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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 <vstd/RNG.h>
- #include "StackWithBonuses.h"
- #include "EnemyInfo.h"
- #include "PossibleSpellcast.h"
- #include "../../lib/CStopWatch.h"
- #include "../../lib/CThreadHelper.h"
- #include "../../lib/spells/CSpellHandler.h"
- #include "../../lib/spells/ISpellMechanics.h"
- #include "../../lib/CStack.h"//todo: remove
- #define LOGL(text) print(text)
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
- class RNGStub : public vstd::RNG
- {
- public:
- vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
- {
- return [=]()->int64_t
- {
- return (lower + upper)/2;
- };
- }
- vstd::TRand getDoubleRange(double lower, double upper) override
- {
- return [=]()->double
- {
- return (lower + upper)/2;
- };
- }
- };
- enum class SpellTypes
- {
- ADVENTURE, BATTLE, OTHER
- };
- SpellTypes spellType(const CSpell * spell)
- {
- if(!spell->isCombatSpell() || spell->isCreatureAbility())
- return SpellTypes::OTHER;
- if(spell->isOffensiveSpell() || spell->hasEffects() || spell->hasBattleEffects())
- return SpellTypes::BATTLE;
- return SpellTypes::OTHER;
- }
- 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::init(std::shared_ptr<CBattleCallback> CB)
- {
- setCbc(CB);
- cb = CB;
- playerID = *CB->getPlayerID(); //TODO should be sth in callback
- wasWaitingForRealize = cb->waitTillRealize;
- wasUnlockingGs = CB->unlockGsWhenWaiting;
- CB->waitTillRealize = true;
- CB->unlockGsWhenWaiting = false;
- }
- BattleAction CBattleAI::activeStack( const CStack * stack )
- {
- LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
- setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
- try
- {
- if(stack->type->idNumber == CreatureID::CATAPULT)
- return useCatapult(stack);
- if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
- {
- auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
- std::map<int, const CStack*> woundHpToStack;
- for(auto stack : healingTargets)
- if(auto woundHp = stack->MaxHealth() - 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
- }
- attemptCastingSpell();
- if(auto ret = getCbc()->battleIsFinished())
- {
- //spellcast may finish battle
- //send special preudo-action
- BattleAction cancel;
- cancel.actionType = EActionType::CANCEL;
- return cancel;
- }
- if(auto action = considerFleeingOrSurrendering())
- return *action;
- //best action is from effective owner point if view, we are effective owner as we received "activeStack"
- HypotheticBattle hb(getCbc());
- PotentialTargets targets(stack, &hb);
- if(targets.possibleAttacks.size())
- {
- auto hlp = targets.bestAction();
- if(hlp.attack.shooting)
- return BattleAction::makeShotAttack(stack, hlp.attack.defender);
- else
- return BattleAction::makeMeleeAttack(stack, hlp.attack.defender->getPosition(), hlp.tile);
- }
- else
- {
- if(stack->waited())
- {
- //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
- auto dists = getCbc()->battleGetDistances(stack, stack->getPosition());
- if(!targets.unreachableEnemies.empty())
- {
- const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, std::bind(isCloser, _1, _2, std::ref(dists)));
- if(distToNearestNeighbour(ei.s->getPosition(), dists) < GameConstants::BFIELD_SIZE)
- {
- return goTowards(stack, ei.s->getPosition());
- }
- }
- }
- else
- {
- return BattleAction::makeWait(stack);
- }
- }
- }
- catch(boost::thread_interrupted &)
- {
- throw;
- }
- catch(std::exception &e)
- {
- logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
- }
- return BattleAction::makeDefend(stack);
- }
- BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
- {
- if(!destination.isValid())
- {
- logAi->error("CBattleAI::goTowards: invalid destination");
- return BattleAction::makeDefend(stack);
- }
- auto reachability = cb->getReachability(stack);
- auto avHexes = cb->battleGetAvailableHexes(reachability, 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); }))
- {
- logAi->warn("Warning: already standing on neighbouring tile!");
- //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
