AttackPossibility.cpp 17 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. #include "../../lib/spells/CSpellHandler.h"
  16. #include "../../lib/spells/ISpellMechanics.h"
  17. #include "../../lib/spells/ObstacleCasterProxy.h"
  18. #include "../../lib/battle/CObstacleInstance.h"
  19. uint64_t averageDmg(const DamageRange & range)
  20. {
  21. return (range.min + range.max) / 2;
  22. }
  23. void DamageCache::cacheDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  24. {
  25. auto damage = averageDmg(hb->battleEstimateDamage(attacker, defender, 0).damage);
  26. damageCache[attacker->unitId()][defender->unitId()] = static_cast<float>(damage) / attacker->getCount();
  27. }
  28. void DamageCache::buildObstacleDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  29. {
  30. for(const auto & obst : hb->battleGetAllObstacles(side))
  31. {
  32. auto spellObstacle = dynamic_cast<const SpellCreatedObstacle *>(obst.get());
  33. if(!spellObstacle || !obst->triggersEffects())
  34. continue;
  35. auto triggerAbility = VLC->spells()->getById(obst->getTrigger());
  36. auto triggerIsNegative = triggerAbility->isNegative() || triggerAbility->isDamage();
  37. if(!triggerIsNegative)
  38. continue;
  39. std::unique_ptr<spells::BattleCast> cast = nullptr;
  40. std::unique_ptr<spells::ObstacleCasterProxy> caster = nullptr;
  41. if(spellObstacle->obstacleType == SpellCreatedObstacle::EObstacleType::SPELL_CREATED)
  42. {
  43. const auto * hero = hb->battleGetFightingHero(spellObstacle->casterSide);
  44. caster = std::make_unique<spells::ObstacleCasterProxy>(hb->getSidePlayer(spellObstacle->casterSide), hero, *spellObstacle);
  45. cast = std::make_unique<spells::BattleCast>(spells::BattleCast(hb.get(), caster.get(), spells::Mode::PASSIVE, obst->getTrigger().toSpell()));
  46. }
  47. auto affectedHexes = obst->getAffectedTiles();
  48. auto stacks = hb->battleGetUnitsIf([](const battle::Unit * u) -> bool {
  49. return u->alive() && !u->isTurret() && u->getPosition().isValid();
  50. });
  51. auto inner = std::make_shared<HypotheticBattle>(hb->env, hb);
  52. for(auto stack : stacks)
  53. {
  54. auto updated = inner->getForUpdate(stack->unitId());
  55. spells::Target target;
  56. target.push_back(spells::Destination(updated.get()));
  57. if(cast)
  58. cast->castEval(inner->getServerCallback(), target);
  59. auto damageDealt = stack->getAvailableHealth() - updated->getAvailableHealth();
  60. for(auto hex : affectedHexes)
  61. {
  62. obstacleDamage[hex][stack->unitId()] = damageDealt;
  63. }
  64. }
  65. }
  66. }
  67. void DamageCache::buildDamageCache(std::shared_ptr<HypotheticBattle> hb, BattleSide side)
  68. {
  69. if(parent == nullptr)
  70. {
  71. buildObstacleDamageCache(hb, side);
  72. }
  73. auto stacks = hb->battleGetUnitsIf([=](const battle::Unit * u) -> bool
  74. {
  75. return u->isValidTarget();
  76. });
  77. std::vector<const battle::Unit *> ourUnits;
  78. std::vector<const battle::Unit *> enemyUnits;
