BattleAI.cpp 23 KB

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  1. /*
  2. * BattleAI.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 "BattleAI.h"
  12. #include "BattleExchangeVariant.h"
  13. #include "StackWithBonuses.h"
  14. #include "EnemyInfo.h"
  15. #include "../../lib/CStopWatch.h"
  16. #include "../../lib/CThreadHelper.h"
  17. #include "../../lib/mapObjects/CGTownInstance.h"
  18. #include "../../lib/spells/CSpellHandler.h"
  19. #include "../../lib/spells/ISpellMechanics.h"
  20. #include "../../lib/battle/BattleStateInfoForRetreat.h"
  21. #include "../../lib/battle/CObstacleInstance.h"
  22. #include "../../lib/CStack.h" // TODO: remove
  23. // Eventually only IBattleInfoCallback and battle::Unit should be used,
  24. // CUnitState should be private and CStack should be removed completely
  25. #define LOGL(text) print(text)
  26. #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
  27. enum class SpellTypes
  28. {
  29. ADVENTURE, BATTLE, OTHER
  30. };
  31. SpellTypes spellType(const CSpell * spell)
  32. {
  33. if(!spell->isCombat() || spell->isCreatureAbility())
  34. return SpellTypes::OTHER;
  35. if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
  36. return SpellTypes::BATTLE;
  37. return SpellTypes::OTHER;
  38. }
  39. std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
  40. {
  41. std::vector<BattleHex> result;
  42. for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
  43. {
  44. auto state = cb->battleGetWallState(wallPart);
  45. if(state != EWallState::DESTROYED)
  46. continue;
  47. auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
  48. auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
  49. result.push_back(moatHex);
  50. }
  51. return result;
  52. }
  53. CBattleAI::CBattleAI()
  54. : side(-1),
  55. wasWaitingForRealize(false),
  56. wasUnlockingGs(false)
  57. {
  58. }
  59. CBattleAI::~CBattleAI()
  60. {
  61. if(cb)
  62. {
  63. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  64. cb->waitTillRealize = wasWaitingForRealize;
  65. cb->unlockGsWhenWaiting = wasUnlockingGs;
  66. }
  67. }
  68. void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  69. {
  70. setCbc(CB);
  71. env = ENV;
  72. cb = CB;
  73. playerID = *CB->getPlayerID(); //TODO should be sth in callback
  74. wasWaitingForRealize = CB->waitTillRealize;
  75. wasUnlockingGs = CB->unlockGsWhenWaiting;
  76. CB->waitTillRealize = true;
  77. CB->unlockGsWhenWaiting = false;
  78. movesSkippedByDefense = 0;
  79. }
  80. BattleAction CBattleAI::useHealingTent(const CStack *stack)
  81. {
  82. auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
  83. std::map<int, const CStack*> woundHpToStack;
  84. for(const auto * stack : healingTargets)
  85. {
  86. if(auto woundHp = stack->getMaxHealth() - stack->getFirstHPleft())
  87. woundHpToStack[woundHp] = stack;
  88. }
  89. if(woundHpToStack.empty())
  90. return BattleAction::makeDefend(stack);
  91. else
  92. return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
  93. }
  94. std::optional<PossibleSpellcast> CBattleAI::findBestCreatureSpell(const CStack *stack)
  95. {
  96. //TODO: faerie dragon type spell should be selected by server
  97. SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
  98. if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
  99. {
  100. const CSpell * spell = creatureSpellToCast.toSpell();
  101. if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
  102. {
  103. std::vector<PossibleSpellcast> possibleCasts;
  104. spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
  105. for(auto & target : temp.findPotentialTargets())
  106. {
  107. PossibleSpellcast ps;
  108. ps.dest = target;
  109. ps.spell = spell;
  110. evaluateCreatureSpellcast(stack, ps);
  111. possibleCasts.push_back(ps);
  112. }
  113. std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
  114. if(!possibleCasts.empty() && possibleCasts.front().value > 0)
  115. {
