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- /*
- * stack.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 "CCreatureHandler.h"
- #include "GameLibrary.h"
- #include "battle/IBattleInfoCallback.h"
- #include "bonuses/BonusEnum.h"
- #include "common.h"
- #include "constants/EntityIdentifiers.h"
- #include "BAI/v13/stack.h"
- #include "schema/v13/constants.h"
- #include "schema/v13/types.h"
- namespace MMAI::BAI::V13
- {
- namespace S13 = Schema::V13;
- using SA = Schema::V13::StackAttribute;
- using F1 = Schema::V13::StackFlag1;
- using F2 = Schema::V13::StackFlag2;
- using GA = Schema::V13::GlobalAttribute;
- using CreatureValues = std::map<CreatureID, int>;
- namespace
- {
- int calculateSlot(const CStack * cstack)
- {
- int slot = cstack->unitSlot();
- if(slot >= 0 && slot < 7)
- {
- return slot;
- }
- else if(slot == SlotID::WAR_MACHINES_SLOT)
- {
- return S13::STACK_SLOT_WARMACHINES;
- }
- else
- {
- // "special" slot, e.g. summoned, commander, etc.
- return S13::STACK_SLOT_SPECIAL;
- }
- }
- char calculateAlias(int slot)
- {
- switch(slot)
- {
- case S13::STACK_SLOT_SPECIAL:
- return 'S';
- break;
- case S13::STACK_SLOT_WARMACHINES:
- return 'M';
- break;
- default:
- return static_cast<char>('0' + slot);
- }
- }
- int calculateValue(const CCreature * cr)
- {
- /*
- * Formula:
- * 10 * (A + B) * C * D1 * D2 * ... * Dn
- *
- * A = <offensive factor>
- * B = <defensive factor>
- * C = <speed factor>
- * D* = <bonus factor>
- */
- auto att = cr->getBaseAttack();
- auto def = cr->getBaseDefense();
- auto dmg = (cr->getBaseDamageMax() + cr->getBaseDamageMin()) / 2.0;
- auto hp = cr->getBaseHitPoints();
- auto spd = cr->getBaseSpeed();
- auto shooter = cr->hasBonusOfType(BonusType::SHOOTER);
- auto bonuses = cr->getAllBonuses(Selector::all);
- auto a = 3 * dmg * (1 + std::min(4.0, 0.05 * att));
- auto b = hp / (1 - std::min(0.7, 0.025 * def));
- auto c = spd ? std::log(spd * 2) : 0.5;
- auto d = shooter ? 1.5 : 1.0;
- for(const auto & bonus : *bonuses)
- {
- switch(bonus->type)
- {
- case BonusType::ADDITIONAL_ATTACK:
- d += (shooter ? 0.5 : 0.3);
- break;
- case BonusType::ADDITIONAL_RETALIATION:
- d += (bonus->val * 0.1);
- break;
- case BonusType::ATTACKS_ALL_ADJACENT:
- d += 0.2;
- break;
- case BonusType::BLOCKS_RETALIATION:
- d += 0.3;
- break;
- case BonusType::DEATH_STARE:
- d += (bonus->val * 0.02); // 10% = 0.2
- break;
- case BonusType::DOUBLE_DAMAGE_CHANCE:
- d += (bonus->val * 0.005); // 20% = 0.1
- break;
- case BonusType::ENEMY_DEFENCE_REDUCTION:
- d += (bonus->val * 0.0025); // 40% = 0.1
- break;
- case BonusType::FIRE_SHIELD:
- d += (bonus->val * 0.003); // 20% = 0.1
- break;
- case BonusType::FLYING:
- d += 0.1;
- break;
- case BonusType::LIFE_DRAIN:
- d += (bonus->val * 0.003); // 100% = 0.3
- break;
- case BonusType::NO_DISTANCE_PENALTY:
- d += 0.5;
- break;
- case BonusType::NO_MELEE_PENALTY:
- d += 0.1;
- break;
- case BonusType::THREE_HEADED_ATTACK:
- d += 0.05;
- break;
- case BonusType::TWO_HEX_ATTACK_BREATH:
- d += 0.1;
- break;
- case BonusType::UNLIMITED_RETALIATIONS:
- d += 0.2;
- break;
- case BonusType::SPELL_LIKE_ATTACK:
- switch(bonus->subtype.as<SpellID>())
- {
- case SpellID::DEATH_CLOUD:
- d += 0.2;
- }
- break;
