| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026 | /* * 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 "BattleExchangeVariant.h"#include "../../lib/CStack.h"AttackerValue::AttackerValue()	: value(0),	isRetaliated(false){}MoveTarget::MoveTarget()	: positions(), cachedAttack(), score(EvaluationResult::INEFFECTIVE_SCORE){	turnsToRich = 1;}float BattleExchangeVariant::trackAttack(	const AttackPossibility & ap,	std::shared_ptr<HypotheticBattle> hb,	DamageCache & damageCache){	if(!ap.attackerState)	{		logAi->trace("Skipping fake ap attack");		return 0;	}	auto attacker = hb->getForUpdate(ap.attack.attacker->unitId());	float attackValue = ap.attackValue();	auto affectedUnits = ap.affectedUnits;	dpsScore.ourDamageReduce += ap.attackerDamageReduce + ap.collateralDamageReduce;	dpsScore.enemyDamageReduce += ap.defenderDamageReduce + ap.shootersBlockedDmg;	attackerValue[attacker->unitId()].value = attackValue;	affectedUnits.push_back(ap.attackerState);	for(auto affectedUnit : affectedUnits)	{		auto unitToUpdate = hb->getForUpdate(affectedUnit->unitId());		auto damageDealt = unitToUpdate->getAvailableHealth() - affectedUnit->getAvailableHealth();		if(damageDealt > 0)		{			unitToUpdate->damage(damageDealt);		}		if(unitToUpdate->unitSide() == attacker->unitSide())		{			if(unitToUpdate->unitId() == attacker->unitId())			{				unitToUpdate->afterAttack(ap.attack.shooting, false);#if BATTLE_TRACE_LEVEL>=1				logAi->trace(					"%s -> %s, ap retaliation, %s, dps: %lld",					hb->getForUpdate(ap.attack.defender->unitId())->getDescription(),					ap.attack.attacker->getDescription(),					ap.attack.shooting ? "shot" : "mellee",					damageDealt);#endif			}			else			{#if BATTLE_TRACE_LEVEL>=1				logAi->trace(					"%s, ap collateral, dps: %lld",					unitToUpdate->getDescription(),					damageDealt);#endif			}		}		else		{			if(unitToUpdate->unitId() == ap.attack.defender->unitId())			{				if(unitToUpdate->ableToRetaliate() && !affectedUnit->ableToRetaliate())				{					unitToUpdate->afterAttack(ap.attack.shooting, true);				}#if BATTLE_TRACE_LEVEL>=1				logAi->trace(					"%s -> %s, ap attack, %s, dps: %lld",					attacker->getDescription(),					ap.attack.defender->getDescription(),					ap.attack.shooting ? "shot" : "mellee",					damageDealt);#endif			}			else			{#if BATTLE_TRACE_LEVEL>=1				logAi->trace(					"%s, ap enemy collateral, dps: %lld",					unitToUpdate->getDescription(),					damageDealt);#endif			}		}	}#if BATTLE_TRACE_LEVEL >= 1	logAi->trace(		"ap score: our: %2f, enemy: %2f, collateral: %2f, blocked: %2f",		ap.attackerDamageReduce,		ap.defenderDamageReduce,		ap.collateralDamageReduce,		ap.shootersBlockedDmg);#endif	return attackValue;}float BattleExchangeVariant::trackAttack(	std::shared_ptr<StackWithBonuses> attacker,	std::shared_ptr<StackWithBonuses> defender,	bool shooting,	bool isOurAttack,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> hb,	bool evaluateOnly){	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";	static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);	int64_t attackDamage = damageCache.getDamage(attacker.get(), defender.get(), hb);	float defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, damageCache, hb);	float attackerDamageReduce = 0;	if(!evaluateOnly)	{#if BATTLE_TRACE_LEVEL>=1		logAi->trace(			"%s -> %s, normal attack, %s, dps: %lld, %2f",			attacker->getDescription(),			defender->getDescription(),			shooting ? "shot" : "mellee",			attackDamage,			defenderDamageReduce);#endif		if(isOurAttack)		{			dpsScore.enemyDamageReduce += defenderDamageReduce;			attackerValue[attacker->unitId()].value += defenderDamageReduce;		}		else			dpsScore.ourDamageReduce += defenderDamageReduce;		defender->damage(attackDamage);		attacker->afterAttack(shooting, false);	}	if(!evaluateOnly && defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)	{		auto retaliationDamage = damageCache.getDamage(defender.get(), attacker.get(), hb);		attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, damageCache, hb);#if BATTLE_TRACE_LEVEL>=1		logAi->trace(			"%s -> %s, retaliation, dps: %lld, %2f",			defender->getDescription(),			attacker->getDescription(),			retaliationDamage,			attackerDamageReduce);#endif		if(isOurAttack)		{			dpsScore.ourDamageReduce += attackerDamageReduce;			attackerValue[attacker->unitId()].isRetaliated = true;		}		else		{			dpsScore.enemyDamageReduce += attackerDamageReduce;			attackerValue[defender->unitId()].value += attackerDamageReduce;		}		attacker->damage(retaliationDamage);		defender->afterAttack(false, true);	}	auto score = defenderDamageReduce - attackerDamageReduce;#if BATTLE_TRACE_LEVEL>=1	if(!score)	{		logAi->trace("Attack has zero score def:%2f att:%2f", defenderDamageReduce, attackerDamageReduce);	}#endif	return score;}float BattleExchangeEvaluator::scoreValue(const BattleScore & score) const{	return score.enemyDamageReduce * getPositiveEffectMultiplier() - score.ourDamageReduce * getNegativeEffectMultiplier();}EvaluationResult BattleExchangeEvaluator::findBestTarget(	const battle::Unit * activeStack,	PotentialTargets & targets,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> hb){	EvaluationResult result(targets.bestAction());	if(!activeStack->waited() && !activeStack->acquireState()->hadMorale)	{#if BATTLE_TRACE_LEVEL>=1		logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());#endif		auto hbWaited = std::make_shared<HypotheticBattle>(env.get(), hb);		hbWaited->makeWait(activeStack);		updateReachabilityMap(hbWaited);		for(auto & ap : targets.possibleAttacks)		{			float score = evaluateExchange(ap, 0, targets, damageCache, hbWaited);			if(score > result.score)			{				result.score = score;				result.bestAttack = ap;				result.wait = true;#if BATTLE_TRACE_LEVEL >= 1				logAi->trace("New high score %2f", result.score);#endif			}		}	}#if BATTLE_TRACE_LEVEL>=1	logAi->trace("Evaluating normal attack for %s", activeStack->getDescription());#endif	updateReachabilityMap(hb);	if(result.bestAttack.attack.shooting		&& !result.bestAttack.defenderDead		&& !activeStack->waited()		&& hb->battleHasShootingPenalty(activeStack, result.bestAttack.dest))	{		if(!canBeHitThisTurn(result.bestAttack))			return result; // lets wait	}	for(auto & ap : targets.possibleAttacks)	{		float score = evaluateExchange(ap, 0, targets, damageCache, hb);		bool sameScoreButWaited = vstd::isAlmostEqual(score, result.score) && result.wait;		if(score > result.score || sameScoreButWaited)		{			result.score = score;			result.bestAttack = ap;			result.wait = false;#if BATTLE_TRACE_LEVEL >= 1			logAi->trace("New high score %2f", result.score);#endif		}	}	return result;}ReachabilityInfo getReachabilityWithEnemyBypass(	const battle::Unit * activeStack,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> state){	ReachabilityInfo::Parameters params(activeStack, activeStack->getPosition());	if(!params.flying)	{		for(const auto * unit : state->battleAliveUnits())		{			if(unit->unitSide() == activeStack->unitSide())				continue;			auto dmg = damageCache.getOriginalDamage(activeStack, unit, state);			auto turnsToKill = unit->getAvailableHealth() / std::max(dmg, (int64_t)1);			vstd::amin(turnsToKill, 100);			for(auto & hex : unit->getHexes())				if(hex.isAvailable()) //towers can have <0 pos; we don't also want to overwrite side columns					