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- /*
- * BattleAI.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 "BattleExchangeVariant.h"
- #include "../../lib/CStack.h"
- AttackerValue::AttackerValue()
- {
- value = 0;
- isRetalitated = false;
- }
- MoveTarget::MoveTarget()
- : positions()
- {
- score = EvaluationResult::INEFFECTIVE_SCORE;
- }
- int64_t BattleExchangeVariant::trackAttack(const AttackPossibility & ap, HypotheticBattle & state)
- {
- auto affectedUnits = ap.affectedUnits;
- affectedUnits.push_back(ap.attackerState);
- for(auto affectedUnit : affectedUnits)
- {
- auto unitToUpdate = state.getForUpdate(affectedUnit->unitId());
- unitToUpdate->health = affectedUnit->health;
- unitToUpdate->shots = affectedUnit->shots;
- unitToUpdate->counterAttacks = affectedUnit->counterAttacks;
- unitToUpdate->movedThisRound = affectedUnit->movedThisRound;
- }
- auto attackValue = ap.attackValue();
- dpsScore += attackValue;
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace(
- "%s -> %s, ap attack, %s, dps: %lld, score: %lld",
- ap.attack.attacker->getDescription(),
- ap.attack.defender->getDescription(),
- ap.attack.shooting ? "shot" : "mellee",
- ap.damageDealt,
- attackValue);
- #endif
- return attackValue;
- }
- int64_t BattleExchangeVariant::trackAttack(
- std::shared_ptr<StackWithBonuses> attacker,
- std::shared_ptr<StackWithBonuses> defender,
- bool shooting,
- bool isOurAttack,
- const CBattleInfoCallback & cb,
- bool evaluateOnly)
- {
- const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
- static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
- const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
- TDmgRange retaliation;
- BattleAttackInfo bai(attacker.get(), defender.get(), shooting);
- if(shooting)
- {
- bai.attackerPos.setXY(8, 5);
- }
- auto attack = cb.battleEstimateDamage(bai, &retaliation);
- int64_t attackDamage = (attack.first + attack.second) / 2;
- int64_t defenderDamageReduce = AttackPossibility::calculateDamageReduce(attacker.get(), defender.get(), attackDamage, cb);
- int64_t attackerDamageReduce = 0;
- if(!evaluateOnly)
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace(
- "%s -> %s, normal attack, %s, dps: %lld, %lld",
- attacker->getDescription(),
- defender->getDescription(),
- shooting ? "shot" : "mellee",
- attackDamage,
- defenderDamageReduce);
- #endif
- if(isOurAttack)
- {
- dpsScore += defenderDamageReduce;
- attackerValue[attacker->unitId()].value += defenderDamageReduce;
- }
- else
- dpsScore -= defenderDamageReduce;
- defender->damage(attackDamage);
- attacker->afterAttack(shooting, false);
- }
- if(defender->alive() && defender->ableToRetaliate() && !counterAttacksBlocked && !shooting)
- {
- if(retaliation.second != 0)
- {
- auto retaliationDamage = (retaliation.first + retaliation.second) / 2;
- attackerDamageReduce = AttackPossibility::calculateDamageReduce(defender.get(), attacker.get(), retaliationDamage, cb);
- if(!evaluateOnly)
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace(
- "%s -> %s, retaliation, dps: %lld, %lld",
- defender->getDescription(),
- attacker->getDescription(),
- retaliationDamage,
- attackerDamageReduce);
- #endif
- if(isOurAttack)
- {
- dpsScore -= attackerDamageReduce;
- attackerValue[attacker->unitId()].isRetalitated = true;
- }
- else
- {
- dpsScore += attackerDamageReduce;
- attackerValue[defender->unitId()].value += attackerDamageReduce;
- }
- attacker->damage(retaliationDamage);
