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- /*
- * 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 "BattleAI.h"
- #include "BattleExchangeVariant.h"
- #include "StackWithBonuses.h"
- #include "EnemyInfo.h"
- #include "../../lib/CStopWatch.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/battle/BattleStateInfoForRetreat.h"
- #include "../../lib/battle/CObstacleInstance.h"
- #include "../../lib/CStack.h" // TODO: remove
- // Eventually only IBattleInfoCallback and battle::Unit should be used,
- // CUnitState should be private and CStack should be removed completely
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- enum class SpellTypes
- {
- ADVENTURE, BATTLE, OTHER
- };
- SpellTypes spellType(const CSpell * spell)
- {
- if(!spell->isCombat() || spell->isCreatureAbility())
- return SpellTypes::OTHER;
- if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
- return SpellTypes::BATTLE;
- return SpellTypes::OTHER;
- }
- std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
- {
- std::vector<BattleHex> result;
- for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
- {
- auto state = cb->battleGetWallState(wallPart);
- if(state != EWallState::DESTROYED)
- continue;
- auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
- auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
- result.push_back(moatHex);
- }
- return result;
- }
- CBattleAI::CBattleAI()
- : side(-1),
- wasWaitingForRealize(false),
- wasUnlockingGs(false)
- {
- }
- CBattleAI::~CBattleAI()
- {
- if(cb)
- {
- //Restore previous state of CB - it may be shared with the main AI (like VCAI)
- cb->waitTillRealize = wasWaitingForRealize;
- cb->unlockGsWhenWaiting = wasUnlockingGs;
- }
- }
- void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
- {
- setCbc(CB);
- env = ENV;
- cb = CB;
- playerID = *CB->getPlayerID(); //TODO should be sth in callback
- wasWaitingForRealize = CB->waitTillRealize;
- wasUnlockingGs = CB->unlockGsWhenWaiting;
- CB->waitTillRealize = false;
- CB->unlockGsWhenWaiting = false;
- movesSkippedByDefense = 0;
- }
- BattleAction CBattleAI::useHealingTent(const CStack *stack)
- {
- auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
- std::map<int, const CStack*> woundHpToStack;
- for(const auto * stack : healingTargets)
- {
- if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
- woundHpToStack[woundHp] = stack;
- }
- if(woundHpToStack.empty())
- return BattleAction::makeDefend(stack);
- else
- return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
- }
- std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
- {
- //TODO: faerie dragon type spell should be selected by server
- SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
- if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
- {
- const CSpell * spell = creatureSpellToCast.toSpell();
- if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
- {
- std::vector<PossibleSpellcast> possibleCasts;
- spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
- for(auto & target : temp.findPotentialTargets())
- {
- PossibleSpellcast ps;
- ps.dest = target;
- ps.spell = spell;
- evaluateCreatureSpellcast(stack, ps);
- possibleCasts.push_back(ps);
- }
- std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
- if(!possibleCasts.empty() && possibleCasts.front().value > 0)
- {
- return possibleCasts.front();
- }
- }
- }
- return std::nullopt;
- }
- BattleAction CBattleAI::selectStackAction(const CStack * stack)
- {
- //evaluate casting spell for spellcasting stack
- std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
- HypotheticBattle hb(env.get(), cb);
- PotentialTargets targets(stack, hb);
- BattleExchangeEvaluator scoreEvaluator(cb, env);
- auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
- int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
- if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
- {
- movesSkippedByDefense = 0;
- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
- }
- if(!targets.possibleAttacks.empty())
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Evaluating attack for %s", stack->getDescription());
- #endif
- auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
- auto & bestAttack = evaluationResult.bestAttack;
- //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
- if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