- case BonusType::SPELL_AFTER_ATTACK:
- switch(bonus->subtype.as<SpellID>())
- {
- case SpellID::BLIND:
- case SpellID::STONE_GAZE:
- case SpellID::PARALYZE:
- d += (bonus->val * 0.01); // 20% = 0.2
- break;
- case SpellID::BIND:
- d += (bonus->val * 0.001); // 100% = 0.1
- break;
- case SpellID::WEAKNESS:
- d += (bonus->val * 0.001); // 100% = 0.1
- break;
- case SpellID::AGE:
- d += (bonus->val * 0.005); // 20% = 0.1
- break;
- case SpellID::CURSE:
- d += (bonus->val * 0.0025); // 20% = 0.05
- }
- }
- }
- // Multiply by 10 to reduce the integer rounding for weak units
- // (e.g. peasant 7.48 => 7 is a lot, 74.8 => 75 is OK)
- auto res = static_cast<int>(std::round(10 * (a + b) * c * d));
- if(MMAI_VERBOSE)
- {
- std::cout << "MMAI_VERBOSE: " << res << " " << cr->getId().toEntity(LIBRARY)->getJsonKey() << " (a=" << a << ", b=" << b << ", c=" << c
- << ", d=" << d << ")\n";
- }
- return res;
- }
- CreatureValues InitCreatureValues()
- {
- CreatureValues values;
- for(const auto & creature : LIBRARY->creh->objects)
- if(creature)
- values.try_emplace(creature->getId(), calculateValue(creature.get()));
- return values;
- }
- }
- // static
- int Stack::GetValue(const CCreature * creature)
- {
- static const CreatureValues CREATURE_VALUES = InitCreatureValues();
- if(!creature)
- throw std::runtime_error("GetValue: nullptr given");
- const auto & it = CREATURE_VALUES.find(creature->getId());
- if(it == CREATURE_VALUES.end())
- throw std::runtime_error("GetValue: no value for creature with ID=" + std::to_string(creature->getId()));
- return it->second;
- }
- // static
- std::pair<BitQueue, int> Stack::QBits(const CStack * cstack, const Queue & vec)
- {
- BitQueue q;
- int pos = -1;
- if(vec.size() != S13::STACK_QUEUE_SIZE)
- throw std::runtime_error("Unexpected queue size: " + std::to_string(vec.size()));
- for(auto i = 0; i < vec.size(); ++i)
- {
- if(vec[i] == cstack->unitId())
- {
- q.set(i);
- if(pos < 0)
- pos = i;
- }
- }
- return {q, pos};
- }
- Stack::Stack(
- const CStack * cstack_,
- const Queue & q,
- const StatsContainer & statsContainer,
- const ReachabilityInfo & rinfo_,
- bool blocked,
- bool blocking,
- const DamageEstimation & estdmg
- )
- : cstack(cstack_), rinfo(rinfo_)
- {
- // XXX: NULL attrs are used only for non-existing stacks
- // => don't fill with null here (as opposed to attrs in Hex)
- const auto & oldgstats = statsContainer.oldgstats;
- const auto & gstats = statsContainer.gstats;
- const auto & stackStats = statsContainer.stackStats;
- int slot = calculateSlot(cstack);
- alias = calculateAlias(slot);
- // queue needs to be set first to determine if stack is active
- auto [qbits, pos] = QBits(cstack, q);
- qposFirst = pos; // for comparing two positions
- processBonuses();
- if(cstack->willMove())
- {
- setflag(F1::WILL_ACT);
- // XXX: do NOT use cstack->waited()
- // (it returns cstack->waiting, which becomes false after acting)
- if(!cstack->waitedThisTurn)
- setflag(F1::CAN_WAIT);
- }
- if(cstack->ableToRetaliate())
- setflag(F1::CAN_RETALIATE);
- if(blocked)
- setflag(F1::BLOCKED);
- if(blocking)
- setflag(F1::BLOCKING);
- if(cstack->occupiedHex().isAvailable())
- setflag(F1::IS_WIDE);
- // std::bitset's public semantics are architecture-independent.
