCount(),
  169. (int)bestAttack.from,
  170. (int)bestAttack.attack.attacker->getPosition().hex,
  171. bestAttack.attack.chargeDistance,
  172. bestAttack.attack.attacker->getMovementRange(0),
  173. bestAttack.defenderDamageReduce,
  174. bestAttack.attackerDamageReduce,
  175. score
  176. );
  177. if (moveTarget.score <= score)
  178. {
  179. if(evaluationResult.wait)
  180. {
  181. return BattleAction::makeWait(stack);
  182. }
  183. else if(bestAttack.attack.shooting)
  184. {
  185. activeActionMade = true;
  186. return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
  187. }
  188. else
  189. {
  190. if(bestAttack.collateralDamageReduce
  191. && bestAttack.collateralDamageReduce >= bestAttack.defenderDamageReduce / 2
  192. && score < 0)
  193. {
  194. return BattleAction::makeDefend(stack);
  195. }
  196. auto enemyMellee = hb->getUnitsIf([this](const battle::Unit * u) -> bool
  197. {
  198. return u->unitSide() == BattleSide::ATTACKER && !hb->battleCanShoot(u);
  199. });
  200. bool isTargetOutsideFort = bestAttack.dest.getY() < GameConstants::BFIELD_WIDTH - 4;
  201. bool siegeDefense = stack->unitSide() == BattleSide::DEFENDER
  202. && !bestAttack.attack.shooting
  203. && hb->battleGetFortifications().hasMoat
  204. && !enemyMellee.empty()
  205. && isTargetOutsideFort;
  206. if(siegeDefense)
  207. {
  208. logAi->trace("Evaluating exchange at %d self-defense", stack->getPosition().hex);
  209. BattleAttackInfo bai(stack, stack, 0, false);
  210. AttackPossibility apDefend(stack->getPosition(), stack->getPosition(), bai);
  211. float defenseValue = scoreEvaluator.evaluateExchange(apDefend, 0, *targets, damageCache, hb);
  212. if((defenseValue > score && score <= 0) || (defenseValue > 2 * score && score > 0))
  213. {
  214. return BattleAction::makeDefend(stack);
  215. }
  216. }
  217. activeActionMade = true;
  218. return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defenderPos, bestAttack.from);
  219. }
  220. }
  221. }
  222. }
  223. //ThreatMap threatsToUs(stack); // These lines may be useful but they are't used in the code.
  224. if(moveTarget.score > score)
  225. {
  226. score = moveTarget.score;
  227. cachedAttack.ap = moveTarget.cachedAttack;
  228. cachedAttack.score = score;
  229. cachedAttack.turn = moveTarget.turnsToRich;
  230. if(stack->waited())
  231. {
  232. logAi->debug(
  233. "Moving %s towards hex %s[%d], score: %2f",
  234. stack->getDescription(),
  235. moveTarget.cachedAttack->attack.defender->getDescription(),
  236. moveTarget.cachedAttack->attack.defender->getPosition().hex,
  237. moveTarget.score);
  238. return goTowardsNearest(stack, moveTarget.positions, *targets);
  239. }
  240. else
  241. {
  242. cachedAttack.waited = true;
  243. return BattleAction::makeWait(stack);
  244. }
  245. }
  246. if(score <= EvaluationResult::INEFFECTIVE_SCORE
  247. && !stack->hasBonusOfType(BonusType::FLYING)
  248. && stack->unitSide() == BattleSide::ATTACKER
  249. && cb->getBattle(battleID)->battleGetFortifications().hasMoat)
  250. {
  251. auto brokenWallMoat = getBrokenWallMoatHexes();
  252. if(brokenWallMoat.size())
  253. {
  254. activeActionMade = true;
  255. if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
  256. return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
  257. else
  258. return goTowardsNearest(stack, brokenWallMoat, *targets);
  259. }
  260. }
  261. return stack->waited() ? BattleAction::makeDefend(stack) : BattleAction::makeWait(stack);
  262. }
  263. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
  264. {
  265. auto end = std::chrono::high_resolution_clock::now();
  266. return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
  267. }
  268. BattleAction BattleEvaluator::moveOrAttack(const CStack * stack, BattleHex hex, const PotentialTargets & targets)
  269. {
  270. auto additionalScore = 0;
  271. std::optional<AttackPossibility> attackOnTheWay;
  272. for(auto & target : targets.possibleAttacks)
  273. {
  274. if(!target.attack.shooting && target.from == hex && target.attackValue() > additionalScore)
  275. {
  276. additionalScore = target.attackValue();
  277. attackOnTheWay = target;
