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- #include "StdInc.h"
- #include "../../lib/AI_Base.h"
- #include "BattleAI.h"
- #include "../../lib/BattleState.h"
- #include "../../CCallback.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/CSpellHandler.h"
- #include "../../lib/VCMI_Lib.h"
- using boost::optional;
- CBattleCallback * cbc;
- //#define LOGL(text) tlog6 << (text) << std::endl
- //#define LOGFL(text, formattingEl) tlog6 << boost::str(boost::format(text) % formattingEl) << std::endl
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- class StackWithBonuses : public IBonusBearer
- {
- public:
- const CStack *stack;
- mutable std::vector<Bonus> bonusesToAdd;
- virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const OVERRIDE
- {
- TBonusListPtr ret = make_shared<BonusList>();
- const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
- boost::copy(*originalList, std::back_inserter(*ret));
- BOOST_FOREACH(auto &bonus, bonusesToAdd)
- {
- if(selector(&bonus) && (!limit || !limit(&bonus)))
- ret->push_back(&bonus);
- }
- //TODO limiters?
- return ret;
- }
- };
- struct Skirmish
- {
- const CStack *attacker, *defender;
- int retaliationDamage, dealtDamage;
- Skirmish(const CStack *Attacker, const CStack *Defender)
- :attacker(Attacker), defender(Defender)
- {
- TDmgRange retal, dmg = cbc->battleEstimateDamage(attacker, defender, &retal);
- dealtDamage = (dmg.first + dmg.second) / 2;
- retaliationDamage = (retal.first + retal.second) / 2;
- if(attacker->hasBonusOfType(Bonus::ADDITIONAL_ATTACK))
- dealtDamage *= 2;
- if(attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || defender->hasBonusOfType(Bonus::NO_RETALIATION))
- retaliationDamage = 0;
- }
- };
- CBattleAI::CBattleAI(void)
- : side(-1), cb(NULL)
- {
- print("created");
- }
- CBattleAI::~CBattleAI(void)
- {
- print("destroyed");
- }
- void CBattleAI::init( CBattleCallback * CB )
- {
- print("init called, saving ptr to IBattleCallback");
- cbc = cb = CB;
- playerID = CB->getPlayerID();; //TODO should be sth in callback
- CB->waitTillRealize = true;
- CB->unlockGsWhenWaiting = false;
- }
- void CBattleAI::actionFinished( const BattleAction *action )
- {
- print("actionFinished called");
- }
- void CBattleAI::actionStarted( const BattleAction *action )
- {
- print("actionStarted called");
- }
- struct EnemyInfo
- {
- const CStack * s;
- int adi, adr;
- std::vector<BattleHex> attackFrom; //for melee fight
- EnemyInfo(const CStack * _s) : s(_s)
- {}
- void calcDmg(const CStack * ourStack)
- {
- TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
- adi = (dmg.first + dmg.second) / 2;
- adr = (retal.first + retal.second) / 2;
- }
- bool operator==(const EnemyInfo& ei) const
- {
- return s == ei.s;
- }
- };
- bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
- {
- return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
- }
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL)
- {
- int ret = 1000000;
- BOOST_FOREACH(BattleHex n, hex.neighbouringTiles())
- {
- if(dists[n] >= 0 && dists[n] < ret)
- {
- ret = dists[n];
- if(chosenHex)
- *chosenHex = n;
- }
- }
- return ret;
- }
- bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
- {
- return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
- }
- //FIXME: unused function
- static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
- {
- int shooters[2] = {0}; //count of shooters on hexes
- for(int i = 0; i < 2; i++)
- BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
- if(const CStack *s = cbc->battleGetStackByPos(neighbour))
- if(s->getCreature()->isShooting())
- shooters[i]++;
- return shooters[0] < shooters[1];
- }
- template <typename Container, typename Pred>
- auto sum(const Container & c, Pred p) -> decltype(p(*boost::begin(c)))
- {
- double ret = 0;
- BOOST_FOREACH(const auto &element, c)