- defender->afterAttack(false, true);
- }
- }
- }
- auto score = defenderDamageReduce - attackerDamageReduce;
- #if BATTLE_TRACE_LEVEL>=1
- if(!score)
- {
- logAi->trace("Attack has zero score d:%lld a:%lld", defenderDamageReduce, attackerDamageReduce);
- }
- #endif
- return score;
- }
- EvaluationResult BattleExchangeEvaluator::findBestTarget(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
- {
- EvaluationResult result(targets.bestAction());
- updateReachabilityMap(hb);
- for(auto & ap : targets.possibleAttacks)
- {
- int64_t score = calculateExchange(ap, targets, hb);
- if(score > result.score)
- {
- result.score = score;
- result.bestAttack = ap;
- }
- }
- if(!activeStack->waited())
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Evaluating waited attack for %s", activeStack->getDescription());
- #endif
- hb.getForUpdate(activeStack->unitId())->waiting = true;
- hb.getForUpdate(activeStack->unitId())->waitedThisTurn = true;
- updateReachabilityMap(hb);
- for(auto & ap : targets.possibleAttacks)
- {
- int64_t score = calculateExchange(ap, targets, hb);
- if(score > result.score)
- {
- result.score = score;
- result.bestAttack = ap;
- result.wait = true;
- }
- }
- }
- return result;
- }
- MoveTarget BattleExchangeEvaluator::findMoveTowardsUnreachable(const battle::Unit * activeStack, PotentialTargets & targets, HypotheticBattle & hb)
- {
- MoveTarget result;
- BattleExchangeVariant ev;
- if(targets.unreachableEnemies.empty())
- return result;
- auto speed = activeStack->Speed();
- if(speed == 0)
- return result;
- updateReachabilityMap(hb);
- auto dists = cb->getReachability(activeStack);
- for(const battle::Unit * enemy : targets.unreachableEnemies)
- {
- std::vector<const battle::Unit *> adjacentStacks = getAdjacentUnits(enemy);
- auto closestStack = *vstd::minElementByFun(adjacentStacks, [&](const battle::Unit * u) -> int64_t
- {
- return dists.distToNearestNeighbour(activeStack, u) * 100000 - activeStack->getTotalHealth();
- });
- auto distance = dists.distToNearestNeighbour(activeStack, closestStack);
- if(distance >= GameConstants::BFIELD_SIZE)
- continue;
- if(distance <= speed)
- continue;
- auto turnsToRich = (distance - 1) / speed + 1;
- auto hexes = closestStack->getSurroundingHexes();
- for(auto hex : hexes)
- {
- auto bai = BattleAttackInfo(activeStack, closestStack, cb->battleCanShoot(activeStack));
- auto attack = AttackPossibility::evaluate(bai, hex, hb);
- attack.shootersBlockedDmg = 0; // we do not want to count on it, it is not for sure
- auto score = calculateExchange(attack, targets, hb) / turnsToRich;
- if(result.score < score)
- {
- result.score = score;
- result.positions = closestStack->getAttackableHexes(activeStack);
- }
- }
- }
- return result;
- }
- std::vector<const battle::Unit *> BattleExchangeEvaluator::getAdjacentUnits(const battle::Unit * blockerUnit)
- {
- std::queue<const battle::Unit *> queue;
- std::vector<const battle::Unit *> checkedStacks;
- queue.push(blockerUnit);
- while(!queue.empty())
- {
- auto stack = queue.front();
- queue.pop();
- checkedStacks.push_back(stack);
- auto hexes = stack->getSurroundingHexes();
- for(auto hex : hexes)
- {
- auto neighbor = cb->battleGetStackByPos(hex);
- if(neighbor && neighbor->unitSide() == stack->unitSide() && !vstd::contains(checkedStacks, neighbor))
- {
- queue.push(neighbor);
- checkedStacks.push_back(neighbor);
- }
- }
- }
- return checkedStacks;
- }
