BattleAI.cpp 24 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 "BattleExchangeVariant.h"
  13. #include "StackWithBonuses.h"
  14. #include "EnemyInfo.h"
  15. #include "../../lib/CStopWatch.h"
  16. #include "../../lib/CThreadHelper.h"
  17. #include "../../lib/mapObjects/CGTownInstance.h"
  18. #include "../../lib/spells/CSpellHandler.h"
  19. #include "../../lib/spells/ISpellMechanics.h"
  20. #include "../../lib/battle/BattleStateInfoForRetreat.h"
  21. #include "../../lib/battle/CObstacleInstance.h"
  22. #include "../../lib/CStack.h" // TODO: remove
  23. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  24. // CUnitState should be private and CStack should be removed completely
  25. #define LOGL(text) print(text)
  26. #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
  27. enum class SpellTypes
  28. {
  29. ADVENTURE, BATTLE, OTHER
  30. };
  31. SpellTypes spellType(const CSpell * spell)
  32. {
  33. if(!spell->isCombat() || spell->isCreatureAbility())
  34. return SpellTypes::OTHER;
  35. if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
  36. return SpellTypes::BATTLE;
  37. return SpellTypes::OTHER;
  38. }
  39. std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
  40. {
  41. std::vector<BattleHex> result;
  42. for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
  43. {
  44. auto state = cb->battleGetWallState(wallPart);
  45. if(state != EWallState::DESTROYED)
  46. continue;
  47. auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
  48. auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
  49. result.push_back(moatHex);
  50. }
  51. return result;
  52. }
  53. CBattleAI::CBattleAI()
  54. : side(-1),
  55. wasWaitingForRealize(false),
  56. wasUnlockingGs(false)
  57. {
  58. }
  59. CBattleAI::~CBattleAI()
  60. {
  61. if(cb)
  62. {
  63. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  64. cb->waitTillRealize = wasWaitingForRealize;
  65. cb->unlockGsWhenWaiting = wasUnlockingGs;
  66. }
  67. }
  68. void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  69. {
  70. setCbc(CB);
  71. env = ENV;
  72. cb = CB;
  73. playerID = *CB->getPlayerID(); //TODO should be sth in callback
  74. wasWaitingForRealize = CB->waitTillRealize;
  75. wasUnlockingGs = CB->unlockGsWhenWaiting;
  76. CB->waitTillRealize = false;
  77. CB->unlockGsWhenWaiting = false;
  78. movesSkippedByDefense = 0;
  79. }
  80. BattleAction CBattleAI::useHealingTent(const CStack *stack)
  81. {
  82. auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
  83. std::map<int, const CStack*> woundHpToStack;
  84. for(const auto * stack : healingTargets)
  85. {
  86. if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
  87. woundHpToStack[woundHp] = stack;
  88. }
  89. if(woundHpToStack.empty())
  90. return BattleAction::makeDefend(stack);
  91. else
  92. return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
  93. }
  94. std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
  95. {
  96. //TODO: faerie dragon type spell should be selected by server
  97. SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
  98. if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
  99. {
  100. const CSpell * spell = creatureSpellToCast.toSpell();
  101. if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
  102. {
  103. std::vector<PossibleSpellcast> possibleCasts;
  104. spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
  105. for(auto & target : temp.findPotentialTargets())
  106. {
  107. PossibleSpellcast ps;
  108. ps.dest = target;
  109. ps.spell = spell;
  110. evaluateCreatureSpellcast(stack, ps);
  111. possibleCasts.push_back(ps);
  112. }
  113. std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
  114. if(!possibleCasts.empty() && possibleCasts.front().value > 0)
  115. {
  116. return possibleCasts.front();
  117. }
  118. }
  119. }
  120. return std::nullopt;
  121. }
  122. BattleAction CBattleAI::selectStackAction(const CStack * stack)
  123. {
