/***************************************************************************
 *   fheroes2: https://github.com/ihhub/fheroes2                           *
 *   Copyright (C) 2024                                                    *
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 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
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 *   This program is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *   GNU General Public License for more details.                          *
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 *   You should have received a copy of the GNU General Public License     *
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 *   Free Software Foundation, Inc.,                                       *
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 ***************************************************************************/

#include <algorithm>
#include <cassert>
#include <cmath>
#include <cstdint>
#include <ostream>
#include <vector>

#include "ai_battle.h" // IWYU pragma: associated
#include "army_troop.h"
#include "artifact.h"
#include "artifact_info.h"
#include "battle.h"
#include "battle_arena.h"
#include "battle_army.h"
#include "battle_board.h"
#include "battle_cell.h"
#include "battle_troop.h"
#include "heroes_base.h"
#include "logging.h"
#include "monster.h"
#include "speed.h"
#include "spell.h"
#include "spell_info.h"
#include "spell_storage.h"

namespace
{
    const double antimagicLowLimit = 200.0;

    double ReduceEffectivenessByDistance( const Battle::Unit & unit )
    {
        // Reduce spell effectiveness if unit already crossed the battlefield
        const uint32_t result = Battle::Board::GetDistanceFromBoardEdgeAlongXAxis( unit.GetHeadIndex(), unit.isReflect() );
        assert( result > 0 );

        return result;
    }

    bool isSpellcastUselessForUnit( const Battle::Unit & unit, const Spell & spell )
    {
        const int spellID = spell.GetID();

        if ( unit.isImmovable() && spellID != Spell::ANTIMAGIC ) {
            return true;
        }

        switch ( spellID ) {
        case Spell::BLESS:
        case Spell::MASSBLESS:
            return unit.Modes( Battle::SP_BLESS );

        case Spell::BLOODLUST:
            return unit.Modes( Battle::SP_BLOODLUST );

        case Spell::CURSE:
        case Spell::MASSCURSE:
            return unit.Modes( Battle::SP_CURSE );

        case Spell::HASTE:
        case Spell::MASSHASTE:
            return unit.Modes( Battle::SP_HASTE );

        case Spell::SHIELD:
        case Spell::MASSSHIELD:
            return unit.Modes( Battle::SP_SHIELD );

        case Spell::SLOW:
        case Spell::MASSSLOW:
            return unit.Modes( Battle::SP_SLOW );

        case Spell::STONESKIN:
        case Spell::STEELSKIN:
            return unit.Modes( Battle::SP_STONESKIN | Battle::SP_STEELSKIN );

        case Spell::BLIND:
        case Spell::PARALYZE:
        case Spell::PETRIFY:
            return unit.Modes( Battle::SP_BLIND | Battle::SP_PARALYZE | Battle::SP_STONE );

        case Spell::DRAGONSLAYER:
            return unit.Modes( Battle::SP_DRAGONSLAYER );

        case Spell::ANTIMAGIC:
            return unit.Modes( Battle::SP_ANTIMAGIC );

        case Spell::BERSERKER:
            return unit.Modes( Battle::SP_BERSERKER );

        case Spell::HYPNOTIZE:
            return unit.Modes( Battle::SP_HYPNOTIZE );

        case Spell::MIRRORIMAGE:
            return unit.Modes( Battle::CAP_MIRROROWNER );

        case Spell::DISRUPTINGRAY:
            return unit.GetDefense() < spell.ExtraValue();

        default:
            break;
        }

        return false;
    }
}

AI::SpellSelection AI::BattlePlanner::selectBestSpell( Battle::Arena & arena, const Battle::Unit & currentUnit, bool retreating ) const
{
    SpellSelection bestSpell;

    if ( _commander == nullptr ) {
        assert( 0 );

        return bestSpell;
    }

    const SpellStorage allSpells = _commander->getAllSpells();

    const Battle::Units friendly( arena.getForce( _myColor ).getUnits(), Battle::Units::REMOVE_INVALID_UNITS );
    const Battle::Units enemies( arena.getEnemyForce( _myColor ).getUnits(), Battle::Units::REMOVE_INVALID_UNITS );

    const Battle::Units trueFriendly( arena.getForce( _myColor ).getUnits(), Battle::Units::REMOVE_INVALID_UNITS_AND_UNITS_THAT_CHANGED_SIDES );
    const Battle::Units trueEnemies( arena.getEnemyForce( _myColor ).getUnits(), Battle::Units::REMOVE_INVALID_UNITS_AND_UNITS_THAT_CHANGED_SIDES );

    // Hero should conserve spellpoints if already spent more than half or his army is stronger
    // Threshold is 0.04 when armies are equal (= 20% of single unit)
    double spellValueThreshold = _myArmyStrength * _myArmyStrength / _enemyArmyStrength * 0.04;
    if ( _enemyShootersStrength / _enemyArmyStrength > 0.5 ) {
        spellValueThreshold *= 0.5;
    }
    if ( _commander->GetSpellPoints() * 2 < _commander->GetMaxSpellPoints() ) {
        spellValueThreshold *= 2;
    }

    const auto checkSelectBestSpell = [this, retreating, spellValueThreshold, &bestSpell]( const Spell & spell, const SpellcastOutcome & outcome ) {
        // Diminish spell effectiveness based on spell point cost
        // 1. Divide cost by 3 to make level 1 spells a baseline (1:1)
        // 2. Use square root to make sure relationship isn't linear for high-level spells
        const double spellPointValue = retreating ? outcome.value : outcome.value / sqrt( spell.spellPoints( _commander ) / 3.0 );
        const bool ignoreThreshold = retreating || spell.isResurrect();