  79. for(auto stack : stacks)
  80. {
  81. if(stack->unitSide() == side)
  82. ourUnits.push_back(stack);
  83. else
  84. enemyUnits.push_back(stack);
  85. }
  86. for(auto ourUnit : ourUnits)
  87. {
  88. if(!ourUnit->alive())
  89. continue;
  90. for(auto enemyUnit : enemyUnits)
  91. {
  92. if(enemyUnit->alive())
  93. {
  94. cacheDamage(ourUnit, enemyUnit, hb);
  95. cacheDamage(enemyUnit, ourUnit, hb);
  96. }
  97. }
  98. }
  99. }
  100. int64_t DamageCache::getDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  101. {
  102. bool wasComputedBefore = damageCache[attacker->unitId()].count(defender->unitId());
  103. if (!wasComputedBefore)
  104. cacheDamage(attacker, defender, hb);
  105. return damageCache[attacker->unitId()][defender->unitId()] * attacker->getCount();
  106. }
  107. int64_t DamageCache::getObstacleDamage(BattleHex hex, const battle::Unit * defender)
  108. {
  109. if(parent)
  110. return parent->getObstacleDamage(hex, defender);
  111. auto damages = obstacleDamage.find(hex);
  112. if(damages == obstacleDamage.end())
  113. return 0;
  114. auto damage = damages->second.find(defender->unitId());
  115. return damage == damages->second.end()
  116. ? 0
  117. : damage->second;
  118. }
  119. int64_t DamageCache::getOriginalDamage(const battle::Unit * attacker, const battle::Unit * defender, std::shared_ptr<CBattleInfoCallback> hb)
  120. {
  121. if(parent)
  122. {
  123. auto attackerDamageMap = parent->damageCache.find(attacker->unitId());
  124. if(attackerDamageMap != parent->damageCache.end())
  125. {
  126. auto targetDamage = attackerDamageMap->second.find(defender->unitId());
  127. if(targetDamage != attackerDamageMap->second.end())
  128. {
  129. return static_cast<int64_t>(targetDamage->second * attacker->getCount());
  130. }
  131. }
  132. }
  133. return getDamage(attacker, defender, hb);
  134. }
  135. AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
  136. : from(from), dest(dest), attack(attack)
  137. {
  138. this->attack.attackerPos = from;
  139. this->attack.defenderPos = dest;
  140. }
  141. float AttackPossibility::damageDiff() const
  142. {
  143. return defenderDamageReduce - attackerDamageReduce - collateralDamageReduce + shootersBlockedDmg;
  144. }
  145. float AttackPossibility::damageDiff(float positiveEffectMultiplier, float negativeEffectMultiplier) const
  146. {
  147. return positiveEffectMultiplier * (defenderDamageReduce + shootersBlockedDmg)
  148. - negativeEffectMultiplier * (attackerDamageReduce + collateralDamageReduce);
  149. }
  150. float AttackPossibility::attackValue() const
  151. {
  152. return damageDiff();
  153. }
  154. float hpFunction(uint64_t unitHealthStart, uint64_t unitHealthEnd, uint64_t maxHealth)
  155. {
  156. float ratioStart = static_cast<float>(unitHealthStart) / maxHealth;
  157. float ratioEnd = static_cast<float>(unitHealthEnd) / maxHealth;
  158. float base = 0.666666f;
  159. // reduce from max to 0 must be 1.