  278. }
  279. }
  280. if(attackOnTheWay)
  281. {
  282. activeActionMade = true;
  283. return BattleAction::makeMeleeAttack(stack, attackOnTheWay->attack.defender->getPosition(), attackOnTheWay->from);
  284. }
  285. else
  286. {
  287. if(stack->position == hex)
  288. return BattleAction::makeDefend(stack);
  289. else
  290. return BattleAction::makeMove(stack, hex);
  291. }
  292. }
  293. BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes, const PotentialTargets & targets)
  294. {
  295. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  296. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  297. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  298. {
  299. return BattleAction::makeDefend(stack);
  300. }
  301. std::vector<BattleHex> targetHexes = hexes;
  302. vstd::erase_if(targetHexes, [](const BattleHex & hex) { return !hex.isValid(); });
  303. std::sort(targetHexes.begin(), targetHexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  304. {
  305. return reachability.distances[h1] < reachability.distances[h2];
  306. });
  307. BattleHex bestNeighbor = targetHexes.front();
  308. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  309. {
  310. logAi->trace("No richable hexes.");
  311. return BattleAction::makeDefend(stack);
  312. }
  313. // this turn
  314. for(auto hex : targetHexes)
  315. {
  316. if(vstd::contains(avHexes, hex))
  317. {
  318. return moveOrAttack(stack, hex, targets);
  319. }
  320. if(stack->coversPos(hex))
  321. {
  322. logAi->warn("Warning: already standing on neighbouring hex!");
  323. //We shouldn't even be here...
  324. return BattleAction::makeDefend(stack);
  325. }
  326. }
  327. // not this turn
  328. scoreEvaluator.updateReachabilityMap(hb);
  329. if(stack->hasBonusOfType(BonusType::FLYING))
  330. {
  331. std::set<BattleHex> obstacleHexes;
  332. auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> & obstacleHexes) {
  333. auto affectedHexes = spellObst.getAffectedTiles();
  334. obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
  335. };
  336. const auto & obstacles = hb->battleGetAllObstacles();
  337. for (const auto & obst: obstacles) {
  338. if(obst->triggersEffects())
  339. {
  340. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  341. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  342. if(triggerIsNegative)
  343. insertAffected(*obst, obstacleHexes);
  344. }
  345. }
  346. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  347. // We just check all available hexes and pick the one closest to the target.
  348. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  349. {
  350. const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
  351. const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
  352. auto distance = BattleHex::getDistance(bestNeighbor, hex);
  353. if(vstd::contains(obstacleHexes, hex))
  354. distance += NEGATIVE_OBSTACLE_PENALTY;
  355. return scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
  356. });
  357. return moveOrAttack(stack, *nearestAvailableHex, targets);
  358. }
  359. else
  360. {
  361. BattleHex currentDest = bestNeighbor;
  362. while(true)
  363. {
  364. if(!currentDest.isValid())
  365. {
  366. return BattleAction::makeDefend(stack);
  367. }
  368. if(vstd::contains(avHexes, currentDest)
  369. && !scoreEvaluator.checkPositionBlocksOurStacks(*hb, stack, currentDest))
  370. {
  371. return moveOrAttack(stack, currentDest, targets);
  372. }
  373. currentDest = reachability.predecessors[currentDest];
  374. }
  375. }
  376. logAi->error("We should either detect that hexes are unreachable or make a move!");
  377. return BattleAction::makeDefend(stack);
  378. }
  379. bool BattleEvaluator::canCastSpell()
  380. {
  381. auto hero = cb->getBattle(battleID)->battleGetMyHero();
  382. if(!hero)
  383. return false;
  384. return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
  385. }
  386. bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
  387. {
  388. auto hero = cb->getBattle(battleID)->battleGetMyHero();
  389. if(!hero)
  390. return false;
  391. LOGL("Casting spells sounds like fun. Let's see...");
  392. //Get all spells we can cast