  116. return possibleCasts.front();
  117. }
  118. }
  119. }
  120. return std::nullopt;
  121. }
  122. BattleAction CBattleAI::selectStackAction(const CStack * stack)
  123. {
  124. //evaluate casting spell for spellcasting stack
  125. std::optional<PossibleSpellcast> bestSpellcast = findBestCreatureSpell(stack);
  126. HypotheticBattle hb(env.get(), cb);
  127. PotentialTargets targets(stack, hb);
  128. BattleExchangeEvaluator scoreEvaluator(cb, env);
  129. auto moveTarget = scoreEvaluator.findMoveTowardsUnreachable(stack, targets, hb);
  130. int64_t score = EvaluationResult::INEFFECTIVE_SCORE;
  131. if(targets.possibleAttacks.empty() && bestSpellcast.has_value())
  132. {
  133. movesSkippedByDefense = 0;
  134. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  135. }
  136. if(!targets.possibleAttacks.empty())
  137. {
  138. #if BATTLE_TRACE_LEVEL>=1
  139. logAi->trace("Evaluating attack for %s", stack->getDescription());
  140. #endif
  141. auto evaluationResult = scoreEvaluator.findBestTarget(stack, targets, hb);
  142. auto & bestAttack = evaluationResult.bestAttack;
  143. //TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
  144. if(bestSpellcast.has_value() && bestSpellcast->value > bestAttack.damageDiff())
  145. {
  146. // return because spellcast value is damage dealt and score is dps reduce
  147. movesSkippedByDefense = 0;
  148. return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
  149. }
  150. if(evaluationResult.score > score)
  151. {
  152. score = evaluationResult.score;
  153. logAi->debug("BattleAI: %s -> %s x %d, from %d curpos %d dist %d speed %d: +%lld -%lld = %lld",
  154. bestAttack.attackerState->unitType()->getJsonKey(),
  155. bestAttack.affectedUnits[0]->unitType()->getJsonKey(),
  156. (int)bestAttack.affectedUnits[0]->getCount(),
  157. (int)bestAttack.from,
  158. (int)bestAttack.attack.attacker->getPosition().hex,
  159. bestAttack.attack.chargeDistance,
  160. bestAttack.attack.attacker->speed(0, true),
  161. bestAttack.defenderDamageReduce,
  162. bestAttack.attackerDamageReduce, bestAttack.attackValue()
  163. );
  164. if (moveTarget.score <= score)
  165. {
  166. if(evaluationResult.wait)
  167. {
  168. return BattleAction::makeWait(stack);
  169. }
  170. else if(bestAttack.attack.shooting)
  171. {
  172. movesSkippedByDefense = 0;
  173. return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
  174. }
  175. else
  176. {
  177. movesSkippedByDefense = 0;
  178. return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
  179. }
  180. }
  181. }
  182. }
  183. //ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
  184. if(moveTarget.score > score)
  185. {
  186. score = moveTarget.score;
  187. if(stack->waited())
  188. {
  189. return goTowardsNearest(stack, moveTarget.positions);
  190. }
  191. else
  192. {
  193. return BattleAction::makeWait(stack);
  194. }
  195. }
  196. if(score <= EvaluationResult::INEFFECTIVE_SCORE
  197. && !stack->hasBonusOfType(BonusType::FLYING)
  198. && stack->unitSide() == BattleSide::ATTACKER
  199. && cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
  200. {
  201. auto brokenWallMoat = getBrokenWallMoatHexes();
  202. if(brokenWallMoat.size())
  203. {
  204. movesSkippedByDefense = 0;
  205. if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
  206. return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
  207. else
  208. return goTowardsNearest(stack, brokenWallMoat);
  209. }
  210. }
  211. return BattleAction::makeDefend(stack);
  212. }
  213. BattleAction CBattleAI::activeStack( const CStack * stack )
  214. {
  215. LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
  216. BattleAction result = BattleAction::makeDefend(stack);
  217. setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
  218. try
  219. {
  220. if(stack->creatureId() == CreatureID::CATAPULT)
  221. return useCatapult(stack);
  222. if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