  124. //evaluate casting spell for spellcasting stack
  125. std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
  126. HypotheticBattle hb(env.get(), cb);
  127. PotentialTargets targets(stack, hb);
  128. BattleExchangeEvaluator scoreEvaluator(cb, env);
  129. auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
  130. int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
  131. if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
  132. {
  133. movesSkippedByDefense = 0;
  134. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  135. }
  136. if(!targets.possibleAttacks.empty())
  137. {
  138. #if BATTLE_TRACE_LEVEL>=1
  139. logAi->trace("Evaluating attack for %s", stack->getDescription());
  140. #endif
  141. auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
  142. auto & bestAttack = evaluationResult.bestAttack;
  143. //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
  144. if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
  145. {
  146. // return because spellcast value is damage dealt and score is dps reduce
  147. movesSkippedByDefense = 0;
  148. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  149. }
  150. if(evaluationResult.score > score)
  151. {
  152. score = evaluationResult.score;
  153. logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
  154. bestAttack.attackerState->unitType()->getJsonKey(),
  155. bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
  156. (int)bestAttack.affectedUnits[0]->getCount(),
  157. (int)bestAttack.from,
  158. (int)bestAttack.attack.attacker->getPosition().hex,
  159. bestAttack.attack.chargeDistance,
  160. bestAttack.attack.attacker->speed(0, true),
  161. bestAttack.defenderDamageReduce,
  162. bestAttack.attackerDamageReduce, bestAttack.attackValue()
  163. );
  164. if (moveTarget.score <= score)
  165. {
  166. if(evaluationResult.wait)
  167. {
  168. return BattleAction::makeWait(stack);
  169. }
  170. else if(bestAttack.attack.shooting)
  171. {
  172. movesSkippedByDefense = 0;
  173. return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
  174. }
  175. else
  176. {
  177. movesSkippedByDefense = 0;
  178. return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
  179. }
  180. }
  181. }
  182. }
  183. //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
  184. if(moveTarget.score > score)
  185. {
  186. score = moveTarget.score;
  187. if(stack->waited())
  188. {
  189. return goTowardsNearest(stack, moveTarget.positions);
  190. }
  191. else
  192. {
  193. return BattleAction::makeWait(stack);
  194. }
  195. }
  196. if(score <= EvaluationResult::INEFFECTIVE_SCORE
  197. && !stack->hasBonusOfType(BonusType::FLYING)
  198. && stack->unitSide() == BattleSide::ATTACKER
  199. && cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
  200. {
  201. auto brokenWallMoat = getBrokenWallMoatHexes();
  202. if(brokenWallMoat.size())
  203. {
  204. movesSkippedByDefense = 0;
  205. if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
  206. return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
  207. else
  208. return goTowardsNearest(stack, brokenWallMoat);
  209. }
  210. }
  211. return BattleAction::makeDefend(stack);
  212. }
  213. void CBattleAI::yourTacticPhase(int distance)
  214. {
  215. cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
  216. }
  217. uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
  218. {
  219. auto end = std::chrono::high_resolution_clock::now();
  220. return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
  221. }
  222. void CBattleAI::activeStack( const CStack * stack )
  223. {
  224. LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
  225. BattleAction result = BattleAction::makeDefend(stack);
  226. setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
  227. auto start = std::chrono::high_resolution_clock::now();
  228. try
  229. {
  230. if(stack->creatureId() == CreatureID::CATAPULT)
  231. {
  232. cb->battleMakeUnitAction(useCatapult(stack));
  233. return;
  234. }
