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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(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(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(BattleHex from, 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(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(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(),			(int)ap.dest, (int)ap.from, (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(),		(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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