  223. return useHealingTent(stack);
  224. attemptCastingSpell();
  225. if(cb->battleIsFinished() || !stack->alive())
  226. {
  227. //spellcast may finish battle or kill active stack
  228. //send special preudo-action
  229. BattleAction cancel;
  230. cancel.actionType = EActionType::CANCEL;
  231. return cancel;
  232. }
  233. if(auto action = considerFleeingOrSurrendering())
  234. return *action;
  235. result = selectStackAction(stack);
  236. }
  237. catch(boost::thread_interrupted &)
  238. {
  239. throw;
  240. }
  241. catch(std::exception &e)
  242. {
  243. logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
  244. }
  245. if(result.actionType == EActionType::DEFEND)
  246. {
  247. movesSkippedByDefense++;
  248. }
  249. else if(result.actionType != EActionType::WAIT)
  250. {
  251. movesSkippedByDefense = 0;
  252. }
  253. return result;
  254. }
  255. BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
  256. {
  257. auto reachability = cb->getReachability(stack);
  258. auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
  259. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  260. {
  261. return BattleAction::makeDefend(stack);
  262. }
  263. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  264. {
  265. return reachability.distances[h1] < reachability.distances[h2];
  266. });
  267. for(auto hex : hexes)
  268. {
  269. if(vstd::contains(avHexes, hex))
  270. {
  271. return BattleAction::makeMove(stack, hex);
  272. }
  273. if(stack->coversPos(hex))
  274. {
  275. logAi->warn("Warning: already standing on neighbouring tile!");
  276. //We shouldn't even be here...
  277. return BattleAction::makeDefend(stack);
  278. }
  279. }
  280. BattleHex bestNeighbor = hexes.front();
  281. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  282. {
  283. return BattleAction::makeDefend(stack);
  284. }
  285. BattleExchangeEvaluator scoreEvaluator(cb, env);
  286. HypotheticBattle hb(env.get(), cb);
  287. scoreEvaluator.updateReachabilityMap(hb);
  288. if(stack->hasBonusOfType(BonusType::FLYING))
  289. {
  290. std::set<BattleHex> obstacleHexes;
  291. auto insertAffected = [](const CObstacleInstance & spellObst, std::set<BattleHex> obstacleHexes) {
  292. auto affectedHexes = spellObst.getAffectedTiles();
  293. obstacleHexes.insert(affectedHexes.cbegin(), affectedHexes.cend());
  294. };
  295. const auto & obstacles = hb.battleGetAllObstacles();
  296. for (const auto & obst: obstacles) {
  297. if(obst->triggersEffects())
  298. {
  299. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  300. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  301. if(triggerIsNegative)
  302. insertAffected(*obst, obstacleHexes);
  303. }
  304. }
  305. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  306. // We just check all available hexes and pick the one closest to the target.
  307. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  308. {
  309. const int NEGATIVE_OBSTACLE_PENALTY = 100; // avoid landing on negative obstacle (moat, fire wall, etc)
  310. const int BLOCKED_STACK_PENALTY = 100; // avoid landing on moat
  311. auto distance = BattleHex::getDistance(bestNeighbor, hex);
  312. if(vstd::contains(obstacleHexes, hex))
  313. distance += NEGATIVE_OBSTACLE_PENALTY;
  314. return scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, hex) ? BLOCKED_STACK_PENALTY + distance : distance;
  315. });
  316. return BattleAction::makeMove(stack, *nearestAvailableHex);
  317. }
  318. else
  319. {
  320. BattleHex currentDest = bestNeighbor;
  321. while(1)
  322. {
  323. if(!currentDest.isValid())
  324. {
  325. return BattleAction::makeDefend(stack);
  326. }
  327. if(vstd::contains(avHexes, currentDest)
  328. && !scoreEvaluator.checkPositionBlocksOurStacks(hb, stack, currentDest))
  329. return BattleAction::makeMove(stack, currentDest);
  330. currentDest = reachability.predecessors[currentDest];
  331. }
  332. }
  333. }
  334. BattleAction CBattleAI::useCatapult(const CStack * stack)