  393. std::vector<const CSpell*> possibleSpells;
  394. for (auto const & s : VLC->spellh->objects)
  395. if (s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero))
  396. possibleSpells.push_back(s.get());
  397. LOGFL("I can cast %d spells.", possibleSpells.size());
  398. vstd::erase_if(possibleSpells, [](const CSpell *s)
  399. {
  400. return spellType(s) != SpellTypes::BATTLE;
  401. });
  402. LOGFL("I know how %d of them works.", possibleSpells.size());
  403. //Get possible spell-target pairs
  404. std::vector<PossibleSpellcast> possibleCasts;
  405. for(auto spell : possibleSpells)
  406. {
  407. spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
  408. const bool FAST = true;
  409. for(auto & target : temp.findPotentialTargets(FAST))
  410. {
  411. PossibleSpellcast ps;
  412. ps.dest = target;
  413. ps.spell = spell;
  414. possibleCasts.push_back(ps);
  415. }
  416. }
  417. LOGFL("Found %d spell-target combinations.", possibleCasts.size());
  418. if(possibleCasts.empty())
  419. return false;
  420. using ValueMap = PossibleSpellcast::ValueMap;
  421. auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, std::shared_ptr<HypotheticBattle> state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
  422. {
  423. bool firstRound = true;
  424. bool enemyHadTurn = false;
  425. size_t ourTurnSpan = 0;
  426. bool stop = false;
  427. for(auto & round : queue)
  428. {
  429. if(!firstRound)
  430. state->nextRound();
  431. for(auto unit : round)
  432. {
  433. if(!vstd::contains(values, unit->unitId()))
  434. values[unit->unitId()] = 0;
  435. if(!unit->alive())
  436. continue;
  437. if(state->battleGetOwner(unit) != playerID)
  438. {
  439. enemyHadTurn = true;
  440. if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
  441. {
  442. //enemy could counter our spell at this point
  443. //anyway, we do not know what enemy will do
  444. //just stop evaluation
  445. stop = true;
  446. break;
  447. }
  448. }
  449. else if(!enemyHadTurn)
  450. {
  451. ourTurnSpan++;
  452. }
  453. state->nextTurn(unit->unitId());
  454. PotentialTargets potentialTargets(unit, damageCache, state);
  455. if(!potentialTargets.possibleAttacks.empty())
  456. {
  457. AttackPossibility attackPossibility = potentialTargets.bestAction();
  458. auto stackWithBonuses = state->getForUpdate(unit->unitId());
  459. *stackWithBonuses = *attackPossibility.attackerState;
  460. if(attackPossibility.defenderDamageReduce > 0)
  461. {
  462. stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
  463. stackWithBonuses->removeUnitBonus(Bonus::UntilOwnAttack);
  464. }
  465. if(attackPossibility.attackerDamageReduce > 0)
  466. stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
  467. for(auto affected : attackPossibility.affectedUnits)
  468. {
  469. stackWithBonuses = state->getForUpdate(affected->unitId());
  470. *stackWithBonuses = *affected;
  471. if(attackPossibility.defenderDamageReduce > 0)
  472. stackWithBonuses->removeUnitBonus(Bonus::UntilBeingAttacked);
  473. if(attackPossibility.attackerDamageReduce > 0 && attackPossibility.attack.defender->unitId() == affected->unitId())
  474. stackWithBonuses->removeUnitBonus(Bonus::UntilAttack);
  475. }
  476. }
  477. auto bav = potentialTargets.bestActionValue();
  478. //best action is from effective owner`s point if view, we need to convert to our point if view
  479. if(state->battleGetOwner(unit) != playerID)
  480. bav = -bav;
  481. values[unit->unitId()] += bav;
  482. }
  483. firstRound = false;
  484. if(stop)
  485. break;
  486. }
  487. if(enemyHadTurnOut)
  488. *enemyHadTurnOut = enemyHadTurn;
  489. return ourTurnSpan >= minTurnSpan;
  490. };
  491. ValueMap valueOfStack;
  492. ValueMap healthOfStack;
  493. TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
  494. size_t ourRemainingTurns = 0;
  495. for(auto unit : all)
  496. {
  497. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  498. valueOfStack[unit->unitId()] = 0;
  499. if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
  500. ourRemainingTurns++;
  501. }
  502. LOGFL("I have %d turns left in this round", ourRemainingTurns);