- {
- // return because spellcast value is damage dealt and score is dps reduce
- movesSkippedByDefense = 0;
- return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
- }
- if(evaluationResult.score > score)
- {
- score = evaluationResult.score;
- logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
- bestAttack.attackerState->unitType()->getJsonKey(),
- bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
- (int)bestAttack.affectedUnits[0]->getCount(),
- (int)bestAttack.from,
- (int)bestAttack.attack.attacker->getPosition().hex,
- bestAttack.attack.chargeDistance,
- bestAttack.attack.attacker->speed(0, true),
- bestAttack.defenderDamageReduce,
- bestAttack.attackerDamageReduce, bestAttack.attackValue()
- );
- if (moveTarget.score <= score)
- {
- if(evaluationResult.wait)
- {
- return BattleAction::makeWait(stack);
- }
- else if(bestAttack.attack.shooting)
- {
- movesSkippedByDefense = 0;
- return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
- }
- else
- {
- movesSkippedByDefense = 0;
- return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
- }
- }
- }
- }
- //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
- if(moveTarget.score > score)
- {
- score = moveTarget.score;
- if(stack->waited())
- {
- return goTowardsNearest(stack, moveTarget.positions);
- }
- else
- {
- return BattleAction::makeWait(stack);
- }
- }
- if(score <= EvaluationResult::INEFFECTIVE_SCORE
- && !stack->hasBonusOfType(BonusType::FLYING)
- && stack->unitSide() == BattleSide::ATTACKER
- && cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
- {
- auto brokenWallMoat = getBrokenWallMoatHexes();
- if(brokenWallMoat.size())
- {
- movesSkippedByDefense = 0;
- if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
- return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
- else
- return goTowardsNearest(stack, brokenWallMoat);
- }
- }
- return BattleAction::makeDefend(stack);
- }
- void CBattleAI::yourTacticPhase(int distance)
- {
- cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
- }
- uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
- {
- auto end = std::chrono::high_resolution_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
- }
- void CBattleAI::activeStack( const CStack * stack )
- {
- LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
- BattleAction result = BattleAction::makeDefend(stack);
- setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
- auto start = std::chrono::high_resolution_clock::now();
- try
- {
- if(stack->creatureId() == CreatureID::CATAPULT)
- {
- cb->battleMakeUnitAction(useCatapult(stack));
- return;
- }
- if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
- {
- cb->battleMakeUnitAction(useHealingTent(stack));
- return;
- }
- if (attemptCastingSpell())
- return;
- logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
- if(cb->battleIsFinished() || !stack->alive())
- {
- //spellcast may finish battle or kill active stack
- //send special preudo-action
- BattleAction cancel;
- cancel.actionType = EActionType::NO_ACTION;
- cb->battleMakeUnitAction(cancel);
- return;
- }
- if(auto action = considerFleeingOrSurrendering())
- {
- cb->battleMakeUnitAction(*action);
- return;
- }
- result = selectStackAction(stack);
- }
- catch(boost::thread_interrupted &)
- {
- throw;
- }
- catch(std::exception &e)
- {
- logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
- }
- if(result.actionType == EActionType::DEFEND)
- {
- movesSkippedByDefense++;
- }
- else if(result.actionType != EActionType::WAIT)
- {
- movesSkippedByDefense = 0;
- }
- logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
- cb->battleMakeUnitAction(result);
- }
- BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
- {
- auto reachability = cb->getReachability(stack);
- auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
- if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
- {
- return BattleAction::makeDefend(stack);
- }
- std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
- {
- return reachability.distances[h1] < reachability.distances[h2];
- });
- for(auto hex : hexes)
- {
- if(vstd::contains(avHexes, hex))
- {
- return BattleAction::makeMove(stack, hex);
- }
- if(stack->coversPos(hex))
- {
- logAi->warn("Warning: already standing on neighbouring tile!");
- //We shouldn't even be here...
