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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
 
- #include "../../lib/spells/CSpellHandler.h"
 
- #include "../../lib/spells/ISpellMechanics.h"
 
- #include "../../lib/spells/ObstacleCasterProxy.h"
 
- #include "../../lib/battle/CObstacleInstance.h"
 
- uint64_t averageDmg(const DamageRange & range)
 
- {
 
- 	return (range.min + range.max) / 2;
 
- }
 
- void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
 
- {
 
- 	auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
 
- 	damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
 
- }
 
- void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
 
- {
 
- 	for(const auto & obst : hb->battleGetAllObstacles(side))
 
- 	{
 
- 		auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
 
- 		if(!spellObstacle || !obst->triggersEffects())
 
- 			continue;
 
- 		auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
 
- 		auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
 
- 		if(!triggerIsNegative)
 
- 			continue;
 
- 		std::unique_ptr<spells::BattleCast> cast = nullptr;
 
- 		std::unique_ptr<spells::ObstacleCasterProxy> caster = nullptr;
 
- 		if(spellObstacle->obstacleType == SpellCreatedObstacle::EObstacleType::SPELL_CREATED)
 
- 		{
 
- 			const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
 
- 			caster = std::make_unique<spells::ObstacleCasterProxy>(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
 
- 			cast = std::make_unique<spells::BattleCast>(spells::BattleCast(hb.get(), caster.get(), spells::Mode::PASSIVE, obst->getTrigger().toSpell()));
 
- 		}
 
- 		auto affectedHexes = obst->getAffectedTiles();
 
- 		auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
 
- 			return u->alive() && !u->isTurret() && u->getPosition().isValid();
 
- 		});
 
- 		auto inner = std::make_shared<HypotheticBattle>(hb->env, hb);
 
- 		for(auto stack : stacks)
 
- 		{
 
- 			auto updated = inner->getForUpdate(stack->unitId());
 
- 			spells::Target target;
 
- 			target.push_back(spells::Destination(updated.get()));
 
- 			if(cast)
 
- 				cast->castEval(inner->getServerCallback(), target);
 
- 			auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
 
- 			for(const auto & hex : affectedHexes)
 
- 			{
 
- 				obstacleDamage[hex][stack->unitId()] = damageDealt;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
 
- {
 
- 	if(parent == nullptr)
 
- 	{
 
- 		buildObstacleDamageCache(hb, side);
 
- 	}
 
- 	auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
 
- 		{
 
- 			return u->isValidTarget();
 
- 		});
 
- 	battle::Units ourUnits;
 
- 	battle::Units enemyUnits;
 
- 	for(auto stack : stacks)
 
- 	{
 
- 		if(stack->unitSide() == side)
 
- 			ourUnits.push_back(stack);
 
- 		else
 
- 			enemyUnits.push_back(stack);
 
- 	}
 
- 	for(auto ourUnit : ourUnits)
 
- 	{
 
- 		if(!ourUnit->alive())
 
- 			continue;
 
- 		for(auto enemyUnit : enemyUnits)
 
- 		{
 
- 			if(enemyUnit->alive())
 
- 			{
 
- 				cacheDamage(ourUnit, enemyUnit, hb);
 
- 				cacheDamage(enemyUnit, ourUnit, hb);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
 
- {
 
- 	bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
 
- 	if (!wasComputedBefore)
 
- 		cacheDamage(attacker, defender, hb);
 
- 	return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
 
- }
 
- int64_t DamageCache::getObstacleDamage(const BattleHex & hex, const battle::Unit * defender)
 
- {
 
- 	if(parent)
 
- 		return parent->getObstacleDamage(hex, defender);
 
- 	auto damages = obstacleDamage.find(hex);
 
- 	if(damages == obstacleDamage.end())
 
- 		return 0;
 
- 	auto damage = damages->second.find(defender->unitId());
 
- 	return damage == damages->second.end()
 
- 		? 0
 
- 		: damage->second;
 
- }
 
- int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
 
- {
 
- 	if(parent)
 
- 	{
 
- 		auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
 
- 		if(attackerDamageMap != parent->damageCache.end())
 
- 		{
 
- 			auto targetDamage = attackerDamageMap->second.find(defender->unitId());
 
- 			if(targetDamage != attackerDamageMap->second.end())
 
- 			{
 
- 				return static_cast<int64_t>(targetDamage->second * attacker->getCount());
 