  235. if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
  236. {
  237. cb->battleMakeUnitAction(useHealingTent(stack));
  238. return;
  239. }
  240. if (attemptCastingSpell())
  241. return;
  242. logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
  243. if(cb->battleIsFinished() || !stack->alive())
  244. {
  245. //spellcast may finish battle or kill active stack
  246. //send special preudo-action
  247. BattleAction cancel;
  248. cancel.actionType = EActionType::NO_ACTION;
  249. cb->battleMakeUnitAction(cancel);
  250. return;
  251. }
  252. if(auto action = considerFleeingOrSurrendering())
  253. {
  254. cb->battleMakeUnitAction(*action);
  255. return;
  256. }
  257. result = selectStackAction(stack);
  258. }
  259. catch(boost::thread_interrupted &)
  260. {
  261. throw;
  262. }
  263. catch(std::exception &e)
  264. {
  265. logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
  266. }
  267. if(result.actionType == EActionType::DEFEND)
  268. {
  269. movesSkippedByDefense++;
  270. }
  271. else if(result.actionType != EActionType::WAIT)
  272. {
  273. movesSkippedByDefense = 0;
  274. }
  275. logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
  276. cb->battleMakeUnitAction(result);
  277. }
  278. BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
  279. {
  280. auto reachability = cb->getReachability(stack);
  281. auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
  282. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  283. {
  284. return BattleAction::makeDefend(stack);
  285. }
  286. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  287. {
  288. return reachability.distances[h1] < reachability.distances[h2];
  289. });
  290. for(auto hex : hexes)
  291. {
  292. if(vstd::contains(avHexes, hex))
  293. {
  294. return BattleAction::makeMove(stack, hex);
  295. }
  296. if(stack->coversPos(hex))
  297. {
  298. logAi->warn("Warning: already standing on neighbouring tile!");
  299. //We shouldn't even be here...
  300. return BattleAction::makeDefend(stack);
  301. }
  302. }
  303. BattleHex bestNeighbor = hexes.front();
  304. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  305. {
  306. return BattleAction::makeDefend(stack);
  307. }
  308. BattleExchangeEvaluator scoreEvaluator(cb, env);
  309. HypotheticBattle hb(env.get(), cb);
  310. scoreEvaluator.updateReachabilityMap(hb);
  311. if(stack->hasBonusOfType(BonusType::FLYING))
  312. {
  313. std::set<BattleHex> obstacleHexes;
  314. auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
  315. auto affectedHexes = spellObst.getAffectedTiles();
  316. obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
  317. };
  318. const auto & obstacles = hb.battleGetAllObstacles();
  319. for (const auto & obst: obstacles) {
  320. if(obst->triggersEffects())
  321. {
  322. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  323. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  324. if(triggerIsNegative)
  325. insertAffected(*obst, obstacleHexes);
  326. }
  327. }
  328. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  329. // We just check all available hexes and pick the one closest to the target.
  330. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  331. {
  332. const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
  333. const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
  334. auto distance = BattleHex::getDistance(bestNeighbor, hex);
  335. if(vstd::contains(obstacleHexes, hex))
  336. distance += NEGATIVE_OBSTACLE_PENALTY;
  337. return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
  338. });
  339. return BattleAction::makeMove(stack, *nearestAvailableHex);
  340. }
  341. else
  342. {
  343. BattleHex currentDest = bestNeighbor;
  344. while(1)
  345. {
  346. if(!currentDest.isValid())
  347. {
  348. return BattleAction::makeDefend(stack);
  349. }
  350. if(vstd::contains(avHexes, currentDest)
  351. && !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