- // operator<< prints bits from MSB to LSB,
- // e.g. std::bitset<8>(1) prints 00000001
- // b[i] indexes from the least-significant bit: b[0] == 1, b[1..7] == 0
- if(qbits.test(0))
- setflag(F1::IS_ACTIVE);
- shots = cstack->shots.available();
- auto valueOne = GetValue(cstack->unitType());
- // Force a lower value for summons (we don't care about them, they are not permanent)
- if(cstack->unitSlot() == SlotID::SUMMONED_SLOT_PLACEHOLDER)
- valueOne *= 0.2;
- auto permille = [](int v1, int v2)
- {
- // LL (long long) ensures long is 64-bit even on 32-bit systems
- return static_cast<int>((1000LL * v1) / v2);
- };
- auto bf_valueNow = gstats->attr(GA::BFIELD_VALUE_NOW_ABS);
- auto bf_valuePrev = oldgstats->attr(GA::BFIELD_VALUE_NOW_ABS);
- auto bf_valueStart = gstats->attr(GA::BFIELD_VALUE_START_ABS);
- auto bf_hpPrev = oldgstats->attr(GA::BFIELD_HP_NOW_ABS);
- auto bf_hpStart = gstats->attr(GA::BFIELD_HP_START_ABS);
- auto value = valueOne * cstack->getCount();
- setattr(SA::SIDE, EI(cstack->unitSide()));
- setattr(SA::SLOT, slot);
- setattr(SA::QUANTITY, cstack->getCount());
- setattr(SA::ATTACK, cstack->getAttack(shots > 0));
- setattr(SA::DEFENSE, cstack->getDefense(false));
- setattr(SA::SHOTS, shots);
- setattr(SA::DMG_MIN, cstack->getMinDamage(shots > 0));
- setattr(SA::DMG_MAX, cstack->getMaxDamage(shots > 0));
- setattr(SA::HP, cstack->getMaxHealth());
- setattr(SA::HP_LEFT, cstack->getFirstHPleft());
- setattr(SA::SPEED, cstack->getMovementRange());
- setattr(SA::QUEUE, qbits.to_ulong());
- setattr(SA::VALUE_ONE, valueOne);
- setattr(SA::VALUE_REL, permille(value, bf_valueNow));
- setattr(SA::VALUE_REL0, permille(value, bf_valueStart));
- setattr(SA::VALUE_KILLED_REL, permille(stackStats.valueKilledNow, bf_valuePrev));
- setattr(SA::VALUE_KILLED_ACC_REL0, permille(stackStats.valueKilledTotal, bf_valueStart));
- setattr(SA::VALUE_LOST_REL, permille(stackStats.valueLostNow, bf_valuePrev));
- setattr(SA::VALUE_LOST_ACC_REL0, permille(stackStats.valueLostTotal, bf_valueStart));
- setattr(SA::DMG_DEALT_REL, permille(stackStats.dmgDealtNow, bf_hpPrev));
- setattr(SA::DMG_DEALT_ACC_REL0, permille(stackStats.dmgDealtTotal, bf_hpStart));
- setattr(SA::DMG_RECEIVED_REL, permille(stackStats.dmgReceivedNow, bf_hpPrev));
- setattr(SA::DMG_RECEIVED_ACC_REL0, permille(stackStats.dmgReceivedTotal, bf_hpStart));
- // The attrs set above must match the total count -2 (which are the FLAGS1 and FLAGS2)
- static_assert(EI(SA::_count) == 23 + 2, "whistleblower in case attributes change");
- finalize();
- }
- void Stack::processBonuses()
- {
- auto bonuses = cstack->getAllBonuses(Selector::all);
- // XXX: config/creatures/<faction>.json is misleading
- // (for example, no creature has NO_MELEE_PENALTY bonus there)
- // The source of truth is the original H3 data files
- // (referred to as CRTRAITS.TXT file, see CCreatureHandler::loadLegacyData)
- for(const auto & bonus : *bonuses)
- {
- switch(bonus->type)
- {
- case BonusType::FLYING:
- setflag(F1::FLYING);
- break;
- case BonusType::SHOOTER:
- setflag(F1::SHOOTER);
- break;
- case BonusType::UNDEAD:
- setflag(F1::NON_LIVING);
- break;
- case BonusType::NON_LIVING:
- setflag(F1::NON_LIVING);
- break;
- case BonusType::SIEGE_WEAPON:
- setflag(F1::WAR_MACHINE);
- break;
- case BonusType::BLOCKS_RETALIATION:
- setflag(F1::BLOCKS_RETALIATION);
- break;
- case BonusType::NO_MELEE_PENALTY:
