AttackPossibility.cpp 11 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. uint64_t averageDmg(const DamageRange & range)
  16. {
  17. return (range.min + range.max) / 2;
  18. }
  19. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  20. {
  21. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  22. damageCache[attacker->unitId()][defender->unitId()] = damage / attacker->getCount();
  23. }
  24. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, int side)
  25. {
  26. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  27. {
  28. return true;
  29. });
  30. std::vector<const battle::Unit *> ourUnits, enemyUnits;
  31. for(auto stack : stacks)
  32. {
  33. if(stack->unitSide() == side)
  34. ourUnits.push_back(stack);
  35. else
  36. enemyUnits.push_back(stack);
  37. }
  38. for(auto ourUnit : ourUnits)
  39. {
  40. if(!ourUnit->alive())
  41. continue;
  42. for(auto enemyUnit : enemyUnits)
  43. {
  44. if(enemyUnit->alive())
  45. {
  46. cacheDamage(ourUnit, enemyUnit, hb);
  47. cacheDamage(enemyUnit, ourUnit, hb);
  48. }
  49. }
  50. }
  51. }
  52. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  53. {
  54. auto damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  55. if(damage == 0)
  56. {
  57. cacheDamage(attacker, defender, hb);
  58. damage = damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  59. }
  60. return static_cast<int64_t>(damage);
  61. }
  62. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  63. {
  64. if(parent)
  65. {
  66. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  67. if(attackerDamageMap != parent->damageCache.end())
  68. {
  69. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  70. if(targetDamage != attackerDamageMap->second.end())
  71. {
  72. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  73. }
  74. }
  75. }
  76. return getDamage(attacker, defender, hb);
  77. }
  78. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  79. : from(from), dest(dest), attack(attack)
  80. {
  81. }
  82. int64_t AttackPossibility::damageDiff() const
  83. {
  84. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  85. }
  86. int64_t AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  87. {
  88. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  89. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  90. }
  91. int64_t AttackPossibility::attackValue() const
  92. {
  93. return damageDiff();
  94. }
  95. /// <summary>
  96. /// How enemy damage will be reduced by this attack
  97. /// Half bounty for kill, half for making damage equal to enemy health
  98. /// Bounty - the killed creature average damage calculated against attacker
  99. /// </summary>
  100. int64_t AttackPossibility::calculateDamageReduce(
  101. const battle::Unit * attacker,
  102. const battle::Unit * defender,
  103. uint64_t damageDealt,
  104. DamageCache & damageCache,
  105. std::shared_ptr<CBattleInfoCallback> state)
  106. {
  107. const float HEALTH_BOUNTY = 0.5;
  108. // FIXME: provide distance info for Jousting bonus
  109. auto attackerUnitForMeasurement = attacker;
  110. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  111. {
  112. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  113. {
  114. return u->unitSide() != defender->unitSide()
  115. && !u->isTurret()
  116. && u->creatureId() != CreatureID::CATAPULT
  117. && u->creatureId() != CreatureID::BALLISTA
  118. && u->creatureId() != CreatureID::FIRST_AID_TENT
  119. && u->getCount();
  120. });
  121. if(ourUnits.empty())
  122. attackerUnitForMeasurement = defender;
  123. else
  124. attackerUnitForMeasurement = ourUnits.front();
  125. }
  126. auto maxHealth = defender->getMaxHealth();
  127. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  128. vstd::amin(damageDealt, availableHealth);
  129. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  130. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  131. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  132. // lets use cached maxHealth here instead of getAvailableHealth
  133. auto firstUnitHpLeft = (availableHealth - damageDealt) % maxHealth;
  134. auto firstUnitHealthRatio = firstUnitHpLeft == 0 ? 1 : static_cast<float>(firstUnitHpLeft) / maxHealth;
  135. auto firstUnitKillValue = (1 - firstUnitHealthRatio) * (1 - firstUnitHealthRatio);
  136. return (int64_t)(damagePerEnemy * (enemiesKilled + firstUnitKillValue * HEALTH_BOUNTY));
  137. }
  138. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  139. const BattleAttackInfo & attackInfo,
  140. BattleHex hex,
  141. DamageCache & damageCache,
  142. std::shared_ptr<CBattleInfoCallback> state)
  143. {
  144. int64_t res = 0;
  145. if(attackInfo.shooting)
  146. return 0;
  147. auto attacker = attackInfo.attacker;
  148. auto hexes = attacker->getSurroundingHexes(hex);
  149. for(BattleHex tile : hexes)
  150. {
  151. auto st = state->battleGetUnitByPos(tile, true);
  152. if(!st || !state->battleMatchOwner(st, attacker))
  153. continue;
  154. if(!state->battleCanShoot(st))
  155. continue;