  352. return BattleAction::makeMove(stack, currentDest);
  353. currentDest = reachability.predecessors[currentDest];
  354. }
  355. }
  356. }
  357. BattleAction CBattleAI::useCatapult(const CStack * stack)
  358. {
  359. BattleAction attack;
  360. BattleHex targetHex = BattleHex::INVALID;
  361. if(cb->battleGetGateState() == EGateState::CLOSED)
  362. {
  363. targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
  364. }
  365. else
  366. {
  367. EWallPart wallParts[] = {
  368. EWallPart::KEEP,
  369. EWallPart::BOTTOM_TOWER,
  370. EWallPart::UPPER_TOWER,
  371. EWallPart::BELOW_GATE,
  372. EWallPart::OVER_GATE,
  373. EWallPart::BOTTOM_WALL,
  374. EWallPart::UPPER_WALL
  375. };
  376. for(auto wallPart : wallParts)
  377. {
  378. auto wallState = cb->battleGetWallState(wallPart);
  379. if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
  380. {
  381. targetHex = cb->wallPartToBattleHex(wallPart);
  382. break;
  383. }
  384. }
  385. }
  386. if(!targetHex.isValid())
  387. {
  388. return BattleAction::makeDefend(stack);
  389. }
  390. attack.aimToHex(targetHex);
  391. attack.actionType = EActionType::CATAPULT;
  392. attack.side = side;
  393. attack.stackNumber = stack->unitId();
  394. movesSkippedByDefense = 0;
  395. return attack;
  396. }
  397. bool CBattleAI::attemptCastingSpell()
  398. {
  399. auto hero = cb->battleGetMyHero();
  400. if(!hero)
  401. return false;
  402. if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
  403. return false;
  404. LOGL("Casting spells sounds like fun. Let's see...");
  405. //Get all spells we can cast
  406. std::vector<const CSpell*> possibleSpells;
  407. vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
  408. {
  409. return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
  410. });
  411. LOGFL("I can cast %d spells.", possibleSpells.size());
  412. vstd::erase_if(possibleSpells, [](const CSpell *s)
  413. {
  414. return spellType(s) != SpellTypes::BATTLE;
  415. });
  416. LOGFL("I know how %d of them works.", possibleSpells.size());
  417. //Get possible spell-target pairs
  418. std::vector<PossibleSpellcast> possibleCasts;
  419. for(auto spell : possibleSpells)
  420. {
  421. spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
  422. if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
  423. continue;
  424. const bool FAST = true;
  425. for(auto & target : temp.findPotentialTargets(FAST))
  426. {
  427. PossibleSpellcast ps;
  428. ps.dest = target;
  429. ps.spell = spell;
  430. possibleCasts.push_back(ps);
  431. }
  432. }
  433. LOGFL("Found %d spell-target combinations.", possibleCasts.size());
  434. if(possibleCasts.empty())
  435. return false;
  436. using ValueMap = PossibleSpellcast::ValueMap;
  437. auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
  438. {
  439. bool firstRound = true;
  440. bool enemyHadTurn = false;
  441. size_t ourTurnSpan = 0;
  442. bool stop = false;
  443. for(auto & round : queue)
  444. {
  445. if(!firstRound)
  446. state.nextRound(0);//todo: set actual value?
  447. for(auto unit : round)
  448. {
  449. if(!vstd::contains(values, unit->unitId()))
  450. values[unit->unitId()] = 0;
  451. if(!unit->alive())
  452. continue;
  453. if(state.battleGetOwner(unit) != playerID)
  454. {
  455. enemyHadTurn = true;
  456. if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
  457. {
  458. //enemy could counter our spell at this point
  459. //anyway, we do not know what enemy will do
  460. //just stop evaluation
  461. stop = true;
  462. break;
  463. }
  464. }
  465. else if(!enemyHadTurn)
  466. {
  467. ourTurnSpan++;
  468. }
  469. state.nextTurn(unit->unitId());
  470. PotentialTargets pt(unit, state);
  471. if(!pt.possibleAttacks.empty())
  472. {
  473. AttackPossibility ap = pt.bestAction();
  474. auto swb = state.getForUpdate(unit->unitId());
  475. *swb = *ap.attackerState;
  476. if(ap.defenderDamageReduce > 0)
  477. swb->removeUnitBonus(Bonus::UntilAttack);
