AttackPossibility.cpp 17 KB

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  1. /*
  2. * AttackPossibility.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 "AttackPossibility.h"
  12. #include "../../lib/CStack.h" // TODO: remove
  13. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  14. // CUnitState should be private and CStack should be removed completely
  15. #include "../../lib/spells/CSpellHandler.h"
  16. #include "../../lib/spells/ISpellMechanics.h"
  17. #include "../../lib/spells/ObstacleCasterProxy.h"
  18. #include "../../lib/battle/CObstacleInstance.h"
  19. #include "../../lib/GameLibrary.h"
  20. uint64_t averageDmg(const DamageRange & range)
  21. {
  22. return (range.min + range.max) / 2;
  23. }
  24. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  25. {
  26. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  27. damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
  28. }
  29. void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  30. {
  31. for(const auto & obst : hb->battleGetAllObstacles(side))
  32. {
  33. auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
  34. if(!spellObstacle || !obst->triggersEffects())
  35. continue;
  36. auto triggerAbility = LIBRARY->spells()->getById(obst->getTrigger());
  37. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  38. if(!triggerIsNegative)
  39. continue;
  40. std::unique_ptr<spells::BattleCast> cast = nullptr;
  41. std::unique_ptr<spells::ObstacleCasterProxy> caster = nullptr;
  42. if(spellObstacle->obstacleType == SpellCreatedObstacle::EObstacleType::SPELL_CREATED)
  43. {
  44. const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
  45. caster = std::make_unique<spells::ObstacleCasterProxy>(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  46. cast = std::make_unique<spells::BattleCast>(spells::BattleCast(hb.get(), caster.get(), spells::Mode::PASSIVE, obst->getTrigger().toSpell()));
  47. }
  48. auto affectedHexes = obst->getAffectedTiles();
  49. auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
  50. return u->alive() && !u->isTurret() && u->getPosition().isValid();
  51. });
  52. auto inner = std::make_shared<HypotheticBattle>(hb->env, hb);
  53. for(auto stack : stacks)
  54. {
  55. auto updated = inner->getForUpdate(stack->unitId());
  56. spells::Target target;
  57. target.push_back(spells::Destination(updated.get()));
  58. if(cast)
  59. cast->castEval(inner->getServerCallback(), target);
  60. auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
  61. for(const auto & hex : affectedHexes)
  62. {
  63. obstacleDamage[hex][stack->unitId()] = damageDealt;
  64. }
  65. }
  66. }
  67. }
  68. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  69. {
  70. if(parent == nullptr)
  71. {
  72. buildObstacleDamageCache(hb, side);
  73. }
  74. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  75. {
  76. return u->isValidTarget();
  77. });
  78. battle::Units ourUnits;
  79. battle::Units enemyUnits;
  80. for(auto stack : stacks)
  81. {
  82. if(stack->unitSide() == side)
  83. ourUnits.push_back(stack);
  84. else
  85. enemyUnits.push_back(stack);
  86. }
  87. for(auto ourUnit : ourUnits)
  88. {
  89. if(!ourUnit->alive())
  90. continue;
  91. for(auto enemyUnit : enemyUnits)
  92. {
  93. if(enemyUnit->alive())
  94. {
  95. cacheDamage(ourUnit, enemyUnit, hb);
  96. cacheDamage(enemyUnit, ourUnit, hb);
  97. }
  98. }
  99. }
  100. }
  101. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  102. {
  103. bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
  104. if (!wasComputedBefore)
  105. cacheDamage(attacker, defender, hb);
  106. return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  107. }
  108. int64_t DamageCache::getObstacleDamage(const BattleHex & hex, const battle::Unit * defender)
  109. {
  110. if(parent)
  111. return parent->getObstacleDamage(hex, defender);
  112. auto damages = obstacleDamage.find(hex);
  113. if(damages == obstacleDamage.end())
  114. return 0;
  115. auto damage = damages->second.find(defender->unitId());
  116. return damage == damages->second.end()
  117. ? 0
  118. : damage->second;
  119. }
  120. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  121. {
  122. if(parent)
  123. {
  124. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  125. if(attackerDamageMap != parent->damageCache.end())
  126. {
  127. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  128. if(targetDamage != attackerDamageMap->second.end())
  129. {
  130. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  131. }
  132. }
  133. }
  134. return getDamage(attacker, defender, hb);
  135. }
  136. AttackPossibility::AttackPossibility(const BattleHex & from, const BattleHex & dest, const BattleAttackInfo & attack)
  137. : from(from), dest(dest), attack(attack)
  138. {
  139. this->attack.attackerPos = from;
  140. this->attack.defenderPos = dest;
  141. }
  142. float AttackPossibility::damageDiff() const
  143. {
  144. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  145. }
  146. float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  147. {
  148. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  149. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  150. }
  151. float AttackPossibility::attackValue() const
  152. {
  153. return damageDiff();
  154. }
  155. float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
  156. {
  157. float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
  158. float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
  159. float base = 0.666666f;
  160. // reduce from max to 0 must be 1.