  160. // 10 hp from end costs bit more than 10 hp from start because our goal is to kill unit, not just hurt it
  161. // ********** 2 * base - ratioStart *********
  162. // * *
  163. // * height = ratioStart - ratioEnd *
  164. // * *
  165. // ******************** 2 * base - ratioEnd ******
  166. // S = (a + b) * h / 2
  167. return (base * (4 - ratioStart - ratioEnd)) * (ratioStart - ratioEnd) / 2 ;
  168. }
  169. /// <summary>
  170. /// How enemy damage will be reduced by this attack
  171. /// Half bounty for kill, half for making damage equal to enemy health
  172. /// Bounty - the killed creature average damage calculated against attacker
  173. /// </summary>
  174. float AttackPossibility::calculateDamageReduce(
  175. const battle::Unit * attacker,
  176. const battle::Unit * defender,
  177. uint64_t damageDealt,
  178. DamageCache & damageCache,
  179. std::shared_ptr<CBattleInfoCallback> state)
  180. {
  181. const float HEALTH_BOUNTY = 0.5;
  182. const float KILL_BOUNTY = 0.5;
  183. // FIXME: provide distance info for Jousting bonus
  184. auto attackerUnitForMeasurement = attacker;
  185. if(!attackerUnitForMeasurement || attackerUnitForMeasurement->isTurret())
  186. {
  187. auto ourUnits = state->battleGetUnitsIf([&](const battle::Unit * u) -> bool
  188. {
  189. return u->unitSide() != defender->unitSide()
  190. && !u->isTurret()
  191. && u->creatureId() != CreatureID::CATAPULT
  192. && u->creatureId() != CreatureID::BALLISTA
  193. && u->creatureId() != CreatureID::FIRST_AID_TENT
  194. && u->getCount();
  195. });
  196. if(ourUnits.empty())
  197. attackerUnitForMeasurement = defender;
  198. else
  199. attackerUnitForMeasurement = ourUnits.front();
  200. }
  201. auto maxHealth = defender->getMaxHealth();
  202. auto availableHealth = defender->getFirstHPleft() + ((defender->getCount() - 1) * maxHealth);
  203. vstd::amin(damageDealt, availableHealth);
  204. auto enemyDamageBeforeAttack = damageCache.getOriginalDamage(defender, attackerUnitForMeasurement, state);
  205. auto enemiesKilled = damageDealt / maxHealth + (damageDealt % maxHealth >= defender->getFirstHPleft() ? 1 : 0);
  206. auto damagePerEnemy = enemyDamageBeforeAttack / (double)defender->getCount();
  207. auto exceedingDamage = (damageDealt % maxHealth);
  208. float hpValue = (damageDealt / maxHealth);
  209. if(defender->getFirstHPleft() >= exceedingDamage)
  210. {
  211. hpValue += hpFunction(defender->getFirstHPleft(), defender->getFirstHPleft() - exceedingDamage, maxHealth);
  212. }
  213. else
  214. {
  215. hpValue += hpFunction(defender->getFirstHPleft(), 0, maxHealth);
  216. hpValue += hpFunction(maxHealth, maxHealth + defender->getFirstHPleft() - exceedingDamage, maxHealth);
  217. }
  218. return damagePerEnemy * (enemiesKilled * KILL_BOUNTY + hpValue * HEALTH_BOUNTY);
  219. }
  220. int64_t AttackPossibility::evaluateBlockedShootersDmg(
  221. const BattleAttackInfo & attackInfo,
  222. BattleHex hex,
  223. DamageCache & damageCache,
  224. std::shared_ptr<CBattleInfoCallback> state)
  225. {
  226. int64_t res = 0;
  227. if(attackInfo.shooting)
  228. return 0;
  229. std::set<uint32_t> checkedUnits;
  230. auto attacker = attackInfo.attacker;
  231. const BattleHexArray & hexes = attacker->getSurroundingHexes(hex);
  232. for(BattleHex tile : hexes)
  233. {
  234. auto st = state->battleGetUnitByPos(tile, true);
  235. if(!st || !state->battleMatchOwner(st, attacker))
  236. continue;
  237. if(vstd::contains(checkedUnits, st->unitId()))
  238. continue;
  239. if(!state->battleCanShoot(st))
  240. continue;
  241. checkedUnits.insert(st->unitId());
  242. // FIXME: provide distance info for Jousting bonus
  243. BattleAttackInfo rangeAttackInfo(st, attacker, 0, true);
  244. rangeAttackInfo.defenderPos = hex;
  245. BattleAttackInfo meleeAttackInfo(st, attacker, 0, false);
  246. meleeAttackInfo.defenderPos = hex;