  478. if(ap.attackerDamageReduce > 0)
  479. swb->removeUnitBonus(Bonus::UntilBeingAttacked);
  480. for(auto affected : ap.affectedUnits)
  481. {
  482. swb = state.getForUpdate(affected->unitId());
  483. *swb = *affected;
  484. if(ap.defenderDamageReduce > 0)
  485. swb->removeUnitBonus(Bonus::UntilBeingAttacked);
  486. if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
  487. swb->removeUnitBonus(Bonus::UntilAttack);
  488. }
  489. }
  490. auto bav = pt.bestActionValue();
  491. //best action is from effective owner`s point if view, we need to convert to our point if view
  492. if(state.battleGetOwner(unit) != playerID)
  493. bav = -bav;
  494. values[unit->unitId()] += bav;
  495. }
  496. firstRound = false;
  497. if(stop)
  498. break;
  499. }
  500. if(enemyHadTurnOut)
  501. *enemyHadTurnOut = enemyHadTurn;
  502. return ourTurnSpan >= minTurnSpan;
  503. };
  504. ValueMap valueOfStack;
  505. ValueMap healthOfStack;
  506. TStacks all = cb->battleGetAllStacks(false);
  507. size_t ourRemainingTurns = 0;
  508. for(auto unit : all)
  509. {
  510. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  511. valueOfStack[unit->unitId()] = 0;
  512. if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
  513. ourRemainingTurns++;
  514. }
  515. LOGFL("I have %d turns left in this round", ourRemainingTurns);
  516. const bool castNow = ourRemainingTurns <= 1;
  517. if(castNow)
  518. print("I should try to cast a spell now");
  519. else
  520. print("I could wait better moment to cast a spell");
  521. auto amount = all.size();
  522. std::vector<battle::Units> turnOrder;
  523. cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
  524. {
  525. bool enemyHadTurn = false;
  526. HypotheticBattle state(env.get(), cb);
  527. evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
  528. if(!enemyHadTurn)
  529. {
  530. auto battleIsFinishedOpt = state.battleIsFinished();
  531. if(battleIsFinishedOpt)
  532. {
  533. print("No need to cast a spell. Battle will finish soon.");
  534. return false;
  535. }
  536. }
  537. }
  538. struct ScriptsCache
  539. {
  540. //todo: re-implement scripts context cache
  541. };
  542. auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
  543. {
  544. HypotheticBattle state(env.get(), cb);
  545. spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
  546. cast.castEval(state.getServerCallback(), ps->dest);
  547. ValueMap newHealthOfStack;
  548. ValueMap newValueOfStack;
  549. size_t ourUnits = 0;
  550. std::set<uint32_t> unitIds;
  551. state.battleGetUnitsIf([&](const battle::Unit * u)->bool
  552. {
  553. if(!u->isGhost() && !u->isTurret())
  554. unitIds.insert(u->unitId());
  555. return false;
  556. });
  557. for(auto unitId : unitIds)
  558. {
  559. auto localUnit = state.battleGetUnitByID(unitId);
  560. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  561. newValueOfStack[unitId] = 0;
  562. if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
  563. ourUnits++;
  564. }
  565. size_t minTurnSpan = ourUnits/3; //todo: tweak this
  566. std::vector<battle::Units> newTurnOrder;
  567. state.battleGetTurnOrder(newTurnOrder, amount, 2);
  568. const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
  569. if(turnSpanOK || castNow)
  570. {
  571. int64_t totalGain = 0;
  572. for(auto unitId : unitIds)
  573. {
  574. auto localUnit = state.battleGetUnitByID(unitId);
  575. auto newValue = getValOr(newValueOfStack, unitId, 0);
  576. auto oldValue = getValOr(valueOfStack, unitId, 0);
  577. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  578. if(localUnit->unitOwner() != playerID)
  579. healthDiff = -healthDiff;
  580. if(healthDiff < 0)
  581. {
  582. ps->value = -1;
  583. return; //do not damage own units at all
  584. }
  585. totalGain += (newValue - oldValue + healthDiff);
  586. }
  587. ps->value = totalGain;
  588. }
  589. else
  590. {
  591. ps->value = -1;
  592. }
  593. };
  594. using EvalRunner = ThreadPool<ScriptsCache>;
  595. EvalRunner::Tasks tasks;