  335. {
  336. BattleAction attack;
  337. BattleHex targetHex = BattleHex::INVALID;
  338. if(cb->battleGetGateState() == EGateState::CLOSED)
  339. {
  340. targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
  341. }
  342. else
  343. {
  344. EWallPart wallParts[] = {
  345. EWallPart::KEEP,
  346. EWallPart::BOTTOM_TOWER,
  347. EWallPart::UPPER_TOWER,
  348. EWallPart::BELOW_GATE,
  349. EWallPart::OVER_GATE,
  350. EWallPart::BOTTOM_WALL,
  351. EWallPart::UPPER_WALL
  352. };
  353. for(auto wallPart : wallParts)
  354. {
  355. auto wallState = cb->battleGetWallState(wallPart);
  356. if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
  357. {
  358. targetHex = cb->wallPartToBattleHex(wallPart);
  359. break;
  360. }
  361. }
  362. }
  363. if(!targetHex.isValid())
  364. {
  365. return BattleAction::makeDefend(stack);
  366. }
  367. attack.aimToHex(targetHex);
  368. attack.actionType = EActionType::CATAPULT;
  369. attack.side = side;
  370. attack.stackNumber = stack->unitId();
  371. movesSkippedByDefense = 0;
  372. return attack;
  373. }
  374. void CBattleAI::attemptCastingSpell()
  375. {
  376. auto hero = cb->battleGetMyHero();
  377. if(!hero)
  378. return;
  379. if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
  380. return;
  381. LOGL("Casting spells sounds like fun. Let's see...");
  382. //Get all spells we can cast
  383. std::vector<const CSpell*> possibleSpells;
  384. vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
  385. {
  386. return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
  387. });
  388. LOGFL("I can cast %d spells.", possibleSpells.size());
  389. vstd::erase_if(possibleSpells, [](const CSpell *s)
  390. {
  391. return spellType(s) != SpellTypes::BATTLE;
  392. });
  393. LOGFL("I know how %d of them works.", possibleSpells.size());
  394. //Get possible spell-target pairs
  395. std::vector<PossibleSpellcast> possibleCasts;
  396. for(auto spell : possibleSpells)
  397. {
  398. spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
  399. for(auto & target : temp.findPotentialTargets())
  400. {
  401. PossibleSpellcast ps;
  402. ps.dest = target;
  403. ps.spell = spell;
  404. possibleCasts.push_back(ps);
  405. }
  406. }
  407. LOGFL("Found %d spell-target combinations.", possibleCasts.size());
  408. if(possibleCasts.empty())
  409. return;
  410. using ValueMap = PossibleSpellcast::ValueMap;
  411. auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle & state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
  412. {
  413. bool firstRound = true;
  414. bool enemyHadTurn = false;
  415. size_t ourTurnSpan = 0;
  416. bool stop = false;
  417. for(auto & round : queue)
  418. {
  419. if(!firstRound)
  420. state.nextRound(0);//todo: set actual value?
  421. for(auto unit : round)
  422. {
  423. if(!vstd::contains(values, unit->unitId()))
  424. values[unit->unitId()] = 0;
  425. if(!unit->alive())
  426. continue;
  427. if(state.battleGetOwner(unit) != playerID)
  428. {
  429. enemyHadTurn = true;
  430. if(!firstRound || state.battleCastSpells(unit->unitSide()) == 0)
  431. {
  432. //enemy could counter our spell at this point
  433. //anyway, we do not know what enemy will do
  434. //just stop evaluation
  435. stop = true;
  436. break;
  437. }
  438. }
  439. else if(!enemyHadTurn)
  440. {
  441. ourTurnSpan++;
  442. }
  443. state.nextTurn(unit->unitId());
  444. PotentialTargets pt(unit, state);
  445. if(!pt.possibleAttacks.empty())
  446. {
  447. AttackPossibility ap = pt.bestAction();
  448. auto swb = state.getForUpdate(unit->unitId());
  449. *swb = *ap.attackerState;
  450. if(ap.defenderDamageReduce > 0)
  451. swb->removeUnitBonus(Bonus::UntilAttack);
  452. if(ap.attackerDamageReduce > 0)
  453. swb->removeUnitBonus(Bonus::UntilBeingAttacked);
  454. for(auto affected : ap.affectedUnits)
  455. {
  456. swb = state.getForUpdate(affected->unitId());