- {
- ret += p(element);
- }
- return ret;
- }
- struct ThreatMap
- {
- std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
-
- const CStack *endangered;
- std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage;
- ThreatMap(const CStack *Endangered)
- : endangered(Endangered)
- {
- sufferedDamage.fill(0);
- BOOST_FOREACH(const CStack *enemy, cbc->battleGetStacks())
- {
- //Consider only stacks of different owner
- if(enemy->attackerOwned == endangered->attackerOwned)
- continue;
- //Look-up which tiles can be melee-attacked
- std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
- meleeAttackable.fill(false);
- auto enemyReachability = cbc->getReachability(enemy);
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- if(enemyReachability.isReachable(i))
- {
- meleeAttackable[i] = true;
- BOOST_FOREACH(auto n, BattleHex(i).neighbouringTiles())
- meleeAttackable[n] = true;
- }
- }
- //Gather possible assaults
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- if(cbc->battleCanShoot(enemy, i))
- threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
- else if(meleeAttackable[i])
- {
- BattleAttackInfo bai(enemy, endangered, false);
- bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
- threatMap[i].push_back(BattleAttackInfo(bai));
- }
- }
- }
- for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
- {
- sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
- {
- auto dmg = cbc->calculateDmgRange(bai);
- return (dmg.first + dmg.second)/2;
- });
- }
- }
- };
- struct AttackPossibility
- {
- const CStack *enemy; //redundant (to attack.defender) but looks nice
- BattleHex tile; //tile from which we attack
- BattleAttackInfo attack;
- int damageDealt;
- int damageReceived; //usually by counter-attack
- int damageDiff() const
- {
- return damageDealt - damageReceived;
- }
- int attackValue() const
- {
- //TODO consider tactical advantage
- return damageDiff();
- }
- };
- struct PotentialTargets
- {
- std::vector<AttackPossibility> possibleAttacks;
- std::vector<const CStack *> unreachableEnemies;
- std::function<AttackPossibility(bool,BattleHex)> GenerateAttackInfo; //args: shooting, destHex
- PotentialTargets(const CStack *attacker, optional<IBonusBearer*> attackerBonuses = boost::none)
- {
- auto dists = cbc->battleGetDistances(attacker);
- std::vector<BattleHex> avHexes = cbc->battleGetAvailableHexes(attacker, false);
- BOOST_FOREACH(const CStack *enemy, cbc->battleGetStacks())
- {
- //Consider only stacks of different owner
- if(enemy->attackerOwned == attacker->attackerOwned)
- continue;
-
- GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
- {
- auto bai = BattleAttackInfo(attacker, enemy, shooting);
- if(attackerBonuses)
- bai.attackerBonuses = *attackerBonuses;
- AttackPossibility ap = {enemy, hex, bai, 0, 0};
- if(hex.isValid())
- {
- assert(dists[hex] <= attacker->Speed());
- ap.attack.chargedFields = dists[hex];
- }
- std::pair<ui32, ui32> retaliation;
- auto attackDmg = cbc->battleEstimateDamage(ap.attack, &retaliation);
- ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
- ap.damageReceived = (retaliation.first + retaliation.second) / 2;
- //TODO other damage related to attack (eg. fire shield and other abilities)
- //TODO limit max damage by total stacks health (dealing 100000 dmg to single Pikineer is not that effective)
- return ap;
- };
- if(cbc->battleCanShoot(attacker, enemy->position))
- {
- possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
- }
- else
- {
- BOOST_FOREACH(BattleHex hex, avHexes)
- if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
- possibleAttacks.push_back(GenerateAttackInfo(false, hex));
- if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
- unreachableEnemies.push_back(enemy);
- }
- }
- }
- AttackPossibility bestAction() const
- {
- if(possibleAttacks.empty())
