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- /*
- * AttackPossibility.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 "AttackPossibility.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
- uint64_t averageDmg(const DamageRange & range)
- {
- return (range.min + range.max) / 2;
- }
- AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
- : from(from), dest(dest), attack(attack)
- {
- }
- int64_t AttackPossibility::damageDiff() const
- {
- return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
- }
- int64_t AttackPossibility::attackValue() const
- {
- return damageDiff();
- }
- /// <summary>
- /// How enemy damage will be reduced by this attack
- /// Half bounty for kill, half for making damage equal to enemy health
- /// Bounty - the killed creature average damage calculated against attacker
- /// </summary>
- int64_t AttackPossibility::calculateDamageReduce(
- const battle::Unit * attacker,
- const battle::Unit * defender,
- uint64_t damageDealt,
- const CBattleInfoCallback & cb)
- {
- const float HEALTH_BOUNTY = 0.5;
- const float KILL_BOUNTY = 1.0 - HEALTH_BOUNTY;
- vstd::amin(damageDealt, defender->getAvailableHealth());
- // FIXME: provide distance info for Jousting bonus
- auto enemyDamageBeforeAttack = cb.battleEstimateDamage(defender, attacker, 0);
- auto enemiesKilled = damageDealt / defender->MaxHealth() + (damageDealt % defender->MaxHealth() >= defender->getFirstHPleft() ? 1 : 0);
- auto enemyDamage = averageDmg(enemyDamageBeforeAttack.damage);
- auto damagePerEnemy = enemyDamage / (double)defender->getCount();
- return (int64_t)(damagePerEnemy * (enemiesKilled * KILL_BOUNTY + damageDealt * HEALTH_BOUNTY / (double)defender->MaxHealth()));
- }
- int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
- {
- int64_t res = 0;
- if(attackInfo.shooting)
- return 0;
- auto attacker = attackInfo.attacker;
- auto hexes = attacker->getSurroundingHexes(hex);
- for(BattleHex tile : hexes)
- {
- auto st = state.battleGetUnitByPos(tile, true);
- if(!st || !state.battleMatchOwner(st, attacker))
- continue;
- if(!state.battleCanShoot(st))
- continue;
- // FIXME: provide distance info for Jousting bonus
- BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
- rangeAttackInfo.defenderPos = hex;
- BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
- meleeAttackInfo.defenderPos = hex;
- auto rangeDmg = state.battleEstimateDamage(rangeAttackInfo);
- auto meleeDmg = state.battleEstimateDamage(meleeAttackInfo);
- int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
- res += gain;
- }
- return res;
- }
- AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle & state)
- {
- auto attacker = attackInfo.attacker;
- auto defender = attackInfo.defender;
- const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
- static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
- const auto attackerSide = state.playerToSide(state.battleGetOwner(attacker));
- const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
- AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
- std::vector<BattleHex> defenderHex;
- if(attackInfo.shooting)
- defenderHex = defender->getHexes();
- else
- defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
- for(BattleHex defHex : defenderHex)
- {
- if(defHex == hex) // should be impossible but check anyway
- continue;
- AttackPossibility ap(hex, defHex, attackInfo);
- ap.attackerState = attacker->acquireState();
- ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
- const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
- if (!attackInfo.shooting)
- ap.attackerState->setPosition(hex);
- std::vector<const battle::Unit*> units;
- if (attackInfo.shooting)
- units = state.getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
- else
- units = state.getAttackedBattleUnits(attacker, defHex, false, hex);
- // ensure the defender is also affected
- bool addDefender = true;
- for(auto unit : units)
- {
- if (unit->unitId() == defender->unitId())
- {
- addDefender = false;
- break;
- }
- }
- if(addDefender)
- units.push_back(defender);
- for(auto u : units)
- {
- if(!ap.attackerState->alive())
- break;
- auto defenderState = u->acquireState();
- ap.affectedUnits.push_back(defenderState);
- for(int i = 0; i < totalAttacks; i++)
- {
- int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
- DamageEstimation retaliation;
- auto attackDmg = state.battleEstimateDamage(ap.attack, &retaliation);
- vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
- vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
- vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
- vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
- damageDealt = averageDmg(attackDmg.damage);
- defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, state);
- ap.attackerState->afterAttack(attackInfo.shooting, false);
- //FIXME: use ranged retaliation
- damageReceived = 0;
- attackerDamageReduce = 0;
- if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
- {
- damageReceived = averageDmg(retaliation.damage);
- attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, state);
- defenderState->afterAttack(attackInfo.shooting, true);
- }
- bool isEnemy = state.battleMatchOwner(attacker, u);
- // this includes enemy units as well as attacker units under enemy's mind control
- if(isEnemy)
- ap.defenderDamageReduce += defenderDamageReduce;
- // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
- if(attackerSide == u->unitSide())
- ap.collateralDamageReduce += defenderDamageReduce;
- if(u->unitId() == defender->unitId() ||
- (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
- {
- //FIXME: handle RANGED_RETALIATION ?
- ap.attackerDamageReduce += attackerDamageReduce;
- }
- ap.attackerState->damage(damageReceived);
- defenderState->damage(damageDealt);
- if (!ap.attackerState->alive() || !defenderState->alive())
- break;
- }
- }
- if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
- bestAp = ap;
- }
- // check how much damage we gain from blocking enemy shooters on this hex
- bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
- attackInfo.attacker->unitType()->getJsonKey(),
- attackInfo.defender->unitType()->getJsonKey(),
- (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
- bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
- #endif
- //TODO other damage related to attack (eg. fire shield and other abilities)
- return bestAp;
- }
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