wesnoth/ai_attack.cpp
Dave White 5fd5346808 Allow resolution to be configurable in preferences file...
...using xresolution and yresolution options
2003-09-18 12:47:17 +00:00

442 lines
12 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "actions.hpp"
#include "ai_attack.hpp"
#include "game_config.hpp"
#include "log.hpp"
#include "pathfind.hpp"
#include "util.hpp"
#include <algorithm>
#include <cassert>
#include <cstdlib>
#include <iostream>
#include <set>
namespace {
const int max_positions = 10000;
using namespace ai;
void do_analysis(
const gamemap& map,
const location& loc,
const std::multimap<location,location>& srcdst,
const std::multimap<location,location>& dstsrc,
const location* tiles, bool* used_locations,
std::vector<location>& units,
std::map<gamemap::location,unit>& units_map,
std::vector<attack_analysis>& result,
const game_data& data, const gamestatus& status,
attack_analysis& cur_analysis
)
{
if(cur_analysis.movements.size() >= 6)
return;
static double best_results[6];
if(result.empty()) {
for(int i = 0; i != 6; ++i) {
best_results[i] = 0.0;
}
}
// if(result.size() > max_positions && !cur_analysis.movements.empty())
// return;
const double cur_rating = cur_analysis.movements.empty() ? 0 :
cur_analysis.rating(0.0);
double rating_to_beat = cur_rating;
if(!cur_analysis.movements.empty()) {
assert(cur_analysis.movements.size() < 6);
double& best_res = best_results[cur_analysis.movements.size()-1];
rating_to_beat = best_res = maximum(best_res,cur_rating);
}
for(int i = 0; i != units.size(); ++i) {
const location current_unit = units[i];
units.erase(units.begin() + i);
for(int j = 0; j != 6; ++j) {
if(used_locations[j])
continue;
typedef std::multimap<location,location>::const_iterator Itor;
std::pair<Itor,Itor> its = dstsrc.equal_range(tiles[j]);
while(its.first != its.second) {
if(its.first->second == current_unit)
break;
++its.first;
}
if(its.first == its.second)
continue;
cur_analysis.movements.push_back(
std::pair<location,location>(current_unit,tiles[j]));
cur_analysis.analyze(map,units_map,status,data,50);
if(cur_analysis.rating(0.0) > rating_to_beat) {
result.push_back(cur_analysis);
used_locations[j] = true;
do_analysis(map,loc,srcdst,dstsrc,tiles,used_locations,
units,units_map,result,data,status,cur_analysis);
used_locations[j] = false;
}
cur_analysis.movements.pop_back();
}
units.insert(units.begin() + i, current_unit);
}
}
}
namespace ai {
struct battle_type {
battle_type(const gamemap::location& a, const gamemap::location& d,
gamemap::TERRAIN t)
: attacker(a),defender(d),terrain(t),weapon(-1)
{}
const gamemap::location attacker;
const gamemap::location defender;
const gamemap::TERRAIN terrain;
int weapon;
battle_stats stats;
};
bool operator<(const battle_type& a, const battle_type& b)
{
return a.attacker < b.attacker ||
a.attacker == b.attacker && a.defender < b.defender ||
a.attacker == b.attacker && a.defender == b.defender &&
a.terrain < b.terrain;
}
bool operator==(const battle_type& a, const battle_type& b)
{
return a.attacker == b.attacker && a.defender == b.defender &&
a.terrain == b.terrain;
}
std::set<battle_type> weapon_choice_cache;
int choose_weapon(const gamemap& map, std::map<location,unit>& units,
const gamestatus& status, const game_data& info,
const location& att, const location& def,
battle_stats& cur_stats, gamemap::TERRAIN terrain)
{
const std::map<location,unit>::const_iterator itor = units.find(att);
if(itor == units.end())
return -1;
static int cache_hits = 0;
static int cache_misses = 0;
battle_type battle(att,def,terrain);
const std::set<battle_type>::const_iterator cache_itor
= weapon_choice_cache.find(battle);
if(cache_itor != weapon_choice_cache.end()) {
assert(*cache_itor == battle);
++cache_hits;
cur_stats = cache_itor->stats;
if(!(cache_itor->weapon >= 0 &&
cache_itor->weapon < itor->second.attacks().size())) {
}
assert(cache_itor->weapon >= 0 &&
cache_itor->weapon < itor->second.attacks().size());
return cache_itor->weapon;
}
++cache_misses;
if((cache_misses%100) == 0) {
std::cerr << "cache_stats: " << cache_hits << ":" << cache_misses << " " << weapon_choice_cache.size() << "\n";
}
int current_choice = -1;
double current_rating = 0.0;
const std::vector<attack_type>& attacks = itor->second.attacks();
assert(!attacks.empty());
for(int a = 0; a != attacks.size(); ++a) {
const battle_stats stats = evaluate_battle_stats(map,att,def,a,units,
status,info,terrain,false);
//TODO: improve this rating formula!