- return BattleAction::makeDefend(stack);
- }
- }
- BattleHex bestNeighbor = hexes.front();
- if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
- {
- return BattleAction::makeDefend(stack);
- }
- BattleExchangeEvaluator scoreEvaluator(cb, env);
- HypotheticBattle hb(env.get(), cb);
- scoreEvaluator.updateReachabilityMap(hb);
- if(stack->hasBonusOfType(BonusType::FLYING))
- {
- std::set<BattleHex> obstacleHexes;
- auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
- auto affectedHexes = spellObst.getAffectedTiles();
- obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
- };
- const auto & obstacles = hb.battleGetAllObstacles();
- for (const auto & obst: obstacles) {
- if(obst->triggersEffects())
- {
- auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
- auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
- if(triggerIsNegative)
- insertAffected(*obst, obstacleHexes);
- }
- }
- // 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 nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
- {
- const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
- const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
- auto distance = BattleHex::getDistance(bestNeighbor, hex);
- if(vstd::contains(obstacleHexes, hex))
- distance += NEGATIVE_OBSTACLE_PENALTY;
- return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
- });
- return BattleAction::makeMove(stack, *nearestAvailableHex);
- }
- else
- {
- BattleHex currentDest = bestNeighbor;
- while(1)
- {
- if(!currentDest.isValid())
- {
- return BattleAction::makeDefend(stack);
- }
- if(vstd::contains(avHexes, currentDest)
- && !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
- return BattleAction::makeMove(stack, currentDest);
- currentDest = reachability.predecessors[currentDest];
- }
- }
- }
- BattleAction CBattleAI::useCatapult(const CStack * stack)
- {
- BattleAction attack;
- BattleHex targetHex = BattleHex::INVALID;
- if(cb->battleGetGateState() == EGateState::CLOSED)
- {
- targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
- }
- else
- {
- EWallPart wallParts[] = {
- EWallPart::KEEP,
- EWallPart::BOTTOM_TOWER,
- EWallPart::UPPER_TOWER,
- EWallPart::BELOW_GATE,
- EWallPart::OVER_GATE,
- EWallPart::BOTTOM_WALL,
- EWallPart::UPPER_WALL
- };
- for(auto wallPart : wallParts)
- {
- auto wallState = cb->battleGetWallState(wallPart);
- if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
- {
- targetHex = cb->wallPartToBattleHex(wallPart);
- break;
- }
- }
- }
- if(!targetHex.isValid())
- {
- return BattleAction::makeDefend(stack);
- }
- attack.aimToHex(targetHex);
- attack.actionType = EActionType::CATAPULT;
- attack.side = side;
- attack.stackNumber = stack->unitId();
- movesSkippedByDefense = 0;
- return attack;
- }
- bool CBattleAI::attemptCastingSpell()
- {
- auto hero = cb->battleGetMyHero();
- if(!hero)
- return false;
- if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
- return false;
- LOGL("Casting spells sounds like fun. Let's see...");
- //Get all spells we can cast
- std::vector<const CSpell*> possibleSpells;
- vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
- {
- return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
- });
- LOGFL("I can cast %d spells.", possibleSpells.size());
- vstd::erase_if(possibleSpells, [](const CSpell *s)
- {
- return spellType(s) != SpellTypes::BATTLE;
- });
- LOGFL("I know how %d of them works.", possibleSpells.size());
- //Get possible spell-target pairs
- std::vector<PossibleSpellcast> possibleCasts;
- for(auto spell : possibleSpells)
- {
- spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
- if(!spell->isDamage() && spell->getTargetType() == spells::AimType::LOCATION)
- continue;
-
- const bool FAST = true;
- for(auto & target : temp.findPotentialTargets(FAST))
- {
- PossibleSpellcast ps;
- ps.dest = target;
- ps.spell = spell;
- possibleCasts.push_back(ps);
- }
- }
- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
- if(possibleCasts.empty())
- return false;
- using ValueMap = PossibleSpellcast::ValueMap;
- auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
- {
- bool firstRound = true;
- bool enemyHadTurn = false;
- size_t ourTurnSpan = 0;
- bool stop = false;
- for(auto & round : queue)
- {
- if(!firstRound)
- state.nextRound(0);//todo: set actual value?