- throw std::runtime_error("No best action, since we don't have any actions");
- return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.damageDiff(); } );
- }
- };
- BattleAction CBattleAI::activeStack( const CStack * stack )
- {
- try
- {
- print("activeStack called for " + stack->nodeName());
- if(stack->type->idNumber == 145) //catapult
- return useCatapult(stack);
- if(cb->battleCanCastSpell())
- attemptCastingSpell();
- ThreatMap threatsToUs(stack);
- PotentialTargets targets(stack);
- if(targets.possibleAttacks.size())
- {
- auto hlp = targets.bestAction();
- if(hlp.attack.shooting)
- return BattleAction::makeShotAttack(stack, hlp.enemy);
- else
- return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
- }
- else
- {
- if(stack->waited())
- {
- auto dists = cbc->battleGetDistances(stack);
- const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, boost::bind(isCloser, _1, _2, boost::ref(dists)));
- if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
- {
- return goTowards(stack, ei.s->position);
- }
- }
- else
- {
- return BattleAction::makeWait(stack);
- }
- }
- }
- catch(std::exception &e)
- {
- tlog1 << "Exception occurred in " << __FUNCTION__ << " " << e.what() << std::endl;
- }
- return BattleAction::makeDefend(stack);
- }
- void CBattleAI::battleAttack(const BattleAttack *ba)
- {
- print("battleAttack called");
- }
- void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
- {
- print("battleStacksAttacked called");
- }
- void CBattleAI::battleEnd(const BattleResult *br)
- {
- print("battleEnd called");
- }
- void CBattleAI::battleNewRoundFirst(int round)
- {
- print("battleNewRoundFirst called");
- }
- void CBattleAI::battleNewRound(int round)
- {
- print("battleNewRound called");
- }
- void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
- {
- print("battleStackMoved called");;
- }
- void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
- {
- print("battleSpellCast called");
- }
- void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- print("battleStacksEffectsSet called");
- }
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
- {
- print("battleStart called");
- side = Side;
- }
- void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
- {
- print("battleStacksHealedRes called");
- }
- void CBattleAI::battleNewStackAppeared(const CStack * stack)
- {
- print("battleNewStackAppeared called");
- }
- void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
- {
- print("battleObstaclesRemoved called");
- }
- void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
- {
- print("battleCatapultAttacked called");
- }
- void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
- {
- print("battleStacksRemoved called");
- }
- void CBattleAI::print(const std::string &text) const
- {
- tlog6 << "CBattleAI [" << this <<"]: " << text << std::endl;
- }
- BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
- {
- assert(destination.isValid());
- auto avHexes = cb->battleGetAvailableHexes(stack, false);
- auto reachability = cb->getReachability(stack);
- if(vstd::contains(avHexes, destination))
- return BattleAction::makeMove(stack, destination);
- auto destNeighbours = destination.neighbouringTiles();
- if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
- {
- tlog3 << "Warning: already standing on neighbouring tile!" << std::endl;
- //We shouldn't even be here...
- return BattleAction::makeDefend(stack);
- }
- vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
- if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
- {
- print("goTowards: Stack cannot move! That's " + stack->nodeName());
- return BattleAction::makeDefend(stack);
- }
- if(stack->hasBonusOfType(Bonus::FLYING))
- {
- // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
- // We just check all available hexes and pick the one closest to the target.