  161. // 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
  162. // ********** 2 * base - ratioStart *********
  163. // * *
  164. // * height = ratioStart - ratioEnd *
  165. // * *
  166. // ******************** 2 * base - ratioEnd ******
  167. // S = (a + b) * h / 2
  168. return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
  169. }
  170. /// <summary>
  171. /// How enemy damage will be reduced by this attack
  172. /// Half bounty for kill, half for making damage equal to enemy health
  173. /// Bounty - the killed creature average damage calculated against attacker
  174. /// </summary>
  175. float AttackPossibility::calculateDamageReduce(
  176. const battle::Unit * attacker,
  177. const battle::Unit * defender,
  178. uint64_t damageDealt,
  179. DamageCache & damageCache,
  180. std::shared_ptr<CBattleInfoCallback> state)
  181. {
  182. const float HEALTH_BOUNTY = 0.5;
  183. const float KILL_BOUNTY = 0.5;
  184. // FIXME: provide distance info for Jousting bonus
  185. auto attackerUnitForMeasurement = attacker;
  186. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  187. {
  188. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  189. {
  190. return u->unitSide() != defender->unitSide()
  191. && !u->isTurret()
  192. && u->creatureId() != CreatureID::CATAPULT
  193. && u->creatureId() != CreatureID::BALLISTA
  194. && u->creatureId() != CreatureID::FIRST_AID_TENT
  195. && u->getCount();
  196. });
  197. if(ourUnits.empty())
  198. attackerUnitForMeasurement = defender;
  199. else
  200. attackerUnitForMeasurement = ourUnits.front();
  201. }
  202. auto maxHealth = defender->getMaxHealth();
  203. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  204. vstd::amin(damageDealt, availableHealth);
  205. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  206. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  207. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  208. auto exceedingDamage = (damageDealt % maxHealth);
  209. float hpValue = (damageDealt / maxHealth);
  210. if(defender->getFirstHPleft() >= exceedingDamage)
  211. {
  212. hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
  213. }
  214. else
  215. {
  216. hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
  217. hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
  218. }
  219. return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
  220. }
  221. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  222. const BattleAttackInfo & attackInfo,
  223. BattleHex hex,
  224. DamageCache & damageCache,
  225. std::shared_ptr<CBattleInfoCallback> state)
  226. {
  227. int64_t res = 0;
  228. if(attackInfo.shooting)
  229. return 0;
  230. std::set<uint32_t> checkedUnits;
  231. auto attacker = attackInfo.attacker;
  232. const auto & hexes = attacker->getSurroundingHexes(hex);
  233. for(const BattleHex & tile : hexes)
  234. {
  235. auto st = state->battleGetUnitByPos(tile, true);
  236. if(!st || !state->battleMatchOwner(st, attacker))
  237. continue;
  238. if(vstd::contains(checkedUnits, st->unitId()))
  239. continue;
  240. if(!state->battleCanShoot(st))
  241. continue;
  242. checkedUnits.insert(st->unitId());
  243. // FIXME: provide distance info for Jousting bonus
  244. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  245. rangeAttackInfo.defenderPos = hex;
  246. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  247. meleeAttackInfo.defenderPos = hex;
  248. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  249. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  250. auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
  251. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  252. res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
  253. }
  254. return res;
  255. }
  256. AttackPossibility AttackPossibility::evaluate(
  257. const BattleAttackInfo & attackInfo,
  258. BattleHex hex,
  259. DamageCache & damageCache,
  260. std::shared_ptr<CBattleInfoCallback> state)
  261. {
  262. auto attacker = attackInfo.attacker;
  263. auto defender = attackInfo.defender;
  264. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  265. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  266. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  267. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  268. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  269. BattleHexArray defenderHex;
  270. if(attackInfo.shooting)
  271. defenderHex.insert(defender->getPosition());
  272. else
  273. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  274. for(const BattleHex & defHex : defenderHex)
  275. {
  276. if(defHex == hex) // should be impossible but check anyway
  277. continue;
  278. AttackPossibility ap(hex, defHex, attackInfo);
  279. ap.attackerState = attacker->acquireState();
  280. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  281. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  282. if (!attackInfo.shooting)
  283. ap.attackerState->setPosition(hex);
  284. battle::Units defenderUnits;
  285. battle::Units retaliatedUnits = {attacker};