  457. *swb = *affected;
  458. if(ap.defenderDamageReduce > 0)
  459. swb->removeUnitBonus(Bonus::UntilBeingAttacked);
  460. if(ap.attackerDamageReduce > 0 && ap.attack.defender->unitId() == affected->unitId())
  461. swb->removeUnitBonus(Bonus::UntilAttack);
  462. }
  463. }
  464. auto bav = pt.bestActionValue();
  465. //best action is from effective owner`s point if view, we need to convert to our point if view
  466. if(state.battleGetOwner(unit) != playerID)
  467. bav = -bav;
  468. values[unit->unitId()] += bav;
  469. }
  470. firstRound = false;
  471. if(stop)
  472. break;
  473. }
  474. if(enemyHadTurnOut)
  475. *enemyHadTurnOut = enemyHadTurn;
  476. return ourTurnSpan >= minTurnSpan;
  477. };
  478. ValueMap valueOfStack;
  479. ValueMap healthOfStack;
  480. TStacks all = cb->battleGetAllStacks(false);
  481. size_t ourRemainingTurns = 0;
  482. for(auto unit : all)
  483. {
  484. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  485. valueOfStack[unit->unitId()] = 0;
  486. if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
  487. ourRemainingTurns++;
  488. }
  489. LOGFL("I have %d turns left in this round", ourRemainingTurns);
  490. const bool castNow = ourRemainingTurns <= 1;
  491. if(castNow)
  492. print("I should try to cast a spell now");
  493. else
  494. print("I could wait better moment to cast a spell");
  495. auto amount = all.size();
  496. std::vector<battle::Units> turnOrder;
  497. cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
  498. {
  499. bool enemyHadTurn = false;
  500. HypotheticBattle state(env.get(), cb);
  501. evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
  502. if(!enemyHadTurn)
  503. {
  504. auto battleIsFinishedOpt = state.battleIsFinished();
  505. if(battleIsFinishedOpt)
  506. {
  507. print("No need to cast a spell. Battle will finish soon.");
  508. return;
  509. }
  510. }
  511. }
  512. struct ScriptsCache
  513. {
  514. //todo: re-implement scripts context cache
  515. };
  516. auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
  517. {
  518. HypotheticBattle state(env.get(), cb);
  519. spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
  520. cast.castEval(state.getServerCallback(), ps->dest);
  521. ValueMap newHealthOfStack;
  522. ValueMap newValueOfStack;
  523. size_t ourUnits = 0;
  524. std::set<uint32_t> unitIds;
  525. state.battleGetUnitsIf([&](const battle::Unit * u)->bool
  526. {
  527. if(!u->isGhost() && !u->isTurret())
  528. unitIds.insert(u->unitId());
  529. return false;
  530. });
  531. for(auto unitId : unitIds)
  532. {
  533. auto localUnit = state.battleGetUnitByID(unitId);
  534. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  535. newValueOfStack[unitId] = 0;
  536. if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
  537. ourUnits++;
  538. }
  539. size_t minTurnSpan = ourUnits/3; //todo: tweak this
  540. std::vector<battle::Units> newTurnOrder;
  541. state.battleGetTurnOrder(newTurnOrder, amount, 2);
  542. const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, state, minTurnSpan, nullptr);
  543. if(turnSpanOK || castNow)
  544. {
  545. int64_t totalGain = 0;
  546. for(auto unitId : unitIds)
  547. {
  548. auto localUnit = state.battleGetUnitByID(unitId);
  549. auto newValue = getValOr(newValueOfStack, unitId, 0);
  550. auto oldValue = getValOr(valueOfStack, unitId, 0);
  551. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  552. if(localUnit->unitOwner() != playerID)
  553. healthDiff = -healthDiff;
  554. if(healthDiff < 0)
  555. {
  556. ps->value = -1;
  557. return; //do not damage own units at all
  558. }
  559. totalGain += (newValue - oldValue + healthDiff);
  560. }
  561. ps->value = totalGain;
  562. }
  563. else
  564. {
  565. ps->value = -1;
  566. }
  567. };
  568. using EvalRunner = ThreadPool<ScriptsCache>;
  569. EvalRunner::Tasks tasks;
  570. for(PossibleSpellcast & psc : possibleCasts)
  571. tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