params.destructibleEnemyTurns[hex] = turnsToKill * unit->getMovementRange();		}		params.bypassEnemyStacks = true;	}	return state->getReachability(params);}MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(	const battle::Unit * activeStack,	PotentialTargets & targets,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> hb){	MoveTarget result;	BattleExchangeVariant ev;	logAi->trace("Find move towards unreachable. Enemies count %d", targets.unreachableEnemies.size());	if(targets.unreachableEnemies.empty())		return result;	auto speed = activeStack->getMovementRange();	if(speed == 0)		return result;	updateReachabilityMap(hb);	auto dists = getReachabilityWithEnemyBypass(activeStack, damageCache, hb);	auto flying = activeStack->hasBonusOfType(BonusType::FLYING);	for(const battle::Unit * enemy : targets.unreachableEnemies)	{		logAi->trace(			"Checking movement towards %d of %s",			enemy->getCount(),			enemy->creatureId().toCreature()->getNameSingularTranslated());		auto distance = dists.distToNearestNeighbour(activeStack, enemy);		if(distance >= GameConstants::BFIELD_SIZE)			continue;		if(distance <= speed)			continue;		auto turnsToRich = (distance - 1) / speed + 1;		auto hexes = enemy->getSurroundingHexes();		auto enemySpeed = enemy->getMovementRange();		auto speedRatio = speed / static_cast<float>(enemySpeed);		auto multiplier = speedRatio > 1 ? 1 : speedRatio;		for(auto & hex : hexes)		{			// FIXME: provide distance info for Jousting bonus			auto bai = BattleAttackInfo(activeStack, enemy, 0, cb->battleCanShoot(activeStack));			auto attack = AttackPossibility::evaluate(bai, hex, damageCache, hb);			attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure			auto score = calculateExchange(attack, turnsToRich, targets, damageCache, hb);			score.enemyDamageReduce *= multiplier;#if BATTLE_TRACE_LEVEL >= 1			logAi->trace("Multiplier: %f, turns: %d, current score %f, new score %f", multiplier, turnsToRich, result.score, scoreValue(score));#endif			if(result.score < scoreValue(score)				|| (result.turnsToRich > turnsToRich && vstd::isAlmostEqual(result.score, scoreValue(score))))			{				result.score = scoreValue(score);				result.positions.clear();#if BATTLE_TRACE_LEVEL >= 1				logAi->trace("New high score");#endif				for(const BattleHex & initialEnemyHex : enemy->getAttackableHexes(activeStack))				{					BattleHex enemyHex = initialEnemyHex;					while(!flying && dists.distances[enemyHex] > speed && dists.predecessors.at(enemyHex).isValid())					{						enemyHex = dists.predecessors.at(enemyHex);						if(dists.accessibility[enemyHex] == EAccessibility::ALIVE_STACK)						{							auto defenderToBypass = hb->battleGetUnitByPos(enemyHex);							if(defenderToBypass)							{#if BATTLE_TRACE_LEVEL >= 1								logAi->trace("Found target to bypass at %d", enemyHex.hex);#endif								auto attackHex = dists.predecessors[enemyHex];								auto baiBypass = BattleAttackInfo(activeStack, defenderToBypass, 0, cb->battleCanShoot(activeStack));								auto attackBypass = AttackPossibility::evaluate(baiBypass, attackHex, damageCache, hb);								auto adjacentStacks = getAdjacentUnits(enemy);								adjacentStacks.push_back(defenderToBypass);								vstd::removeDuplicates(adjacentStacks);								auto bypassScore = calculateExchange(									attackBypass,									dists.distances[attackHex],									targets,									damageCache,									hb,									adjacentStacks);								if(scoreValue(bypassScore) > result.score)								{									result.score = scoreValue(bypassScore);#if BATTLE_TRACE_LEVEL >= 1									logAi->trace("New high score after bypass %f", scoreValue(bypassScore));#endif								}							}						}					}					