const double rating =
stats.chance_to_hit_defender*stats.damage_defender_takes*
stats.nattacks -
stats.chance_to_hit_attacker*stats.damage_attacker_takes*
stats.ndefends;
if(rating > current_rating || current_choice == -1) {
current_choice = a;
current_rating = rating;
cur_stats = stats;
}
}
assert(current_choice >= 0 && current_choice < attacks.size());
battle.stats = cur_stats;
battle.weapon = current_choice;
weapon_choice_cache.insert(battle);
return current_choice;
}
void attack_analysis::analyze(const gamemap& map,
std::map<location,unit>& units,
const gamestatus& status,
const game_data& info, int num_sims)
{
const std::map<location,unit>::const_iterator defend_it =units.find(target);
assert(defend_it != units.end());
target_value = defend_it->second.type().cost();
target_value += (double(defend_it->second.experience())/
double(defend_it->second.max_experience()))*target_value;
target_starting_damage = defend_it->second.max_hitpoints() -
defend_it->second.hitpoints();
chance_to_kill = 0.0;
avg_damage_inflicted = 0.0;
avg_damage_taken = 0.0;
resources_used = 0.0;
terrain_quality = 0.0;
counter_strength_ratio = 0.0;
avg_losses = 0.0;
const int target_max_hp = defend_it->second.max_hitpoints();
const int target_hp = defend_it->second.hitpoints();
static std::vector<int> hitpoints;
static std::vector<battle_stats> stats;
hitpoints.clear();
stats.clear();
weapons.clear();
std::vector<std::pair<location,location> >::const_iterator m;
for(m = movements.begin(); m != movements.end(); ++m) {
battle_stats bat_stats;
const int weapon = choose_weapon(map,units,status,info,
m->first,target, bat_stats,
map[m->second.x][m->second.y]);
assert(weapon != -1);
weapons.push_back(weapon);
stats.push_back(bat_stats);
hitpoints.push_back(units.find(m->first)->second.hitpoints());
}
for(int j = 0; j != num_sims; ++j) {
int defenderxp = 0;
int defhp = target_hp;
for(int i = 0; i != movements.size() && defhp; ++i) {
const battle_stats& stat = stats[i];
int atthp = hitpoints[i];
int attacks = stat.nattacks;
int defends = stat.ndefends;
std::map<location,unit>::const_iterator att
= units.find(movements[i].first);
double cost = att->second.type().cost();
//up to double the value of a unit based on experience
cost += (double(att->second.experience())/
double(att->second.max_experience()))*cost;
terrain_quality += stat.chance_to_hit_attacker*cost;
resources_used += cost;
while(attacks || defends) {
if(attacks) {
const double roll = double(rand()%1000)/1000.0;
if(roll < stat.chance_to_hit_defender) {
defhp -= stat.damage_defender_takes;
if(defhp <= 0) {
//the reward for advancing a unit is to
//get a 'negative' loss of that unit
const int xp = defend_it->second.type().level()*10;
if(xp >= att->second.max_experience() -
att->second.experience()) {
avg_losses -= att->second.type().cost();
}
//the reward for killing with a unit that
//plagues is to get a 'negative' loss of that unit
if(stat.attacker_plague) {
avg_losses -= att->second.type().cost();
}
defhp = 0;
break;
}
atthp += stat.amount_attacker_drains;
if(atthp > hitpoints[i])
atthp = hitpoints[i];
}
--attacks;
}
if(defends) {
const double roll = double(rand()%1000)/1000.0;