- 			}
 
- 		}
 
- 	}
 
- 	return getDamage(attacker, defender, hb);
 
- }
 
- AttackPossibility::AttackPossibility(const BattleHex & from, const BattleHex & dest, const BattleAttackInfo & attack)
 
- 	: from(from), dest(dest), attack(attack)
 
- {
 
- 	this->attack.attackerPos = from;
 
- 	this->attack.defenderPos = dest;
 
- }
 
- float AttackPossibility::damageDiff() const
 
- {
 
- 	return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
 
- }
 
- float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
 
- {
 
- 	return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
 
- 		- negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
 
- }
 
- float AttackPossibility::attackValue() const
 
- {
 
- 	return damageDiff();
 
- }
 
- float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
 
- {
 
- 	float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
 
- 	float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
 
- 	float base = 0.666666f;
 
- 	// reduce from max to 0 must be 1. 
 
- 	// 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
 
- 	// ********** 2 * base - ratioStart *********
 
- 	// *                                                              *
 
- 	// *        height = ratioStart - ratioEnd         *
 
- 	// *                                                                  *
 
- 	// ******************** 2 * base - ratioEnd ******
 
- 	// S = (a + b) * h / 2
 
- 	return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
 
- }
 
- /// <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>
 
- float AttackPossibility::calculateDamageReduce(
 
- 	const battle::Unit * attacker,
 
- 	const battle::Unit * defender,
 
- 	uint64_t damageDealt,
 
- 	DamageCache & damageCache,
 
- 	std::shared_ptr<CBattleInfoCallback> state)
 
- {
 
- 	const float HEALTH_BOUNTY = 0.5;
 
- 	const float KILL_BOUNTY = 0.5;
 
- 	// FIXME: provide distance info for Jousting bonus
 
- 	auto attackerUnitForMeasurement = attacker;
 
- 	if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
 
- 	{
 
- 		auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
 
- 			{
 
- 				return u->unitSide() != defender->unitSide()
 
- 					&& !u->isTurret()
 
- 					&& u->creatureId() != CreatureID::CATAPULT
 
- 					&& u->creatureId() != CreatureID::BALLISTA
 
- 					&& u->creatureId() != CreatureID::FIRST_AID_TENT
 
- 					&& u->getCount();
 
- 			});
 
- 		if(ourUnits.empty())
 
- 			attackerUnitForMeasurement = defender;
 
- 		else
 
- 			attackerUnitForMeasurement = ourUnits.front();
 
- 	}
 
- 	auto maxHealth = defender->getMaxHealth();
 
- 	auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
 
- 	vstd::amin(damageDealt, availableHealth);
 
- 	auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
 
- 	auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
 
- 	auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
 
- 	auto exceedingDamage = (damageDealt % maxHealth);
 
- 	float hpValue = (damageDealt / maxHealth);
 
- 	
 
- 	if(defender->getFirstHPleft() >= exceedingDamage)
 
- 	{
 
- 		hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
 
- 	}
 
- 	else
 
- 	{
 
- 		hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
 
- 		hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
 
- 	}
 
- 	return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
 
- }
 
- int64_t AttackPossibility::evaluateBlockedShootersDmg(
 
- 	const BattleAttackInfo & attackInfo,
 
- 	BattleHex hex,
 
- 	DamageCache & damageCache,
 
- 	std::shared_ptr<CBattleInfoCallback> state)
 
- {
 
- 	int64_t res = 0;
 
- 	if(attackInfo.shooting)
 
- 		return 0;
 
- 	std::set<uint32_t> checkedUnits;
 
- 	auto attacker = attackInfo.attacker;
 
- 	const auto & hexes = attacker->getSurroundingHexes(hex);
 
- 	for(const BattleHex & tile : hexes)
 
- 	{
 
- 		auto st = state->battleGetUnitByPos(tile, true);
 
- 		if(!st || !state->battleMatchOwner(st, attacker))
 
- 			continue;
 
- 		if(vstd::contains(checkedUnits, st->unitId()))
 
- 			continue;
 
- 		if(!state->battleCanShoot(st))
 
- 			continue;
 
- 		checkedUnits.insert(st->unitId());
 
- 		// 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);
 
- 		auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
 
- 		int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
 
- 		res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
 
- 	}
 
- 	return res;
 