result.positions.push_back(enemyHex);				}				result.cachedAttack = attack;				result.turnsToRich = turnsToRich;			}		}	}	return result;}std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit) const{	std::queue<const battle::Unit *> queue;	std::vector<const battle::Unit *> checkedStacks;	queue.push(blockerUnit);	while(!queue.empty())	{		auto stack = queue.front();		queue.pop();		checkedStacks.push_back(stack);		auto hexes = stack->getSurroundingHexes();		for(auto hex : hexes)		{			auto neighbor = cb->battleGetUnitByPos(hex);			if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))			{				queue.push(neighbor);				checkedStacks.push_back(neighbor);			}		}	}	return checkedStacks;}ReachabilityData BattleExchangeEvaluator::getExchangeUnits(	const AttackPossibility & ap,	uint8_t turn,	PotentialTargets & targets,	std::shared_ptr<HypotheticBattle> hb,	std::vector<const battle::Unit *> additionalUnits) const{	ReachabilityData result;	auto hexes = ap.attack.defender->getSurroundingHexes();	if(!ap.attack.shooting) hexes.push_back(ap.from);	std::vector<const battle::Unit *> allReachableUnits = additionalUnits;		for(auto hex : hexes)	{		vstd::concatenate(allReachableUnits, turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex));	}	if(!ap.attack.attacker->isTurret())	{		for(auto hex : ap.attack.attacker->getHexes())		{			auto unitsReachingAttacker = turn == 0 ? reachabilityMap.at(hex) : getOneTurnReachableUnits(turn, hex);			for(auto unit : unitsReachingAttacker)			{				if(unit->unitSide() != ap.attack.attacker->unitSide())				{					allReachableUnits.push_back(unit);					result.enemyUnitsReachingAttacker.insert(unit->unitId());				}			}		}	}	vstd::removeDuplicates(allReachableUnits);	auto copy = allReachableUnits;	for(auto unit : copy)	{		for(auto adjacentUnit : getAdjacentUnits(unit))		{			auto unitWithBonuses = hb->battleGetUnitByID(adjacentUnit->unitId());			if(vstd::contains(targets.unreachableEnemies, adjacentUnit)				&& !vstd::contains(allReachableUnits, unitWithBonuses))			{				allReachableUnits.push_back(unitWithBonuses);			}		}	}	vstd::removeDuplicates(allReachableUnits);	if(!vstd::contains(allReachableUnits, ap.attack.attacker))	{		allReachableUnits.push_back(ap.attack.attacker);	}	if(allReachableUnits.size() < 2)	{#if BATTLE_TRACE_LEVEL>=1		logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());#endif		return result;	}	for(auto unit : allReachableUnits)	{		auto accessible = !unit->canShoot() || vstd::contains(additionalUnits, unit);		if(!accessible)		{			for(auto hex : unit->getSurroundingHexes())			{				if(ap.attack.defender->coversPos(hex))				{					accessible = true;				}			}		}		if(accessible)			result.melleeAccessible.push_back(unit);		else			result.shooters.push_back(unit);	}	for(int turn = 0; turn < turnOrder.size(); turn++)	{		for(auto unit : turnOrder[turn])		{			if(vstd::contains(allReachableUnits, unit))				result.units[turn].push_back(unit);		}		vstd::erase_if(result.units[turn], [&](const battle::Unit * u) -> bool			{				return !hb->battleGetUnitByID(u->unitId())->alive();			});	}	return result;}float BattleExchangeEvaluator::evaluateExchange(	const AttackPossibility & ap,	uint8_t turn,	PotentialTargets & targets,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> hb) const{	BattleScore score = calculateExchange(ap, turn, targets, damageCache, hb);#if BATTLE_TRACE_LEVEL >= 1	logAi->trace(		"calculateExchange score +%2f -%2fx%2f = %2f",		score.enemyDamageReduce,		score.ourDamageReduce,		getNegativeEffectMultiplier(),		scoreValue(score));#endif	return scoreValue(score);}BattleScore BattleExchangeEvaluator::calculateExchange(	const AttackPossibility & ap,	uint8_t turn,	