  247. auto rangeDmg = state->battleEstimateDamage(rangeAttackInfo);
  248. auto meleeDmg = state->battleEstimateDamage(meleeAttackInfo);
  249. auto cachedDmg = damageCache.getOriginalDamage(st, attacker, state);
  250. int64_t gain = averageDmg(rangeDmg.damage) - averageDmg(meleeDmg.damage) + 1;
  251. res += gain * cachedDmg / std::max<uint64_t>(1, averageDmg(rangeDmg.damage));
  252. }
  253. return res;
  254. }
  255. AttackPossibility AttackPossibility::evaluate(
  256. const BattleAttackInfo & attackInfo,
  257. BattleHex hex,
  258. DamageCache & damageCache,
  259. std::shared_ptr<CBattleInfoCallback> state)
  260. {
  261. auto attacker = attackInfo.attacker;
  262. auto defender = attackInfo.defender;
  263. const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
  264. static const auto selectorBlocksRetaliation = Selector::type()(BonusType::BLOCKS_RETALIATION);
  265. const auto attackerSide = state->playerToSide(state->battleGetOwner(attacker));
  266. const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
  267. AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
  268. BattleHexArray defenderHex;
  269. if(attackInfo.shooting)
  270. defenderHex.insert(defender->getPosition());
  271. else
  272. defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
  273. for(BattleHex defHex : defenderHex)
  274. {
  275. if(defHex == hex) // should be impossible but check anyway
  276. continue;
  277. AttackPossibility ap(hex, defHex, attackInfo);
  278. ap.attackerState = attacker->acquireState();
  279. ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
  280. const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
  281. if (!attackInfo.shooting)
  282. ap.attackerState->setPosition(hex);
  283. std::vector<const battle::Unit *> defenderUnits;
  284. std::vector<const battle::Unit *> retaliatedUnits = {attacker};
  285. std::vector<const battle::Unit *> affectedUnits;
  286. if (attackInfo.shooting)
  287. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, true, hex, defender->getPosition());
  288. else
  289. {
  290. defenderUnits = state->getAttackedBattleUnits(attacker, defender, defHex, false, hex, defender->getPosition());
  291. retaliatedUnits = state->getAttackedBattleUnits(defender, attacker, hex, false, defender->getPosition(), hex);
  292. // attacker can not melle-attack itself but still can hit that place where it was before moving
  293. vstd::erase_if(defenderUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); });
  294. if(!vstd::contains_if(retaliatedUnits, [attacker](const battle::Unit * u) -> bool { return u->unitId() == attacker->unitId(); }))
  295. {
  296. retaliatedUnits.push_back(attacker);
  297. }
  298. auto obstacleDamage = damageCache.getObstacleDamage(hex, attacker);
  299. if(obstacleDamage > 0)
  300. {
  301. ap.attackerDamageReduce += calculateDamageReduce(nullptr, attacker, obstacleDamage, damageCache, state);
  302. ap.attackerState->damage(obstacleDamage);
  303. }
  304. }
  305. // ensure the defender is also affected
  306. if(!vstd::contains_if(defenderUnits, [defender](const battle::Unit * u) -> bool { return u->unitId() == defender->unitId(); }))
  307. {
  308. defenderUnits.push_back(defender);
  309. }
  310. affectedUnits = defenderUnits;
  311. vstd::concatenate(affectedUnits, retaliatedUnits);
  312. logAi->trace("Attacked battle units count %d, %d->%d", affectedUnits.size(), hex.hex, defHex.hex);
  313. std::map<uint32_t, std::shared_ptr<battle::CUnitState>> defenderStates;
  314. for(auto u : affectedUnits)
  315. {
  316. if(u->unitId() == attacker->unitId())
  317. continue;
  318. auto defenderState = u->acquireState();
  319. ap.affectedUnits.push_back(defenderState);
  320. defenderStates[u->unitId()] = defenderState;
  321. }
  322. for(int i = 0; i < totalAttacks; i++)
  323. {
  324. if(!ap.attackerState->alive() || !defenderStates[defender->unitId()]->alive())
  325. break;