  503. const bool castNow = ourRemainingTurns <= 1;
  504. if(castNow)
  505. print("I should try to cast a spell now");
  506. else
  507. print("I could wait better moment to cast a spell");
  508. auto amount = all.size();
  509. std::vector<battle::Units> turnOrder;
  510. cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
  511. {
  512. bool enemyHadTurn = false;
  513. auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  514. evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
  515. if(!enemyHadTurn)
  516. {
  517. auto battleIsFinishedOpt = state->battleIsFinished();
  518. if(battleIsFinishedOpt)
  519. {
  520. print("No need to cast a spell. Battle will finish soon.");
  521. return false;
  522. }
  523. }
  524. }
  525. CStopWatch timer;
  526. #if BATTLE_TRACE_LEVEL >= 1
  527. tbb::blocked_range<size_t> r(0, possibleCasts.size());
  528. #else
  529. tbb::parallel_for(tbb::blocked_range<size_t>(0, possibleCasts.size()), [&](const tbb::blocked_range<size_t> & r)
  530. {
  531. #endif
  532. for(auto i = r.begin(); i != r.end(); i++)
  533. {
  534. auto & ps = possibleCasts[i];
  535. #if BATTLE_TRACE_LEVEL >= 1
  536. if(ps.dest.empty())
  537. logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
  538. else
  539. {
  540. auto psFirst = ps.dest.front();
  541. auto strWhere = psFirst.unitValue ? psFirst.unitValue->getDescription() : std::to_string(psFirst.hexValue.hex);
  542. logAi->trace("Evaluating %s at %s", ps.spell->getNameTranslated(), strWhere);
  543. }
  544. #endif
  545. auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
  546. spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
  547. cast.castEval(state->getServerCallback(), ps.dest);
  548. auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->isValidTarget(); });
  549. auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
  550. {
  551. auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
  552. return !original || u->getMovementRange() != original->getMovementRange();
  553. });
  554. DamageCache safeCopy = damageCache;
  555. DamageCache innerCache(&safeCopy);
  556. innerCache.buildDamageCache(state, side);
  557. if(cachedAttack.ap && cachedAttack.waited)
  558. {
  559. state->makeWait(activeStack);
  560. }
  561. if(needFullEval || !cachedAttack.ap)
  562. {
  563. #if BATTLE_TRACE_LEVEL >= 1
  564. logAi->trace("Full evaluation is started due to stack speed affected.");
  565. #endif
  566. PotentialTargets innerTargets(activeStack, innerCache, state);
  567. BattleExchangeEvaluator innerEvaluator(state, env, strengthRatio, simulationTurnsCount);
  568. innerEvaluator.updateReachabilityMap(state);
  569. auto moveTarget = innerEvaluator.findMoveTowardsUnreachable(activeStack, innerTargets, innerCache, state);
  570. if(!innerTargets.possibleAttacks.empty())
  571. {
  572. auto newStackAction = innerEvaluator.findBestTarget(activeStack, innerTargets, innerCache, state);
  573. ps.value = std::max(moveTarget.score, newStackAction.score);
  574. }
  575. else
  576. {
  577. ps.value = moveTarget.score;
  578. }
  579. }
  580. else
  581. {
  582. auto updatedAttacker = state->getForUpdate(cachedAttack.ap->attack.attacker->unitId());
  583. auto updatedDefender = state->getForUpdate(cachedAttack.ap->attack.defender->unitId());
  584. auto updatedBai = BattleAttackInfo(
  585. updatedAttacker.get(),
  586. updatedDefender.get(),
  587. cachedAttack.ap->attack.chargeDistance,
  588. cachedAttack.ap->attack.shooting);
  589. auto updatedAttack = AttackPossibility::evaluate(updatedBai, cachedAttack.ap->from, innerCache, state);
  590. ps.value = scoreEvaluator.evaluateExchange(updatedAttack, cachedAttack.turn, *targets, innerCache, state);
  591. }
  592. for(const auto & unit : allUnits)
  593. {
  594. if(!unit->isValidTarget(true))
  595. continue;
  596. auto newHealth = unit->getAvailableHealth();
  597. auto oldHealth = vstd::find_or(healthOfStack, unit->unitId(), 0); // old health value may not exist for newly summoned units
  598. if(oldHealth != newHealth)
  599. {
  600. auto damage = std::abs(oldHealth - newHealth);
  601. auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