PotentialTargets & targets,	DamageCache & damageCache,	std::shared_ptr<HypotheticBattle> hb,	std::vector<const battle::Unit *> additionalUnits) const{#if BATTLE_TRACE_LEVEL>=1	logAi->trace("Battle exchange at %d", ap.attack.shooting ? ap.dest.hex : ap.from.hex);#endif	if(cb->battleGetMySide() == BattleSide::LEFT_SIDE		&& cb->battleGetGateState() == EGateState::BLOCKED		&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))	{		return BattleScore(EvaluationResult::INEFFECTIVE_SCORE, 0);	}	std::vector<const battle::Unit *> ourStacks;	std::vector<const battle::Unit *> enemyStacks;	if(hb->battleGetUnitByID(ap.attack.defender->unitId())->alive())		enemyStacks.push_back(ap.attack.defender);	ReachabilityData exchangeUnits = getExchangeUnits(ap, turn, targets, hb, additionalUnits);	if(exchangeUnits.units.empty())	{		return BattleScore();	}	auto exchangeBattle = std::make_shared<HypotheticBattle>(env.get(), hb);	BattleExchangeVariant v;	for(int exchangeTurn = 0; exchangeTurn < exchangeUnits.units.size(); exchangeTurn++)	{		for(auto unit : exchangeUnits.units.at(exchangeTurn))		{			if(unit->isTurret())				continue;			bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, unit, true);			auto & attackerQueue = isOur ? ourStacks : enemyStacks;			auto u = exchangeBattle->getForUpdate(unit->unitId());			if(u->alive() && !vstd::contains(attackerQueue, unit))			{				attackerQueue.push_back(unit);#if BATTLE_TRACE_LEVEL				logAi->trace("Exchanging: %s", u->getDescription());#endif			}		}	}	auto melleeAttackers = ourStacks;	vstd::removeDuplicates(melleeAttackers);	vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool		{			return cb->battleCanShoot(u);		});	bool canUseAp = true;	std::set<uint32_t> blockedShooters;	int totalTurnsCount = simulationTurnsCount >= turn + turnOrder.size()		? simulationTurnsCount		: turn + turnOrder.size();	for(int exchangeTurn = 0; exchangeTurn < simulationTurnsCount; exchangeTurn++)	{		bool isMovingTurm = exchangeTurn < turn;		int queueTurn = exchangeTurn >= exchangeUnits.units.size()			? exchangeUnits.units.size() - 1			: exchangeTurn;		for(auto activeUnit : exchangeUnits.units.at(queueTurn))		{			bool isOur = exchangeBattle->battleMatchOwner(ap.attack.attacker, activeUnit, true);			battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;			battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;			auto attacker = exchangeBattle->getForUpdate(activeUnit->unitId());			auto shooting = exchangeBattle->battleCanShoot(attacker.get())				&& !vstd::contains(blockedShooters, attacker->unitId());			if(!attacker->alive())			{#if BATTLE_TRACE_LEVEL>=1				logAi->trace("Attacker is dead");#endif				continue;			}			if(isMovingTurm && !shooting				&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))			{#if BATTLE_TRACE_LEVEL>=1				logAi->trace("Attacker is moving");#endif				continue;			}			auto targetUnit = ap.attack.defender;			if(!isOur || !exchangeBattle->battleGetUnitByID(targetUnit->unitId())->alive())			{#if BATTLE_TRACE_LEVEL>=2				logAi->trace("Best target selector for %s", attacker->getDescription());#endif				auto estimateAttack = [&](const battle::Unit * u) -> float				{					auto stackWithBonuses = exchangeBattle->getForUpdate(u->unitId());					auto score = v.trackAttack(						attacker,						stackWithBonuses,						exchangeBattle->battleCanShoot(stackWithBonuses.get()),						isOur,						damageCache,						hb,						true);#if BATTLE_TRACE_LEVEL>=2					logAi->trace("Best target selector %s->%s score = %2f", attacker->getDescription(), stackWithBonuses->getDescription(), score);#endif					return score;				};				auto unitsInOppositeQueueExceptInaccessible = oppositeQueue;				vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u)->bool					{						return vstd::contains(exchangeUnits.shooters, u);					});				if(!isOur					&& exchangeTurn == 0					&& exchangeUnits.units.at(exchangeTurn).at(0)->unitId() != ap.attack.attacker->unitId()					&& !vstd::contains(exchangeUnits.enemyUnitsReachingAttacker, attacker->unitId()))				{					vstd::erase_if(unitsInOppositeQueueExceptInaccessible, [&](const battle::Unit * u) -> bool						{							return u->unitId() == ap.attack.attacker->unitId();						});				}				if(!unitsInOppositeQueueExceptInaccessible.empty())				{					targetUnit = *vstd::maxElementByFun(unitsInOppositeQueueExceptInaccessible, estimateAttack);				}				else				{					auto reachable = exchangeBattle->battleGetUnitsIf([this, &exchangeBattle, &attacker](const battle::Unit * u) -> bool						{							if(u->unitSide() == attacker->unitSide())								return false;							if(!exchangeBattle->getForUpdate(u->unitId())->alive())								return false;							if(!u->getPosition().isValid())								return false; // e.g. tower shooters							return vstd::contains_if(reachabilityMap.at(u->getPosition()), [&attacker](const battle::Unit * other) -> bool								{									return attacker->unitId() == other->unitId();								});						});					if(!reachable.empty())					{						targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);					}					else					{#if BATTLE_TRACE_LEVEL>=1						logAi->trace("Battle queue is empty and no reachable enemy.");#endif						continue;					}				}			}			auto defender = exchangeBattle->getForUpdate(targetUnit->unitId());			const int totalAttacks = attacker->getTotalAttacks(shooting);			if(canUseAp && activeUnit->unitId() == ap.attack.attacker->unitId()				&& targetUnit->unitId() == ap.attack.defender->unitId())			{				v.trackAttack(ap, exchangeBattle, damageCache);			}			else			{				for(int i = 0; i < totalAttacks; i++)				{					v.trackAttack(attacker, defender, shooting, isOur, damageCache, exchangeBattle);					if(!attacker->alive() || !defender->alive())						break;				}			}			if(!shooting)				blockedShooters.insert(defender->unitId());			canUseAp = false;			vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool				{					return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();				});			vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool				{					return !exchangeBattle->battleGetUnitByID(u->unitId())->alive();				});		}		exchangeBattle->nextRound();	}	// avoid blocking path for stronger stack by weaker stack	// the method checks if all stacks can be placed around enemy	std::map<BattleHex, battle::Units> reachabilityMap;	auto hexes = ap.attack.defender->getSurroundingHexes();	for(auto hex : hexes)		reachabilityMap[hex] = getOneTurnReachableUnits(turn, hex);	auto score = v.getScore();	if(simulationTurnsCount < totalTurnsCount)	{		float scalingRatio = simulationTurnsCount / static_cast<float>(totalTurnsCount);		score.enemyDamageReduce *= scalingRatio;		score.ourDamageReduce *= scalingRatio;	}	if(turn > 0)	{		auto turnMultiplier = 1 - std::min(0.2, 0.05 * turn);		score.enemyDamageReduce *= turnMultiplier;	}#if BATTLE_TRACE_LEVEL>=1	logAi->trace("Exchange score: enemy: %2f, our -%2f", score.enemyDamageReduce, score.ourDamageReduce);#endif	return score;}bool BattleExchangeEvaluator::canBeHitThisTurn(const AttackPossibility & ap){	for(auto pos : ap.attack.attacker->getSurroundingHexes())	{		for(auto u : reachabilityMap[pos])		{			if(u->unitSide() != ap.attack.attacker->unitSide())			{				return true;			}		}	}	return false;}void BattleExchangeEvaluator::updateReachabilityMap(std::shared_ptr<HypotheticBattle> hb){	const int TURN_DEPTH = 2;	