- {
- 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)
- {
- return BattleAction::makeDefend(stack);
- }
- BattleHex currentDest = bestNeighbor;
- while(1)
- {
- if(!currentDest.isValid())
- {
- logAi->error("CBattleAI::goTowards: internal error");
- return BattleAction::makeDefend(stack);
- }
- if(vstd::contains(avHexes, currentDest))
- return BattleAction::makeMove(stack, currentDest);
- currentDest = reachability.predecessors[currentDest];
- }
- }
- }
- BattleAction CBattleAI::useCatapult(const CStack * stack)
- {
- throw std::runtime_error("CBattleAI::useCatapult is not implemented.");
- }
- void CBattleAI::attemptCastingSpell()
- {
- auto hero = cb->battleGetMyHero();
- if(!hero)
- return;
- if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
- return;
- 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](const CSpell *s) -> bool
- {
- return s->canBeCast(getCbc().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(getCbc().get(), hero, spells::Mode::HERO, spell);
- for(auto & target : temp.findPotentialTargets())
- {
- PossibleSpellcast ps;
- ps.dest = target;
- ps.spell = spell;
- possibleCasts.push_back(ps);
- }
- }
- LOGFL("Found %d spell-target combinations.", possibleCasts.size());
- if(possibleCasts.empty())
- return;
- 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.damageDealt > 0)
- swb->removeUnitBonus(Bonus::UntilAttack);
- if(ap.damageReceived > 0)
- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
- for(auto affected : ap.affectedUnits)
- {
- swb = state->getForUpdate(affected->unitId());
- *swb = *affected;
- if(ap.damageDealt > 0)
- swb->removeUnitBonus(Bonus::UntilBeingAttacked);
- if(ap.damageReceived > 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;
- };
- RNGStub rngStub;
- 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(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;
- }
- }
- }
- auto evaluateSpellcast = [&] (PossibleSpellcast * ps)
- {
- HypotheticBattle state(cb);
- spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
- cast.target = ps->dest;
- cast.cast(&state, rngStub);
- ValueMap newHealthOfStack;
- ValueMap newValueOfStack;
- size_t ourUnits = 0;
- for(auto unit : all)
- {
- auto unitId = unit->unitId();
- 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 unit : all)
- {
- auto unitId = unit->unitId();
- 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;
- }
- };
- std::vector<std::function<void()>> tasks;
- for(PossibleSpellcast & psc : possibleCasts)
- tasks.push_back(std::bind(evaluateSpellcast, &psc));
- uint32_t threadCount = boost::thread::hardware_concurrency();
- if(threadCount == 0)
- {
- logGlobal->warn("No information of CPU cores available");
- threadCount = 1;
- }
- CStopWatch timer;
- CThreadHelper threadHelper(&tasks, threadCount);
- threadHelper.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->name % 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->battleMakeAction(&spellcast);
- }
- else
- {
- LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->name % castToPerform.value);
- }
- }
- int CBattleAI::distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances &dists, BattleHex *chosenHex)
- {
- int ret = 1000000;
- for(BattleHex n : hex.neighbouringTiles())
- {
- if(dists[n] >= 0 && dists[n] < ret)
- {
- ret = dists[n];
- if(chosenHex)
- *chosenHex = n;
- }
- }
- return ret;
- }
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
- {
- LOG_TRACE(logAi);
- side = Side;
- }
- bool CBattleAI::isCloser(const EnemyInfo &ei1, const EnemyInfo &ei2, const ReachabilityInfo::TDistances &dists)
- {
- return distToNearestNeighbour(ei1.s->getPosition(), dists) < distToNearestNeighbour(ei2.s->getPosition(), dists);
- }
- void CBattleAI::print(const std::string &text) const
- {
- logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
- }
- boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
- {
- if(cb->battleCanSurrender(playerID))
- {
- }
- if(cb->battleCanFlee())
- {
- }
- return boost::none;
- }
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