  602. auto dpsReduce = AttackPossibility::calculateDamageReduce(
  603. nullptr,
  604. originalDefender && originalDefender->alive() ? originalDefender : unit,
  605. damage,
  606. innerCache,
  607. state);
  608. auto ourUnit = unit->unitSide() == side ? 1 : -1;
  609. auto goodEffect = newHealth > oldHealth ? 1 : -1;
  610. if(ourUnit * goodEffect == 1)
  611. {
  612. auto isMagical = state->getForUpdate(unit->unitId())->summoned
  613. || unit->isClone()
  614. || unit->isGhost();
  615. if(ourUnit && goodEffect && isMagical)
  616. continue;
  617. ps.value += dpsReduce * scoreEvaluator.getPositiveEffectMultiplier();
  618. }
  619. else
  620. // discourage AI making collateral damage with spells
  621. ps.value -= 4 * dpsReduce * scoreEvaluator.getNegativeEffectMultiplier();
  622. #if BATTLE_TRACE_LEVEL >= 1
  623. // Ensure ps.dest is not empty before accessing the first element
  624. if (!ps.dest.empty())
  625. {
  626. logAi->trace(
  627. "Spell %s to %d affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
  628. ps.spell->getNameTranslated(),
  629. ps.dest.at(0).hexValue.hex, // Safe to access .at(0) now
  630. unit->creatureId().toCreature()->getNameSingularTranslated(),
  631. unit->getCount(),
  632. dpsReduce,
  633. oldHealth,
  634. newHealth);
  635. }
  636. else
  637. {
  638. // Handle the case where ps.dest is empty
  639. logAi->trace(
  640. "Spell %s has no destination, affects %s (%d), dps: %2f oldHealth: %d newHealth: %d",
  641. ps.spell->getNameTranslated(),
  642. unit->creatureId().toCreature()->getNameSingularTranslated(),
  643. unit->getCount(),
  644. dpsReduce,
  645. oldHealth,
  646. newHealth);
  647. }
  648. #endif
  649. }
  650. }
  651. #if BATTLE_TRACE_LEVEL >= 1
  652. logAi->trace("Total score: %2f", ps.value);
  653. #endif
  654. }
  655. #if BATTLE_TRACE_LEVEL == 0
  656. });
  657. #endif
  658. LOGFL("Evaluation took %d ms", timer.getDiff());
  659. auto castToPerform = *vstd::maxElementByFun(possibleCasts, [](const PossibleSpellcast & ps) -> float
  660. {
  661. return ps.value;
  662. });
  663. if(castToPerform.value > cachedAttack.score && !vstd::isAlmostEqual(castToPerform.value, cachedAttack.score))
  664. {
  665. LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
  666. BattleAction spellcast;
  667. spellcast.actionType = EActionType::HERO_SPELL;
  668. spellcast.spell = castToPerform.spell->id;
  669. spellcast.setTarget(castToPerform.dest);
  670. spellcast.side = side;
  671. spellcast.stackNumber = -1;
  672. cb->battleMakeSpellAction(battleID, spellcast);
  673. activeActionMade = true;
  674. return true;
  675. }
  676. LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
  677. return false;
  678. }
  679. //Below method works only for offensive spells
  680. void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
  681. {
  682. using ValueMap = PossibleSpellcast::ValueMap;
  683. RNGStub rngStub;
  684. HypotheticBattle state(env.get(), cb->getBattle(battleID));
  685. TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
  686. ValueMap healthOfStack;
  687. ValueMap newHealthOfStack;
  688. for(auto unit : all)
  689. {
  690. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  691. }
  692. spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
  693. cast.castEval(state.getServerCallback(), ps.dest);
  694. for(auto unit : all)
  695. {
  696. auto unitId = unit->unitId();
  697. auto localUnit = state.battleGetUnitByID(unitId);
  698. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  699. }
  700. int64_t totalGain = 0;
  701. for(auto unit : all)
  702. {
  703. auto unitId = unit->unitId();
  704. auto localUnit = state.battleGetUnitByID(unitId);
  705. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  706. if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
  707. healthDiff = -healthDiff;
  708. if(healthDiff < 0)
  709. {
  710. ps.value = -1;
  711. return; //do not damage own units at all
  712. }
  713. totalGain += healthDiff;
  714. }
  715. ps.value = totalGain;
  716. }
  717. void BattleEvaluator::print(const std::string & text) const
  718. {
  719. logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
  720. }