if(roll < stat.chance_to_hit_attacker) {
atthp -= stat.damage_attacker_takes;
if(atthp <= 0) {
atthp = 0;
//penalty for allowing plague is a 'negative' kill
if(stat.defender_plague) {
chance_to_kill -= 1.0;
}
break;
}
defhp += stat.amount_defender_drains;
if(defhp > target_max_hp)
defhp = target_max_hp;
}
--defends;
}
}
if(defhp <= 0) {
break;
} else if(atthp == 0) {
avg_losses += cost;
} else if(map[movements[i].second.x][movements[i].second.y] ==
gamemap::TOWER) {
atthp += game_config::heal_amount;
if(atthp > hitpoints[i])
atthp = hitpoints[i];
}
defenderxp += (atthp == 0 ? 10:1)*att->second.type().level();
avg_damage_taken += hitpoints[i] - atthp;
}
//penalty for allowing advancement is a 'negative' kill
if(defend_it->second.experience() < defend_it->second.max_experience()&&
defend_it->second.experience() + defenderxp >=
defend_it->second.max_experience()) {
chance_to_kill -= 1.0;
} else if(defhp == 0) {
chance_to_kill += 1.0;
} else if(map[defend_it->first.x][defend_it->first.y]==gamemap::TOWER) {
defhp += game_config::heal_amount;
if(defhp > target_hp)
defhp = target_hp;
}
avg_damage_inflicted += target_hp - defhp;
}
chance_to_kill /= num_sims;
avg_damage_inflicted /= num_sims;
avg_damage_taken /= num_sims;
terrain_quality /= resources_used;
resources_used /= num_sims;
avg_losses /= num_sims;
}
double attack_analysis::rating(double aggression) const
{
double value = chance_to_kill*target_value - avg_losses;
//prefer to attack already damaged targets
value += ((target_starting_damage/3 + avg_damage_inflicted)*
(target_value/resources_used) -
(1.0-aggression)*avg_damage_taken*(resources_used/target_value))/10.0;
value /= ((resources_used/2) + (resources_used/2)*terrain_quality);
return value;
}
std::vector<attack_analysis> analyze_targets(
const gamemap& map,
const std::multimap<location,location>& srcdst,
const std::multimap<location,location>& dstsrc,
std::map<location,unit>& units,
const team& current_team, int team_num,
const gamestatus& status, const game_data& data
)
{
log_scope("analyzing targets...");
weapon_choice_cache.clear();
std::vector<attack_analysis> res;
std::vector<location> unit_locs;
for(std::map<location,unit>::const_iterator i = units.begin();
i != units.end(); ++i) {
if(i->second.side() == team_num) {
unit_locs.push_back(i->first);
}
}
bool used_locations[6];
std::fill(used_locations,used_locations+6,false);
for(std::map<location,unit>::const_iterator j = units.begin();
j != units.end(); ++j) {
//attack anyone who is on the enemy side, and who is not invisible
if(current_team.is_enemy(j->second.side()) &&
j->second.invisible(map.underlying_terrain(
map[j->first.x][j->first.y])) == false) {
location adjacent[6];
get_adjacent_tiles(j->first,adjacent);
attack_analysis analysis;
analysis.target = j->first;
const int ticks = SDL_GetTicks();
do_analysis(map,j->first,srcdst,dstsrc,adjacent,used_locations,
unit_locs,units,res,data,status,analysis);
const int time_taken = SDL_GetTicks() - ticks;
static int max_time = 0;
if(time_taken > max_time)
max_time = time_taken;
std::cerr << "do_analysis took " << time_taken << " (" << max_time << ")\n";
}
}
return res;
}
}