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