- for(auto unit : round)
- {
- if(!vstd::contains(values, unit->unitId()))
- values[unit->unitId()] = 0;
- if(!unit->alive())
- continue;
- if(state.battleGetOwner(unit) != playerID)
- {
- enemyHadTurn = true;
- if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
- {
- //enemy could counter our spell at this point
- //anyway, we do not know what enemy will do
- //just stop evaluation
- stop = true;
- break;
- }
- }
- else if(!enemyHadTurn)
- {
- ourTurnSpan++;
- }
- state.nextTurn(unit->unitId());
- PotentialTargets pt(unit, state);
- if(!pt.possibleAttacks.empty())
- {
- AttackPossibility ap = pt.bestAction();
- auto swb = state.getForUpdate(unit->unitId());
- *swb = *ap.attackerState;
- if(ap.defenderDamageReduce > 0)
- swb->removeUnitBonus(Bonus::UntilAttack);
- if(ap.attackerDamageReduce > 0)
- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
- for(auto affected : ap.affectedUnits)
- {
- swb = state.getForUpdate(affected->unitId());
- *swb = *affected;
- if(ap.defenderDamageReduce > 0)
- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
- if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
- swb->removeUnitBonus(Bonus::UntilAttack);
- }
- }
- auto bav = pt.bestActionValue();
- //best action is from effective owner`s point if view, we need to convert to our point if view
- if(state.battleGetOwner(unit) != playerID)
- bav = -bav;
- values[unit->unitId()] += bav;
- }
- firstRound = false;
- if(stop)
- break;
- }
- if(enemyHadTurnOut)
- *enemyHadTurnOut = enemyHadTurn;
- return ourTurnSpan >= minTurnSpan;
- };
- ValueMap valueOfStack;
- ValueMap healthOfStack;
- TStacks all = cb->battleGetAllStacks(false);
- size_t ourRemainingTurns = 0;
- for(auto unit : all)
- {
- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
- valueOfStack[unit->unitId()] = 0;
- if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
- ourRemainingTurns++;
- }
- LOGFL("I have %d turns left in this round", ourRemainingTurns);
- const bool castNow = ourRemainingTurns <= 1;
- if(castNow)
- print("I should try to cast a spell now");
- else
- print("I could wait better moment to cast a spell");
- auto amount = all.size();
- std::vector<battle::Units> turnOrder;
- cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
- {
- bool enemyHadTurn = false;
- HypotheticBattle state(env.get(), cb);
- evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
- if(!enemyHadTurn)
- {
- auto battleIsFinishedOpt = state.battleIsFinished();
- if(battleIsFinishedOpt)
- {
- print("No need to cast a spell. Battle will finish soon.");
- return false;
- }
- }
- }
- struct ScriptsCache
- {
- //todo: re-implement scripts context cache
- };
- auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
- {
- HypotheticBattle state(env.get(), cb);
- spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
- cast.castEval(state.getServerCallback(), ps->dest);
- ValueMap newHealthOfStack;
- ValueMap newValueOfStack;
- size_t ourUnits = 0;
- std::set<uint32_t> unitIds;
- state.battleGetUnitsIf([&](const battle::Unit * u)->bool
- {
- if(!u->isGhost() && !u->isTurret())
- unitIds.insert(u->unitId());
- return false;
- });
- for(auto unitId : unitIds)
- {
- auto localUnit = state.battleGetUnitByID(unitId);
- newHealthOfStack[unitId] = localUnit->getAvailableHealth();
- newValueOfStack[unitId] = 0;
- if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
- ourUnits++;
- }
- size_t minTurnSpan = ourUnits/3; //todo: tweak this
- std::vector<battle::Units> newTurnOrder;
- state.battleGetTurnOrder(newTurnOrder, amount, 2);
- const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
- if(turnSpanOK || castNow)
- {
- int64_t totalGain = 0;
- for(auto unitId : unitIds)
- {
- auto localUnit = state.battleGetUnitByID(unitId);
- auto newValue = getValOr(newValueOfStack, unitId, 0);
- auto oldValue = getValOr(valueOfStack, unitId, 0);
- auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
- if(localUnit->unitOwner() != playerID)
- healthDiff = -healthDiff;
- if(healthDiff < 0)
- {
- ps->value = -1;
- return; //do not damage own units at all
- }
- totalGain += (newValue - oldValue + healthDiff);
- }
- ps->value = totalGain;
- }
- else
- {
- ps->value = -1;
- }
- };
- using EvalRunner = ThreadPool<ScriptsCache>;
- EvalRunner::Tasks tasks;
- for(PossibleSpellcast & psc : possibleCasts)
- tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
- uint32_t threadCount = boost::thread::hardware_concurrency();
- if(threadCount == 0)
- {
- logGlobal->warn("No information of CPU cores available");
- threadCount = 1;
- }
- CStopWatch timer;
- std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
- for(uint32_t idx = 0; idx < threadCount; idx++)
- {
- scriptsPool.emplace_back();
- }
- EvalRunner runner(&tasks, scriptsPool);
- runner.run();
- LOGFL("Evaluation took %d ms", timer.getDiff());
- auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
- {
- return ps.value;
- };
- auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
- if(castToPerform.value > 0)
- {
- LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
- BattleAction spellcast;
- spellcast.actionType = EActionType::HERO_SPELL;
- spellcast.actionSubtype = castToPerform.spell->id;
- spellcast.setTarget(castToPerform.dest);
- spellcast.side = side;
- spellcast.stackNumber = (!side) ? -1 : -2;
- cb->battleMakeSpellAction(spellcast);
- movesSkippedByDefense = 0;
- return true;
- }
- else
- {
- LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
- return false;
- }
- }
- //Below method works only for offensive spells
- void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
- {
- using ValueMap = PossibleSpellcast::ValueMap;
- RNGStub rngStub;
- HypotheticBattle state(env.get(), cb);
- TStacks all = cb->battleGetAllStacks(false);
- ValueMap healthOfStack;
- ValueMap newHealthOfStack;
- for(auto unit : all)
- {
- healthOfStack[unit->unitId()] = unit->getAvailableHealth();
- }
- spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
- cast.castEval(state.getServerCallback(), ps.dest);
- for(auto unit : all)
- {
- auto unitId = unit->unitId();
- auto localUnit = state.battleGetUnitByID(unitId);
- newHealthOfStack[unitId] = localUnit->getAvailableHealth();
- }
- int64_t totalGain = 0;
- for(auto unit : all)
- {
- auto unitId = unit->unitId();
- auto localUnit = state.battleGetUnitByID(unitId);
- auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
- if(localUnit->unitOwner() != getCbc()->getPlayerID())
- healthDiff = -healthDiff;
- if(healthDiff < 0)
- {
- ps.value = -1;
- return; //do not damage own units at all
- }
- totalGain += healthDiff;
- }
- ps.value = totalGain;
- }
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
- {
- LOG_TRACE(logAi);
- side = Side;
- }
- void CBattleAI::print(const std::string &text) const
- {
- logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
- }
- std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
- {
- BattleStateInfoForRetreat bs;
- bs.canFlee = cb->battleCanFlee();
- bs.canSurrender = cb->battleCanSurrender(playerID);
- bs.ourSide = cb->battleGetMySide();
- bs.ourHero = cb->battleGetMyHero();
- bs.enemyHero = nullptr;
- for(auto stack : cb->battleGetAllStacks(false))
- {
- if(stack->alive())
- {
- if(stack->unitSide() == bs.ourSide)
- bs.ourStacks.push_back(stack);
- else
- {
- bs.enemyStacks.push_back(stack);
- bs.enemyHero = cb->battleGetOwnerHero(stack);
- }
- }
- }
- bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
- if(!bs.canFlee && !bs.canSurrender)
- {
- return std::nullopt;
- }
- auto result = cb->makeSurrenderRetreatDecision(bs);
- if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
- {
- return BattleAction::makeRetreat(bs.ourSide);
- }
- return result;
- }
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