- std::vector<const battle::Unit *> BattleExchangeEvaluator::getExchangeUnits(
- const AttackPossibility & ap,
- PotentialTargets & targets,
- HypotheticBattle & hb)
- {
- auto hexes = ap.attack.defender->getHexes();
- if(!ap.attack.shooting) hexes.push_back(ap.from);
- std::vector<const battle::Unit *> exchangeUnits;
- std::vector<const battle::Unit *> allReachableUnits;
- for(auto hex : hexes)
- {
- vstd::concatenate(allReachableUnits, reachabilityMap[hex]);
- }
- vstd::removeDuplicates(allReachableUnits);
- auto copy = allReachableUnits;
- for(auto unit : copy)
- {
- for(auto adjacentUnit : getAdjacentUnits(unit))
- {
- auto unitWithBonuses = hb.battleGetUnitByID(adjacentUnit->unitId());
- if(vstd::contains(targets.unreachableEnemies, adjacentUnit)
- && !vstd::contains(allReachableUnits, unitWithBonuses))
- {
- allReachableUnits.push_back(unitWithBonuses);
- }
- }
- }
- vstd::removeDuplicates(allReachableUnits);
- if(!vstd::contains(allReachableUnits, ap.attack.attacker))
- {
- allReachableUnits.push_back(ap.attack.attacker);
- }
- if(allReachableUnits.size() < 2)
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Reachability map contains only %d stacks", allReachableUnits.size());
- #endif
- return exchangeUnits;
- }
- for(int turn = 0; turn < turnOrder.size(); turn++)
- {
- for(auto unit : turnOrder[turn])
- {
- if(vstd::contains(allReachableUnits, unit))
- exchangeUnits.push_back(unit);
- }
- }
- return exchangeUnits;
- }
- int64_t BattleExchangeEvaluator::calculateExchange(
- const AttackPossibility & ap,
- PotentialTargets & targets,
- HypotheticBattle & hb)
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Battle exchange at %lld", ap.attack.shooting ? ap.dest : ap.from);
- #endif
- std::vector<const battle::Unit *> ourStacks;
- std::vector<const battle::Unit *> enemyStacks;
- enemyStacks.push_back(ap.attack.defender);
- std::vector<const battle::Unit *> exchangeUnits = getExchangeUnits(ap, targets, hb);
- if(exchangeUnits.empty())
- {
- return 0;
- }
- HypotheticBattle exchangeBattle(env.get(), cb);
- BattleExchangeVariant v;
- auto melleeAttackers = ourStacks;
- vstd::removeDuplicates(melleeAttackers);
- vstd::erase_if(melleeAttackers, [&](const battle::Unit * u) -> bool
- {
- return !cb->battleCanShoot(u);
- });
- for(auto unit : exchangeUnits)
- {
- bool isOur = cb->battleMatchOwner(ap.attack.attacker, unit, true);
- auto & attackerQueue = isOur ? ourStacks : enemyStacks;
- if(!vstd::contains(attackerQueue, unit))
- {
- attackerQueue.push_back(unit);
- }
- }
- bool canUseAp = true;
- for(auto activeUnit : exchangeUnits)
- {
- bool isOur = cb->battleMatchOwner(ap.attack.attacker, activeUnit, true);
- battle::Units & attackerQueue = isOur ? ourStacks : enemyStacks;
- battle::Units & oppositeQueue = isOur ? enemyStacks : ourStacks;
- auto attacker = exchangeBattle.getForUpdate(activeUnit->unitId());
- if(!attacker->alive())
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace( "Attacker is dead");
- #endif
- continue;
- }
- auto targetUnit = ap.attack.defender;
- if(!isOur || !exchangeBattle.getForUpdate(targetUnit->unitId())->alive())
- {
- auto estimateAttack = [&](const battle::Unit * u) -> int64_t
- {
- auto stackWithBonuses = exchangeBattle.getForUpdate(u->unitId());
- auto score = v.trackAttack(
- attacker,
- stackWithBonuses,
- exchangeBattle.battleCanShoot(stackWithBonuses.get()),
- isOur,
- *cb,
- true);