  326. for(auto u : defenderUnits)
  327. {
  328. auto defenderState = defenderStates.at(u->unitId());
  329. int64_t damageDealt;
  330. float defenderDamageReduce;
  331. float attackerDamageReduce;
  332. DamageEstimation retaliation;
  333. auto attackDmg = state->battleEstimateDamage(ap.attack, &retaliation);
  334. damageDealt = averageDmg(attackDmg.damage);
  335. vstd::amin(damageDealt, defenderState->getAvailableHealth());
  336. defenderDamageReduce = calculateDamageReduce(attacker, u, damageDealt, damageCache, state);
  337. ap.attackerState->afterAttack(attackInfo.shooting, false);
  338. //FIXME: use ranged retaliation
  339. attackerDamageReduce = 0;
  340. if (!attackInfo.shooting && u->unitId() == defender->unitId() && defenderState->ableToRetaliate() && !counterAttacksBlocked)
  341. {
  342. for(auto retaliated : retaliatedUnits)
  343. {
  344. if(retaliated->unitId() == attacker->unitId())
  345. {
  346. int64_t damageReceived = averageDmg(retaliation.damage);
  347. vstd::amin(damageReceived, ap.attackerState->getAvailableHealth());
  348. attackerDamageReduce = calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  349. ap.attackerState->damage(damageReceived);
  350. }
  351. else
  352. {
  353. auto retaliationCollateral = state->battleEstimateDamage(defender, retaliated, 0);
  354. int64_t damageReceived = averageDmg(retaliationCollateral.damage);
  355. vstd::amin(damageReceived, retaliated->getAvailableHealth());
  356. if(defender->unitSide() == retaliated->unitSide())
  357. defenderDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  358. else
  359. ap.collateralDamageReduce += calculateDamageReduce(defender, retaliated, damageReceived, damageCache, state);
  360. defenderStates.at(retaliated->unitId())->damage(damageReceived);
  361. }
  362. }
  363. defenderState->afterAttack(attackInfo.shooting, true);
  364. }
  365. bool isEnemy = state->battleMatchOwner(attacker, u);
  366. // this includes enemy units as well as attacker units under enemy's mind control
  367. if(isEnemy)
  368. ap.defenderDamageReduce += defenderDamageReduce;
  369. // damaging attacker's units (even those under enemy's mind control) is considered friendly fire
  370. if(attackerSide == u->unitSide())
  371. ap.collateralDamageReduce += defenderDamageReduce;
  372. if(u->unitId() == defender->unitId()
  373. || (!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
  374. {
  375. //FIXME: handle RANGED_RETALIATION ?
  376. ap.attackerDamageReduce += attackerDamageReduce;
  377. }
  378. defenderState->damage(damageDealt);
  379. if(u->unitId() == defender->unitId())
  380. {
  381. ap.defenderDead = !defenderState->alive();
  382. }
  383. }
  384. }
  385. #if BATTLE_TRACE_LEVEL>=2
  386. logAi->trace("BattleAI AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  387. attackInfo.attacker->unitType()->getJsonKey(),
  388. attackInfo.defender->unitType()->getJsonKey(),
  389. (int)ap.dest, (int)ap.from, (int)ap.affectedUnits.size(),
  390. ap.defenderDamageReduce, ap.attackerDamageReduce, ap.collateralDamageReduce, ap.shootersBlockedDmg);
  391. #endif
  392. if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
  393. bestAp = ap;
  394. }
  395. // check how much damage we gain from blocking enemy shooters on this hex
  396. bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, damageCache, state);
  397. #if BATTLE_TRACE_LEVEL>=1
  398. logAi->trace("BattleAI best AP: %s -> %s at %d from %d, affects %d units: d:%lld a:%lld c:%lld s:%lld",
  399. attackInfo.attacker->unitType()->getJsonKey(),
  400. attackInfo.defender->unitType()->getJsonKey(),
  401. (int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
  402. bestAp.defenderDamageReduce, bestAp.attackerDamageReduce, bestAp.collateralDamageReduce, bestAp.shootersBlockedDmg);
  403. #endif
  404. //TODO other damage related to attack (eg. fire shield and other abilities)
  405. return bestAp;
  406. }