  156. // FIXME: provide distance info for Jousting bonus
  157. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  158. rangeAttackInfo.defenderPos = hex;
  159. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  160. meleeAttackInfo.defenderPos = hex;
  161. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  162. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  163. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  164. res += gain;
  165. }
  166. return res;
  167. }
  168. AttackPossibility AttackPossibility::evaluate(
  169. const BattleAttackInfo & attackInfo,
  170. BattleHex hex,
  171. DamageCache & damageCache,
  172. std::shared_ptr<CBattleInfoCallback> state)
  173. {
  174. auto attacker = attackInfo.attacker;
  175. auto defender = attackInfo.defender;
  176. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  177. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  178. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  179. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  180. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  181. std::vector<BattleHex> defenderHex;
  182. if(attackInfo.shooting)
  183. defenderHex = defender->getHexes();
  184. else
  185. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  186. for(BattleHex defHex : defenderHex)
  187. {
  188. if(defHex == hex) // should be impossible but check anyway
  189. continue;
  190. AttackPossibility ap(hex, defHex, attackInfo);
  191. ap.attackerState = attacker->acquireState();
  192. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  193. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  194. if (!attackInfo.shooting)
  195. ap.attackerState->setPosition(hex);
  196. std::vector<const battle::Unit*> units;
  197. if (attackInfo.shooting)
  198. units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
  199. else
  200. units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
  201. // ensure the defender is also affected
  202. bool addDefender = true;
  203. for(auto unit : units)
  204. {
  205. if (unit->unitId() == defender->unitId())
  206. {
  207. addDefender = false;
  208. break;
  209. }
  210. }
  211. if(addDefender)
  212. units.push_back(defender);
  213. for(auto u : units)
  214. {
  215. if(!ap.attackerState->alive())
  216. break;
  217. auto defenderState = u->acquireState();
  218. ap.affectedUnits.push_back(defenderState);
  219. for(int i = 0; i < totalAttacks; i++)
  220. {
  221. int64_t damageDealt, damageReceived, defenderDamageReduce, attackerDamageReduce;
  222. DamageEstimation retaliation;
  223. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  224. vstd::amin(attackDmg.damage.min, defenderState->getAvailableHealth());
  225. vstd::amin(attackDmg.damage.max, defenderState->getAvailableHealth());
  226. vstd::amin(retaliation.damage.min, ap.attackerState->getAvailableHealth());
  227. vstd::amin(retaliation.damage.max, ap.attackerState->getAvailableHealth());
  228. damageDealt = averageDmg(attackDmg.damage);
  229. defenderDamageReduce = calculateDamageReduce(attacker, defender, damageDealt, damageCache, state);
  230. ap.attackerState->afterAttack(attackInfo.shooting, false);
  231. //FIXME: use ranged retaliation
  232. damageReceived = 0;
  233. attackerDamageReduce = 0;
  234. if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  235. {
  236. damageReceived = averageDmg(retaliation.damage);
  237. attackerDamageReduce = calculateDamageReduce(defender, attacker, damageReceived, damageCache, state);
  238. defenderState->afterAttack(attackInfo.shooting, true);
  239. }
  240. bool isEnemy = state->battleMatchOwner(attacker, u);
  241. // this includes enemy units as well as attacker units under enemy's mind control
  242. if(isEnemy)
  243. ap.defenderDamageReduce += defenderDamageReduce;
  244. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  245. if(attackerSide == u->unitSide())
  246. ap.collateralDamageReduce += defenderDamageReduce;
  247. if(u->unitId() == defender->unitId() ||
  248. (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  249. {
  250. //FIXME: handle RANGED_RETALIATION ?
  251. ap.attackerDamageReduce += attackerDamageReduce;
  252. }
  253. ap.attackerState->damage(damageReceived);
  254. defenderState->damage(damageDealt);
  255. if (!ap.attackerState->alive() || !defenderState->alive())
  256. break;
  257. }
  258. }
  259. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  260. bestAp = ap;
  261. }
  262. // check how much damage we gain from blocking enemy shooters on this hex
  263. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  264. #if BATTLE_TRACE_LEVEL>=1
  265. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  266. attackInfo.attacker->unitType()->getJsonKey(),
  267. attackInfo.defender->unitType()->getJsonKey(),
  268. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  269. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  270. #endif
  271. //TODO other damage related to attack (eg. fire shield and other abilities)
  272. return bestAp;
  273. }