- auto distToDestNeighbour = [&](BattleHex hex) -> int
- {
- auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
- {
- return BattleHex::getDistance(a, hex);
- });
- return BattleHex::getDistance(*nearestNeighbourToHex, hex);
- };
- auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
- return BattleAction::makeMove(stack, *nearestAvailableHex);
- }
- else
- {
- BattleHex bestNeighbor = destination;
- if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
- {
- print("goTowards: Cannot reach");
- return BattleAction::makeDefend(stack);
- }
- BattleHex currentDest = bestNeighbor;
- while(1)
- {
- assert(currentDest.isValid());
- if(vstd::contains(avHexes, currentDest))
- return BattleAction::makeMove(stack, currentDest);
- currentDest = reachability.predecessors[currentDest];
- }
- }
- }
- BattleAction CBattleAI::useCatapult(const CStack * stack)
- {
- throw std::runtime_error("The method or operation is not implemented.");
- }
- bool isSupportedSpell(const CSpell *spell)
- {
- switch(spell->id)
- {
- // permanent effects
- case Spells::SHIELD:
- case Spells::AIR_SHIELD:
- case Spells::FIRE_SHIELD:
- case Spells::PROTECTION_FROM_AIR:
- case Spells::PROTECTION_FROM_FIRE:
- case Spells::PROTECTION_FROM_WATER:
- case Spells::PROTECTION_FROM_EARTH:
- case Spells::ANTI_MAGIC:
- case Spells::MAGIC_MIRROR:
- case Spells::BLESS:
- case Spells::CURSE:
- case Spells::BLOODLUST:
- case Spells::PRECISION:
- case Spells::WEAKNESS:
- case Spells::STONE_SKIN:
- case Spells::DISRUPTING_RAY:
- case Spells::PRAYER:
- case Spells::MIRTH:
- case Spells::SORROW:
- case Spells::FORTUNE:
- case Spells::MISFORTUNE:
- case Spells::HASTE:
- case Spells::SLOW:
- case Spells::SLAYER:
- case Spells::FRENZY:
- case Spells::COUNTERSTRIKE:
- case Spells::BERSERK:
- case Spells::HYPNOTIZE:
- case Spells::FORGETFULNESS:
- case Spells::BLIND:
- case Spells::STONE_GAZE:
- case Spells::POISON:
- case Spells::BIND:
- case Spells::DISEASE:
- case Spells::PARALYZE:
- case Spells::AGE:
- case Spells::ACID_BREATH_DEFENSE:
- return true;
- default:
- return false;
- }
- };
- struct PossibleSpellcast
- {
- const CSpell *spell;
- BattleHex dest;
- };
- void CBattleAI::attemptCastingSpell()
- {
- LOGL("Casting spells sounds like fun. Let's see...");
- //auto known = cb->battleGetFightingHero(side);
- //Get all spells we can cast
- std::vector<const CSpell*> possibleSpells;
- vstd::copy_if(VLC->spellh->spells, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
- {
- auto problem = cbc->battleCanCastThisSpell(s);
- return problem == ESpellCastProblem::OK;
- });
- LOGFL("I can cast %d spells.", possibleSpells.size());
- vstd::erase_if(possibleSpells, [](const CSpell *s)
- {return !isSupportedSpell(s); });
- LOGFL("I know about workings of %d of them.", possibleSpells.size());
- //Get possible spell-target pairs
- std::vector<PossibleSpellcast> possibleCasts;
- BOOST_FOREACH(auto spell, possibleSpells)
- {
- BOOST_FOREACH(auto hex, cbc->battleGetPossibleTargets(playerID, spell))
- {
- PossibleSpellcast ps = {spell, hex};
- possibleCasts.push_back(ps);
- }
- }
- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
- if(possibleCasts.empty())
- return;
- std::map<const CStack*, int> valueOfStack;
- BOOST_FOREACH(auto stack, cb->battleGetStacks())
- {
- PotentialTargets pt(stack);
- valueOfStack[stack] = pt.bestAction().attackValue();
- }
- auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
- {
- int skillLevel = 0;
- StackWithBonuses swb;
- swb.stack = cb->battleGetStackByPos(ps.dest);
- if(!swb.stack)
- return -1;
- Bonus pseudoBonus;
- pseudoBonus.sid = ps.spell->id;
- pseudoBonus.val = skillLevel;
- pseudoBonus.turnsRemain = 1; //TODO
- CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
- PotentialTargets pt(swb.stack, &swb);
- auto newValue = pt.bestAction().attackValue();
- auto oldValue = valueOfStack[swb.stack];
- auto gain = newValue - oldValue;
- if(swb.stack->owner != playerID) //enemy
- gain = -gain;
- LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
- ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
- return gain;
- };
- auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
- BattleAction spellcast;
- spellcast.actionType = BattleAction::HERO_SPELL;
- spellcast.additionalInfo = castToPerform.spell->id;
- spellcast.destinationTile = castToPerform.dest;
- spellcast.side = side;
- spellcast.stackNumber = (!side) ? -1 : -2;
- cb->battleMakeAction(&spellcast);
- }
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