BattleAI.cpp 7.8 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 "BattleAI.h"
  12. #include "BattleEvaluator.h"
  13. #include "BattleExchangeVariant.h"
  14. #include "StackWithBonuses.h"
  15. #include "EnemyInfo.h"
  16. #include "tbb/parallel_for.h"
  17. #include "../../lib/CStopWatch.h"
  18. #include "../../lib/CThreadHelper.h"
  19. #include "../../lib/mapObjects/CGTownInstance.h"
  20. #include "../../lib/spells/CSpellHandler.h"
  21. #include "../../lib/spells/ISpellMechanics.h"
  22. #include "../../lib/battle/BattleAction.h"
  23. #include "../../lib/battle/BattleStateInfoForRetreat.h"
  24. #include "../../lib/battle/CObstacleInstance.h"
  25. #include "../../lib/CStack.h" // TODO: remove
  26. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  27. // CUnitState should be private and CStack should be removed completely
  28. #define LOGL(text) print(text)
  29. #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
  30. CBattleAI::CBattleAI()
  31. : side(-1),
  32. wasWaitingForRealize(false),
  33. wasUnlockingGs(false)
  34. {
  35. }
  36. CBattleAI::~CBattleAI()
  37. {
  38. if(cb)
  39. {
  40. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  41. cb->waitTillRealize = wasWaitingForRealize;
  42. cb->unlockGsWhenWaiting = wasUnlockingGs;
  43. }
  44. }
  45. void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  46. {
  47. setCbc(CB);
  48. env = ENV;
  49. cb = CB;
  50. playerID = *CB->getPlayerID();
  51. wasWaitingForRealize = CB->waitTillRealize;
  52. wasUnlockingGs = CB->unlockGsWhenWaiting;
  53. CB->waitTillRealize = false;
  54. CB->unlockGsWhenWaiting = false;
  55. movesSkippedByDefense = 0;
  56. }
  57. void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
  58. {
  59. initBattleInterface(ENV, CB);
  60. autobattlePreferences = autocombatPreferences;
  61. }
  62. BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
  63. {
  64. auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
  65. std::map<int, const CStack*> woundHpToStack;
  66. for(const auto * stack : healingTargets)
  67. {
  68. if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
  69. woundHpToStack[woundHp] = stack;
  70. }
  71. if(woundHpToStack.empty())
  72. return BattleAction::makeDefend(stack);
  73. else
  74. return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
  75. }
  76. void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
  77. {
  78. cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
  79. }
  80. static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
  81. {
  82. auto stacks = cb->battleGetAllStacks();
  83. auto our = 0, enemy = 0;
  84. for(auto stack : stacks)
  85. {
  86. auto creature = stack->creatureId().toCreature();
  87. if(!creature)
  88. continue;
  89. if(stack->unitSide() == side)
  90. our += stack->getCount() * creature->getAIValue();
  91. else
  92. enemy += stack->getCount() * creature->getAIValue();
  93. }
  94. return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
  95. }
  96. void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
  97. {
  98. LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
  99. auto timeElapsed = [](std::chrono::time_point<std::chrono::high_resolution_clock> start) -> uint64_t
  100. {
  101. auto end = std::chrono::high_resolution_clock::now();
  102. return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
  103. };
  104. BattleAction result = BattleAction::makeDefend(stack);
  105. setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
  106. auto start = std::chrono::high_resolution_clock::now();
  107. try
  108. {
  109. if(stack->creatureId() == CreatureID::CATAPULT)
  110. {
  111. cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
  112. return;
  113. }
  114. if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
  115. {
  116. cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
  117. return;
  118. }
  119. #if BATTLE_TRACE_LEVEL>=1
  120. logAi->trace("Build evaluator and targets");
  121. #endif
  122. BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
  123. result = evaluator.selectStackAction(stack);
  124. if(!skipCastUntilNextBattle && evaluator.canCastSpell())
  125. {
  126. auto spelCasted = evaluator.attemptCastingSpell(stack);
  127. if(spelCasted)
  128. return;
  129. skipCastUntilNextBattle = true;
  130. }
  131. logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
  132. if(auto action = considerFleeingOrSurrendering(battleID))
  133. {
  134. cb->battleMakeUnitAction(battleID, *action);
  135. return;
  136. }
  137. }
  138. catch(boost::thread_interrupted &)
  139. {
  140. throw;
  141. }
  142. catch(std::exception &e)
  143. {
  144. logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
  145. }
  146. if(result.actionType == EActionType::DEFEND)
  147. {
  148. movesSkippedByDefense++;
  149. }
  150. else if(result.actionType != EActionType::WAIT)
  151. {
  152. movesSkippedByDefense = 0;
  153. }
  154. logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
  155. cb->battleMakeUnitAction(battleID, result);
  156. }
  157. BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
  158. {
  159. BattleAction attack;
  160. BattleHex targetHex = BattleHex::INVALID;
  161. if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
  162. {
  163. targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
  164. }
  165. else
  166. {
  167. EWallPart wallParts[] = {
  168. EWallPart::KEEP,
  169. EWallPart::BOTTOM_TOWER,
  170. EWallPart::UPPER_TOWER,
  171. EWallPart::BELOW_GATE,
  172. EWallPart::OVER_GATE,
  173. EWallPart::BOTTOM_WALL,
  174. EWallPart::UPPER_WALL
  175. };
  176. for(auto wallPart : wallParts)
  177. {
  178. auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
  179. if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
  180. {
  181. targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
  182. break;
  183. }
  184. }
  185. }
  186. if(!targetHex.isValid())
  187. {
  188. return BattleAction::makeDefend(stack);
  189. }
  190. attack.aimToHex(targetHex);
  191. attack.actionType = EActionType::CATAPULT;
  192. attack.side = side;
  193. attack.stackNumber = stack->unitId();
  194. movesSkippedByDefense = 0;
  195. return attack;
  196. }
  197. void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  198. {
  199. LOG_TRACE(logAi);
  200. side = Side;
  201. skipCastUntilNextBattle = false;
  202. }
  203. void CBattleAI::print(const std::string &text) const
  204. {
  205. logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
  206. }
  207. std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
  208. {
  209. BattleStateInfoForRetreat bs;
  210. bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
  211. bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
  212. bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
  213. bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
  214. bs.enemyHero = nullptr;
  215. for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
  216. {
  217. if(stack->alive())
  218. {
  219. if(stack->unitSide() == bs.ourSide)
  220. bs.ourStacks.push_back(stack);
  221. else
  222. {
  223. bs.enemyStacks.push_back(stack);
  224. bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
  225. }
  226. }
  227. }
  228. bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
  229. if(!bs.canFlee && !bs.canSurrender)
  230. {
  231. return std::nullopt;
  232. }
  233. auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
  234. if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
  235. {
  236. return BattleAction::makeRetreat(bs.ourSide);
  237. }
  238. return result;
  239. }