  572. uint32_t threadCount = boost::thread::hardware_concurrency();
  573. if(threadCount == 0)
  574. {
  575. logGlobal->warn("No information of CPU cores available");
  576. threadCount = 1;
  577. }
  578. CStopWatch timer;
  579. std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
  580. for(uint32_t idx = 0; idx < threadCount; idx++)
  581. {
  582. scriptsPool.emplace_back();
  583. }
  584. EvalRunner runner(&tasks, scriptsPool);
  585. runner.run();
  586. LOGFL("Evaluation took %d ms", timer.getDiff());
  587. auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
  588. {
  589. return ps.value;
  590. };
  591. auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
  592. if(castToPerform.value > 0)
  593. {
  594. LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->getNameTranslated() % castToPerform.value);
  595. BattleAction spellcast;
  596. spellcast.actionType = EActionType::HERO_SPELL;
  597. spellcast.actionSubtype = castToPerform.spell->id;
  598. spellcast.setTarget(castToPerform.dest);
  599. spellcast.side = side;
  600. spellcast.stackNumber = (!side) ? -1 : -2;
  601. cb->battleMakeAction(&spellcast);
  602. movesSkippedByDefense = 0;
  603. }
  604. else
  605. {
  606. LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->getNameTranslated() % castToPerform.value);
  607. }
  608. }
  609. //Below method works only for offensive spells
  610. void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
  611. {
  612. using ValueMap = PossibleSpellcast::ValueMap;
  613. RNGStub rngStub;
  614. HypotheticBattle state(env.get(), cb);
  615. TStacks all = cb->battleGetAllStacks(false);
  616. ValueMap healthOfStack;
  617. ValueMap newHealthOfStack;
  618. for(auto unit : all)
  619. {
  620. healthOfStack[unit->unitId()] = unit->getAvailableHealth();
  621. }
  622. spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
  623. cast.castEval(state.getServerCallback(), ps.dest);
  624. for(auto unit : all)
  625. {
  626. auto unitId = unit->unitId();
  627. auto localUnit = state.battleGetUnitByID(unitId);
  628. newHealthOfStack[unitId] = localUnit->getAvailableHealth();
  629. }
  630. int64_t totalGain = 0;
  631. for(auto unit : all)
  632. {
  633. auto unitId = unit->unitId();
  634. auto localUnit = state.battleGetUnitByID(unitId);
  635. auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
  636. if(localUnit->unitOwner() != getCbc()->getPlayerID())
  637. healthDiff = -healthDiff;
  638. if(healthDiff < 0)
  639. {
  640. ps.value = -1;
  641. return; //do not damage own units at all
  642. }
  643. totalGain += healthDiff;
  644. }
  645. ps.value = totalGain;
  646. }
  647. void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
  648. {
  649. LOG_TRACE(logAi);
  650. side = Side;
  651. }
  652. void CBattleAI::print(const std::string &text) const
  653. {
  654. logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
  655. }
  656. std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
  657. {
  658. BattleStateInfoForRetreat bs;
  659. bs.canFlee = cb->battleCanFlee();
  660. bs.canSurrender = cb->battleCanSurrender(playerID);
  661. bs.ourSide = cb->battleGetMySide();
  662. bs.ourHero = cb->battleGetMyHero();
  663. bs.enemyHero = nullptr;
  664. for(auto stack : cb->battleGetAllStacks(false))
  665. {
  666. if(stack->alive())
  667. {
  668. if(stack->unitSide() == bs.ourSide)
  669. bs.ourStacks.push_back(stack);
  670. else
  671. {
  672. bs.enemyStacks.push_back(stack);
  673. bs.enemyHero = cb->battleGetOwnerHero(stack);
  674. }
  675. }
  676. }
  677. bs.turnsSkippedByDefense = movesSkippedByDefense / bs.ourStacks.size();
  678. if(!bs.canFlee || !bs.canSurrender)
  679. {
  680. return std::nullopt;
  681. }
  682. auto result = cb->makeSurrenderRetreatDecision(bs);
  683. if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
  684. {
  685. return BattleAction::makeRetreat(bs.ourSide);
  686. }
  687. return result;
  688. }