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Best target selector %s->%s score = %lld", attacker->getDescription(), u->getDescription(), score);
- #endif
- return score;
- };
- if(!oppositeQueue.empty())
- {
- targetUnit = *vstd::maxElementByFun(oppositeQueue, estimateAttack);
- }
- else
- {
- auto reachable = exchangeBattle.battleGetUnitsIf([&](const battle::Unit * u) -> bool
- {
- if(!u->alive() || u->unitSide() == attacker->unitSide())
- return false;
- return vstd::contains_if(reachabilityMap[u->getPosition()], [&](const battle::Unit * other) -> bool
- {
- return attacker->unitId() == other->unitId();
- });
- });
- if(!reachable.empty())
- {
- targetUnit = *vstd::maxElementByFun(reachable, estimateAttack);
- }
- else
- {
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Battle queue is empty and no reachable enemy.");
- #endif
- continue;
- }
- }
- }
- auto defender = exchangeBattle.getForUpdate(targetUnit->unitId());
- auto shooting = cb->battleCanShoot(attacker.get());
- const int totalAttacks = attacker->getTotalAttacks(shooting);
- if(canUseAp && activeUnit == ap.attack.attacker && targetUnit == ap.attack.defender)
- {
- v.trackAttack(ap, exchangeBattle);
- }
- else
- {
- for(int i = 0; i < totalAttacks; i++)
- {
- v.trackAttack(attacker, defender, shooting, isOur, exchangeBattle);
- if(!attacker->alive() || !defender->alive())
- break;
- }
- }
- canUseAp = false;
- vstd::erase_if(attackerQueue, [&](const battle::Unit * u) -> bool
- {
- return !exchangeBattle.getForUpdate(u->unitId())->alive();
- });
- vstd::erase_if(oppositeQueue, [&](const battle::Unit * u) -> bool
- {
- return !exchangeBattle.getForUpdate(u->unitId())->alive();
- });
- }
- // avoid blocking path for stronger stack by weaker stack
- // the method checks if all stacks can be placed around enemy
- v.adjustPositions(melleeAttackers, ap, reachabilityMap);
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Exchange score: %lld", v.getScore());
- #endif
- return v.getScore();
- }
- void BattleExchangeVariant::adjustPositions(
- std::vector<const battle::Unit*> attackers,
- const AttackPossibility & ap,
- std::map<BattleHex, battle::Units> & reachabilityMap)
- {
- auto hexes = ap.attack.defender->getSurroundingHexes();
- boost::sort(attackers, [&](const battle::Unit * u1, const battle::Unit * u2) -> bool
- {
- if(attackerValue[u1->unitId()].isRetalitated && !attackerValue[u2->unitId()].isRetalitated)
- return true;
- if(attackerValue[u2->unitId()].isRetalitated && !attackerValue[u1->unitId()].isRetalitated)
- return false;
- return attackerValue[u1->unitId()].value > attackerValue[u2->unitId()].value;
- });
- if(!ap.attack.shooting)
- {
- vstd::erase_if_present(hexes, ap.from);
- vstd::erase_if_present(hexes, ap.attack.attacker->occupiedHex(ap.attack.attackerPos));
- }
- int64_t notRealizedDamage = 0;
- for(auto unit : attackers)
- {
- if(unit->unitId() == ap.attack.attacker->unitId())
- continue;
- if(!vstd::contains_if(hexes, [&](BattleHex h) -> bool
- {
- return vstd::contains(reachabilityMap[h], unit);
- }))
- {
- notRealizedDamage += attackerValue[unit->unitId()].value;
- continue;
- }
- auto desiredPosition = vstd::minElementByFun(hexes, [&](BattleHex h) -> int64_t
- {
- auto score = vstd::contains(reachabilityMap[h], unit)
- ? reachabilityMap[h].size()
- : 0;
- if(unit->doubleWide())
- {
- auto backHex = unit->occupiedHex(h);
- if(vstd::contains(hexes, backHex))
- score += reachabilityMap[backHex].size();
- }
- return score;
- });
- hexes.erase(desiredPosition);
- }