  286. battle::Units affectedUnits;
  287. if (attackInfo.shooting)
  288. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
  289. else
  290. {
  291. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
  292. retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
  293. // attacker can not melle-attack itself but still can hit that place where it was before moving
  294. vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
  295. if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
  296. {
  297. retaliatedUnits.push_back(attacker);
  298. }
  299. auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
  300. if(obstacleDamage > 0)
  301. {
  302. ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
  303. ap.attackerState->damage(obstacleDamage);
  304. }
  305. }
  306. // ensure the defender is also affected
  307. if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
  308. {
  309. defenderUnits.push_back(defender);
  310. }
  311. affectedUnits = defenderUnits;
  312. vstd::concatenate(affectedUnits, retaliatedUnits);
  313. #if BATTLE_TRACE_LEVEL>=1
  314. logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex, defHex);
  315. #endif
  316. std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
  317. for(auto u : affectedUnits)
  318. {
  319. if(u->unitId() == attacker->unitId())
  320. continue;
  321. auto defenderState = u->acquireState();
  322. ap.affectedUnits.push_back(defenderState);
  323. defenderStates[u->unitId()] = defenderState;
  324. }
  325. for(int i = 0; i < totalAttacks; i++)
  326. {
  327. if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
  328. break;
  329. for(auto u : defenderUnits)
  330. {
  331. auto defenderState = defenderStates.at(u->unitId());
  332. int64_t damageDealt;
  333. float defenderDamageReduce;
  334. float attackerDamageReduce;
  335. DamageEstimation retaliation;
  336. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  337. damageDealt = averageDmg(attackDmg.damage);
  338. vstd::amin(damageDealt, defenderState->getAvailableHealth());
  339. defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
  340. ap.attackerState->afterAttack(attackInfo.shooting, false);
  341. //FIXME: use ranged retaliation
  342. attackerDamageReduce = 0;
  343. if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  344. {
  345. for(auto retaliated : retaliatedUnits)
  346. {
  347. if(retaliated->unitId() == attacker->unitId())
  348. {
  349. int64_t damageReceived = averageDmg(retaliation.damage);
  350. vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
  351. attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  352. ap.attackerState->damage(damageReceived);
  353. }
  354. else
  355. {
  356. auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
  357. int64_t damageReceived = averageDmg(retaliationCollateral.damage);
  358. vstd::amin(damageReceived, retaliated->getAvailableHealth());
  359. if(defender->unitSide() == retaliated->unitSide())
  360. defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  361. else
  362. ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  363. defenderStates.at(retaliated->unitId())->damage(damageReceived);
  364. }
  365. }
  366. defenderState->afterAttack(attackInfo.shooting, true);
  367. }
  368. bool isEnemy = state->battleMatchOwner(attacker, u);
  369. // this includes enemy units as well as attacker units under enemy's mind control
  370. if(isEnemy)
  371. ap.defenderDamageReduce += defenderDamageReduce;
  372. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  373. if(attackerSide == u->unitSide())
  374. ap.collateralDamageReduce += defenderDamageReduce;
  375. if(u->unitId() == defender->unitId()
  376. || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  377. {
  378. //FIXME: handle RANGED_RETALIATION ?
  379. ap.attackerDamageReduce += attackerDamageReduce;
  380. }
  381. defenderState->damage(damageDealt);
  382. if(u->unitId() == defender->unitId())
  383. {
  384. ap.defenderDead = !defenderState->alive();
  385. }
  386. }
  387. }
  388. #if BATTLE_TRACE_LEVEL>=2
  389. logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  390. attackInfo.attacker->unitType()->getJsonKey(),
  391. attackInfo.defender->unitType()->getJsonKey(),
  392. ap.dest.toInt(), ap.from.toInt(), (int)ap.affectedUnits.size(),
  393. ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
  394. #endif
  395. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  396. bestAp = ap;
  397. }
  398. // check how much damage we gain from blocking enemy shooters on this hex
  399. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  400. #if BATTLE_TRACE_LEVEL>=1
  401. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  402. attackInfo.attacker->unitType()->getJsonKey(),
  403. attackInfo.defender->unitType()->getJsonKey(),
  404. bestAp.dest.toInt(), bestAp.from.toInt(), (int)bestAp.affectedUnits.size(),
  405. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  406. #endif
  407. //TODO other damage related to attack (eg. fire shield and other abilities)
  408. return bestAp;
  409. }