- setflag(F1::NO_MELEE_PENALTY);
- break;
- case BonusType::TWO_HEX_ATTACK_BREATH:
- setflag(F1::TWO_HEX_ATTACK_BREATH);
- break;
- case BonusType::ADDITIONAL_ATTACK:
- setflag(F1::ADDITIONAL_ATTACK);
- break;
- case BonusType::SPELL_AFTER_ATTACK:
- switch(bonus->subtype.as<SpellID>())
- {
- case SpellID::BLIND:
- setflag(F2::BLIND_ATTACK);
- break;
- case SpellID::PARALYZE:
- setflag(F2::BLIND_ATTACK);
- break;
- case SpellID::STONE_GAZE:
- setflag(F2::PETRIFY_ATTACK);
- break;
- case SpellID::BIND:
- setflag(F2::BIND_ATTACK);
- break;
- case SpellID::WEAKNESS:
- setflag(F2::WEAKNESS_ATTACK);
- break;
- case SpellID::DISPEL:
- setflag(F2::DISPEL_ATTACK);
- break;
- case SpellID::DISPEL_HELPFUL_SPELLS:
- setflag(F2::DISPEL_ATTACK);
- break;
- case SpellID::POISON:
- setflag(F2::POISON_ATTACK);
- break;
- case SpellID::CURSE:
- setflag(F2::CURSE_ATTACK);
- break;
- case SpellID::AGE:
- setflag(F2::AGE_ATTACK);
- }
- break;
- case BonusType::SPELL_LIKE_ATTACK:
- switch(bonus->subtype.as<SpellID>())
- {
- case SpellID::FIREBALL:
- setflag(F1::FIREBALL);
- break;
- case SpellID::DEATH_CLOUD:
- setflag(F1::DEATH_CLOUD);
- }
- break;
- case BonusType::THREE_HEADED_ATTACK:
- setflag(F1::THREE_HEADED_ATTACK);
- break;
- case BonusType::ATTACKS_ALL_ADJACENT:
- setflag(F1::ALL_AROUND_ATTACK);
- break;
- case BonusType::RETURN_AFTER_STRIKE:
- setflag(F1::RETURN_AFTER_STRIKE);
- break;
- case BonusType::ENEMY_DEFENCE_REDUCTION:
- setflag(F1::ENEMY_DEFENCE_REDUCTION);
- break;
- case BonusType::LIFE_DRAIN:
- setflag(F1::LIFE_DRAIN);
- break;
- case BonusType::DOUBLE_DAMAGE_CHANCE:
- setflag(F1::DOUBLE_DAMAGE_CHANCE);
- break;
- case BonusType::DEATH_STARE:
- setflag(F1::DEATH_STARE);
- break;
- case BonusType::NOT_ACTIVE:
- if(cstack->unitType()->getId() != CreatureID::AMMO_CART)
- setflag(F1::SLEEPING);
- }
- if(bonus->source == BonusSource::SPELL_EFFECT)
- {
- switch(bonus->sid.as<SpellID>())
- {
- case SpellID::AGE:
- setflag(F2::AGE);
- break;
- case SpellID::BIND:
- setflag(F2::BIND);
- break;
- case SpellID::BLIND:
- setflag(F2::BLIND);
- break;
- case SpellID::CURSE:
- setflag(F2::CURSE);
- break;
- case SpellID::PARALYZE:
- setflag(F2::BLIND);
- break;
- case SpellID::POISON:
- setflag(F2::POISON);
- break;
- case SpellID::STONE_GAZE:
- setflag(F2::PETRIFY);
- break;
- case SpellID::WEAKNESS:
- setflag(F2::WEAKNESS);
- }
- }
- }
- }
- const StackAttrs & Stack::getAttrs() const
- {
- return attrs;
- }
- char Stack::getAlias() const
- {
- return alias;
- }
- int Stack::getAttr(StackAttribute a) const
- {
- return attr(a);
- }
- int Stack::getFlag(StackFlag1 sf) const
- {
- return flag(sf);
- }
- int Stack::getFlag(StackFlag2 sf) const
- {
- return flag(sf);
- }
- bool Stack::flag(StackFlag1 f) const
- {
- return flags1.test(EI(f));
- };
- bool Stack::flag(StackFlag2 f) const
- {
- return flags2.test(EI(f));
- };
- int Stack::attr(StackAttribute a) const
- {
- return attrs.at(EI(a));
- };
- void Stack::setflag(StackFlag1 f)
- {
- flags1.set(EI(f));
- };
- void Stack::setflag(StackFlag2 f)
- {
- flags2.set(EI(f));
- };
- void Stack::setattr(StackAttribute a, int value)
- {
- attrs.at(EI(a)) = value;
- };
- void Stack::addattr(StackAttribute a, int value)
- {
- attrs.at(EI(a)) += value;
- };
- void Stack::finalize()
- {
- setattr(SA::FLAGS1, flags1.to_ulong());
- setattr(SA::FLAGS2, flags2.to_ulong());
- }
- }
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