  596. for(PossibleSpellcast & psc : possibleCasts)
  597. tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
  598. uint32_t threadCount = boost::thread::hardware_concurrency();
  599. if(threadCount == 0)
  600. {
  601. logGlobal->warn("No information of CPU cores available");
  602. threadCount = 1;
  603. }
  604. CStopWatch timer;
  605. std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
  606. for(uint32_t idx = 0; idx < threadCount; idx++)
  607. {
  608. scriptsPool.emplace_back();
  609. }
  610. EvalRunner runner(&tasks, scriptsPool);
  611. runner.run();
  612. LOGFL("Evaluation took %d ms", timer.getDiff());
  613. auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
  614. {
  615. return ps.value;
  616. };
  617. auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
  618. if(castToPerform.value > 0)
  619. {
  620. LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
  621. BattleAction spellcast;
  622. spellcast.actionType = EActionType::HERO_SPELL;
  623. spellcast.actionSubtype = castToPerform.spell->id;
  624. spellcast.setTarget(castToPerform.dest);
  625. spellcast.side = side;
  626. spellcast.stackNumber = (!side) ? -1 : -2;
  627. cb->battleMakeSpellAction(spellcast);
  628. movesSkippedByDefense = 0;
  629. return true;
  630. }
  631. else
  632. {
  633. LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
  634. return false;
  635. }
  636. }
  637. //Below method works only for offensive spells
  638. void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
  639. {
  640. using ValueMap = PossibleSpellcast::ValueMap;
  641. RNGStub rngStub;
  642. HypotheticBattle state(env.get(), cb);
  643. TStacks all = cb->battleGetAllStacks(false);
  644. ValueMap healthOfStack;
  645. ValueMap newHealthOfStack;
  646. for(auto unit : all)
  647. {
  648. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  649. }
  650. spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
  651. cast.castEval(state.getServerCallback(), ps.dest);
  652. for(auto unit : all)
  653. {
  654. auto unitId = unit->unitId();
  655. auto localUnit = state.battleGetUnitByID(unitId);
  656. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  657. }
  658. int64_t totalGain = 0;
  659. for(auto unit : all)
  660. {
  661. auto unitId = unit->unitId();
  662. auto localUnit = state.battleGetUnitByID(unitId);
  663. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  664. if(localUnit->unitOwner() != getCbc()->getPlayerID())
  665. healthDiff = -healthDiff;
  666. if(healthDiff < 0)
  667. {
  668. ps.value = -1;
  669. return; //do not damage own units at all
  670. }
  671. totalGain += healthDiff;
  672. }
  673. ps.value = totalGain;
  674. }
  675. void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  676. {
  677. LOG_TRACE(logAi);
  678. side = Side;
  679. }
  680. void CBattleAI::print(const std::string &text) const
  681. {
  682. logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
  683. }
  684. std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
  685. {
  686. BattleStateInfoForRetreat bs;
  687. bs.canFlee = cb->battleCanFlee();
  688. bs.canSurrender = cb->battleCanSurrender(playerID);
  689. bs.ourSide = cb->battleGetMySide();
  690. bs.ourHero = cb->battleGetMyHero();
  691. bs.enemyHero = nullptr;
  692. for(auto stack : cb->battleGetAllStacks(false))
  693. {
  694. if(stack->alive())
  695. {
  696. if(stack->unitSide() == bs.ourSide)
  697. bs.ourStacks.push_back(stack);
  698. else
  699. {
  700. bs.enemyStacks.push_back(stack);
  701. bs.enemyHero = cb->battleGetOwnerHero(stack);
  702. }
  703. }
  704. }
  705. bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
  706. if(!bs.canFlee && !bs.canSurrender)
  707. {
  708. return std::nullopt;
  709. }
  710. auto result = cb->makeSurrenderRetreatDecision(bs);
  711. if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
  712. {
  713. return BattleAction::makeRetreat(bs.ourSide);
  714. }
  715. return result;
  716. }