turnOrder.clear();	hb->battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);	for(auto turn : turnOrder)	{		for(auto u : turn)		{			if(!vstd::contains(reachabilityCache, u->unitId()))			{				reachabilityCache[u->unitId()] = hb->getReachability(u);			}		}	}	for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)	{		reachabilityMap[hex] = getOneTurnReachableUnits(0, hex);	}}std::vector<const battle::Unit *> BattleExchangeEvaluator::getOneTurnReachableUnits(uint8_t turn, BattleHex hex) const{	std::vector<const battle::Unit *> result;	for(int i = 0; i < turnOrder.size(); i++, turn++)	{		auto & turnQueue = turnOrder[i];		HypotheticBattle turnBattle(env.get(), cb);		for(const battle::Unit * unit : turnQueue)		{			if(unit->isTurret())				continue;			if(turnBattle.battleCanShoot(unit))			{				result.push_back(unit);				continue;			}			auto unitSpeed = unit->getMovementRange(turn);			auto radius = unitSpeed * (turn + 1);			auto reachabilityIter = reachabilityCache.find(unit->unitId());			assert(reachabilityIter != reachabilityCache.end()); // missing updateReachabilityMap call?			ReachabilityInfo unitReachability = reachabilityIter != reachabilityCache.end() ? reachabilityIter->second : turnBattle.getReachability(unit);			bool reachable = unitReachability.distances.at(hex) <= radius;			if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)			{				const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);				if(hexStack && cb->battleMatchOwner(unit, hexStack, false))				{					for(BattleHex neighbor : hex.neighbouringTiles())					{						reachable = unitReachability.distances.at(neighbor) <= radius;						if(reachable) break;					}				}			}			if(reachable)			{				result.push_back(unit);			}		}	}	return result;}// avoid blocking path for stronger stack by weaker stackbool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position){	const int BLOCKING_THRESHOLD = 70;	const int BLOCKING_OWN_ATTACK_PENALTY = 100;	const int BLOCKING_OWN_MOVE_PENALTY = 1;	float blockingScore = 0;	auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();	for(int turn = 0; turn < turnOrder.size(); turn++)	{		auto & turnQueue = turnOrder[turn];		HypotheticBattle turnBattle(env.get(), cb);		auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());		unitToUpdate->setPosition(position);		for(const battle::Unit * unit : turnQueue)		{			if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))				continue;			auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();			float ratio = blockedUnitDamage / (float)(blockedUnitDamage + activeUnitDamage + 0.01);			auto unitReachability = turnBattle.getReachability(unit);			auto unitSpeed = unit->getMovementRange(turn); // Cached value, to avoid performance hit			for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)			{				bool enemyUnit = false;				bool reachable = unitReachability.distances.at(hex) <= unitSpeed;				if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)				{					const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);					if(hexStack && cb->battleMatchOwner(unit, hexStack, false))					{						enemyUnit = true;						for(BattleHex neighbor : hex.neighbouringTiles())						{							reachable = unitReachability.distances.at(neighbor) <= unitSpeed;							if(reachable) break;						}					}				}				if(!reachable && std::count(reachabilityMap[hex].begin(), reachabilityMap[hex].end(), unit) > 1)				{					blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);				}			}		}	}#if BATTLE_TRACE_LEVEL>=1	logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);#endif	return blockingScore > BLOCKING_THRESHOLD;}
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