- }
 
- AttackPossibility AttackPossibility::evaluate(
 
- 	const BattleAttackInfo & attackInfo,
 
- 	BattleHex hex,
 
- 	DamageCache & damageCache,
 
- 	std::shared_ptr<CBattleInfoCallback> state)
 
- {
 
- 	auto attacker = attackInfo.attacker;
 
- 	auto defender = attackInfo.defender;
 
- 	const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
 
- 	static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
 
- 	const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
 
- 	const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
 
- 	AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
 
- 	BattleHexArray defenderHex;
 
- 	if(attackInfo.shooting)
 
- 		defenderHex.insert(defender->getPosition());
 
- 	else
 
- 		defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
 
- 	for(const 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);
 
- 		battle::Units defenderUnits;
 
- 		battle::Units retaliatedUnits = {attacker};
 
- 		battle::Units affectedUnits;
 
- 		if (attackInfo.shooting)
 
- 			defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
 
- 		else
 
- 		{
 
- 			defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
 
- 			retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
 
- 			// attacker can not melle-attack itself but still can hit that place where it was before moving
 
- 			vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
 
- 			if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
 
- 			{
 
- 				retaliatedUnits.push_back(attacker);
 
- 			}
 
- 			auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
 
- 			if(obstacleDamage > 0)
 
- 			{
 
- 				ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
 
- 				ap.attackerState->damage(obstacleDamage);
 
- 			}
 
- 		}
 
- 		// ensure the defender is also affected
 
- 		if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
 
- 		{
 
- 			defenderUnits.push_back(defender);
 
- 		}
 
- 		affectedUnits = defenderUnits;
 
- 		vstd::concatenate(affectedUnits, retaliatedUnits);
 
- #if BATTLE_TRACE_LEVEL>=1
 
- 		logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex, defHex);
 
- #endif
 
- 		std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
 
- 		for(auto u : affectedUnits)
 
- 		{
 
- 			if(u->unitId() == attacker->unitId())
 
- 				continue;
 
- 			auto defenderState = u->acquireState();
 
- 			ap.affectedUnits.push_back(defenderState);
 
- 			defenderStates[u->unitId()] = defenderState;
 
- 		}
 
- 		for(int i = 0; i < totalAttacks; i++)
 
- 		{
 
- 			if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
 
- 				break;
 
- 			for(auto u : defenderUnits)
 
- 			{
 
- 				auto defenderState = defenderStates.at(u->unitId());
 
- 				int64_t damageDealt;
 
- 				float defenderDamageReduce;
 
- 				float attackerDamageReduce;
 
- 				DamageEstimation retaliation;
 
- 				auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
 
- 				damageDealt = averageDmg(attackDmg.damage);
 
- 				vstd::amin(damageDealt, defenderState->getAvailableHealth());
 
- 				defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
 
- 				ap.attackerState->afterAttack(attackInfo.shooting, false);
 
- 				//FIXME: use ranged retaliation
 
- 				attackerDamageReduce = 0;
 
- 				if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
 
- 				{
 
- 					for(auto retaliated : retaliatedUnits)
 
- 					{
 
- 						if(retaliated->unitId() == attacker->unitId())
 
- 						{
 
- 							int64_t damageReceived = averageDmg(retaliation.damage);
 
- 							vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
 
- 							attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
 
- 							ap.attackerState->damage(damageReceived);
 
- 						}
 
- 						else
 
- 						{
 
- 							auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
 
- 							int64_t damageReceived = averageDmg(retaliationCollateral.damage);
 
- 							vstd::amin(damageReceived, retaliated->getAvailableHealth());
 
- 							if(defender->unitSide() == retaliated->unitSide())
 
- 								defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
 
- 							else
 
- 								ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
 
- 							defenderStates.at(retaliated->unitId())->damage(damageReceived);
 
- 						}
 
- 						
 
- 					}
 
- 					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;
 
- 				}
 
- 				defenderState->damage(damageDealt);
 
- 				if(u->unitId() == defender->unitId())
 
- 				{
 
- 					ap.defenderDead = !defenderState->alive();
 
- 				}
 
- 			}
 
- 		}
 
- #if BATTLE_TRACE_LEVEL>=2
 
- 		logAi->trace("BattleAI 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(),
 
- 			ap.dest.toInt(), ap.from.toInt(), (int)ap.affectedUnits.size(),
 
- 			ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
 
- #endif
 
- 		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, damageCache, 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(),
 
- 		bestAp.dest.toInt(), bestAp.from.toInt(), (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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