- if(notRealizedDamage > ap.attackValue() && notRealizedDamage > attackerValue[ap.attack.attacker->unitId()].value)
- {
- dpsScore = EvaluationResult::INEFFECTIVE_SCORE;
- }
- }
- void BattleExchangeEvaluator::updateReachabilityMap(HypotheticBattle & hb)
- {
- const int TURN_DEPTH = 2;
- turnOrder.clear();
-
- hb.battleGetTurnOrder(turnOrder, std::numeric_limits<int>::max(), TURN_DEPTH);
- reachabilityMap.clear();
- for(int turn = 0; turn < turnOrder.size(); turn++)
- {
- auto & turnQueue = turnOrder[turn];
- HypotheticBattle turnBattle(env.get(), cb);
- for(const battle::Unit * unit : turnQueue)
- {
- if(turnBattle.battleCanShoot(unit))
- {
- for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
- {
- reachabilityMap[hex].push_back(unit);
- }
- continue;
- }
- auto unitReachability = turnBattle.getReachability(unit);
- for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
- {
- bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
- if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
- {
- const battle::Unit * hexStack = cb->battleGetUnitByPos(hex);
- if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
- {
- for(BattleHex neighbor : hex.neighbouringTiles())
- {
- reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
- if(reachable) break;
- }
- }
- }
- if(reachable)
- {
- reachabilityMap[hex].push_back(unit);
- }
- }
- }
- }
- }
- // avoid blocking path for stronger stack by weaker stack
- bool BattleExchangeEvaluator::checkPositionBlocksOurStacks(HypotheticBattle & hb, const battle::Unit * activeUnit, BattleHex position)
- {
- const int BLOCKING_THRESHOLD = 70;
- const int BLOCKING_OWN_ATTACK_PENALTY = 100;
- const int BLOCKING_OWN_MOVE_PENALTY = 1;
- float blockingScore = 0;
- auto activeUnitDamage = activeUnit->getMinDamage(hb.battleCanShoot(activeUnit)) * activeUnit->getCount();
- for(int turn = 0; turn < turnOrder.size(); turn++)
- {
- auto & turnQueue = turnOrder[turn];
- HypotheticBattle turnBattle(env.get(), cb);
- auto unitToUpdate = turnBattle.getForUpdate(activeUnit->unitId());
- unitToUpdate->setPosition(position);
- for(const battle::Unit * unit : turnQueue)
- {
- if(unit->unitId() == unitToUpdate->unitId() || cb->battleMatchOwner(unit, activeUnit, false))
- continue;
- auto blockedUnitDamage = unit->getMinDamage(hb.battleCanShoot(unit)) * unit->getCount();
- auto ratio = blockedUnitDamage / (blockedUnitDamage + activeUnitDamage);
- auto unitReachability = turnBattle.getReachability(unit);
- for(BattleHex hex = BattleHex::TOP_LEFT; hex.isValid(); hex = hex + 1)
- {
- bool enemyUnit = false;
- bool reachable = unitReachability.distances[hex] <= unit->Speed(turn);
- if(!reachable && unitReachability.accessibility[hex] == EAccessibility::ALIVE_STACK)
- {
- const battle::Unit * hexStack = turnBattle.battleGetUnitByPos(hex);
- if(hexStack && cb->battleMatchOwner(unit, hexStack, false))
- {
- enemyUnit = true;
- for(BattleHex neighbor : hex.neighbouringTiles())
- {
- reachable = unitReachability.distances[neighbor] <= unit->Speed(turn);
- if(reachable) break;
- }
- }
- }
- if(!reachable && vstd::contains(reachabilityMap[hex], unit))
- {
- blockingScore += ratio * (enemyUnit ? BLOCKING_OWN_ATTACK_PENALTY : BLOCKING_OWN_MOVE_PENALTY);
- }
- }
- }
- }
- #if BATTLE_TRACE_LEVEL>=1
- logAi->trace("Position %d, blocking score %f", position.hex, blockingScore);
- #endif
- return blockingScore > BLOCKING_THRESHOLD;
- }
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