        DEBUG_LOG( DBG_BATTLE, DBG_TRACE, spell.GetName() << " value is " << spellPointValue << ", best target is " << outcome.cell )

        if ( spellPointValue > bestSpell.value && ( ignoreThreshold || spellPointValue > spellValueThreshold ) ) {
            bestSpell.spellID = spell.GetID();
            bestSpell.cell = outcome.cell;
            bestSpell.value = spellPointValue;
        }
    };

    for ( const Spell & spell : allSpells ) {
        if ( !spell.isCombat() || arena.isDisableCastSpell( spell ) || !_commander->CanCastSpell( spell ) || ( retreating && !spell.isDamage() ) ) {
            continue;
        }

        if ( spell.isDamage() ) {
            checkSelectBestSpell( spell, spellDamageValue( spell, arena, currentUnit, friendly, enemies, retreating ) );
        }
        else if ( spell.isEffectDispel() ) {
            checkSelectBestSpell( spell, spellDispelValue( spell, friendly, enemies ) );
        }
        else if ( spell.isSummon() ) {
            checkSelectBestSpell( spell, spellSummonValue( spell, arena, _commander->GetColor() ) );
        }
        else if ( spell.isResurrect() ) {
            checkSelectBestSpell( spell, spellResurrectValue( spell, arena ) );
        }
        else if ( spell.isApplyToFriends() ) {
            checkSelectBestSpell( spell, spellEffectValue( spell, trueFriendly ) );
        }
        else if ( spell.isApplyToEnemies() ) {
            checkSelectBestSpell( spell, spellEffectValue( spell, trueEnemies ) );
        }
    }

    DEBUG_LOG( DBG_BATTLE, DBG_TRACE, "Spell threshold is " << spellValueThreshold << ", unit ratio is " << ( spellValueThreshold * 5 / _myArmyStrength ) )
    if ( bestSpell.spellID != -1 ) {
        DEBUG_LOG( DBG_BATTLE, DBG_TRACE, "Best spell is " << Spell( bestSpell.spellID ).GetName() << ", value is " << bestSpell.value )
    }

    return bestSpell;
}

AI::SpellcastOutcome AI::BattlePlanner::spellDamageValue( const Spell & spell, Battle::Arena & arena, const Battle::Unit & currentUnit, const Battle::Units & friendly,
                                                          const Battle::Units & enemies, bool retreating ) const
{
    if ( !spell.isDamage() ) {
        return {};
    }

    const uint32_t spellDamage = fheroes2::getSpellDamage( spell, _commander->GetPower(), _commander );

    const auto damageHeuristic = [this, spellDamage, &spell, retreating]( const Battle::Unit * unit, const double armyStrength, const double armySpeed ) {
        const uint32_t damage = spellDamage * ( 100 - unit->GetMagicResist( spell, _commander ) ) / 100;

        // If the unit is immune to this spell, then no one will be killed, no strength will be lost and the unit will not be woken up if it is disabled
        if ( damage == 0 ) {
            return 0.0;
        }

        // If we retreat, we are not interested in partial damage, but only in the number of units actually killed
        if ( retreating ) {
            return unit->GetMonsterStrength() * unit->HowManyWillBeKilled( damage );
        }

        // If the unit will be completely destroyed, then use its full strength plus a bonus for destroying the stack
        const uint32_t hitpoints = unit->Modes( Battle::CAP_MIRRORIMAGE ) ? 1 : unit->GetHitPoints();
        if ( damage >= hitpoints ) {
            const double bonus = ( unit->GetSpeed() > armySpeed ) ? 0.07 : 0.035;
            return unit->GetStrength() + armyStrength * bonus;
        }

        // Otherwise use the amount of strength lost (% of the total unit's strength)
        double unitPercentageLost = std::min( static_cast<double>( damage ) / hitpoints, 1.0 );

        // Penalty for waking up disabled unit (if you kill only 30%, the remaining 70% is your penalty)
        if ( unit->isImmovable() ) {
            unitPercentageLost += unitPercentageLost - 1.0;
        }

        return unitPercentageLost * unit->GetStrength();
    };

    SpellcastOutcome bestOutcome;

    if ( spell.isSingleTarget() ) {
        for ( const Battle::Unit * enemy : enemies ) {
            bestOutcome.updateOutcome( damageHeuristic( enemy, _enemyArmyStrength, _enemyAverageSpeed ), enemy->GetHeadIndex() );
        }
    }
    else if ( spell.isApplyWithoutFocusObject() ) {
        double spellHeuristic = 0;
        for ( const Battle::Unit * enemy : enemies ) {
            spellHeuristic += damageHeuristic( enemy, _enemyArmyStrength, _enemyAverageSpeed );
        }
        for ( const Battle::Unit * unit : friendly ) {
            const double valueLost = damageHeuristic( unit, _myArmyStrength, _myArmyAverageSpeed );
            // check if we're retreating and will lose current unit
            if ( retreating && unit->isUID( currentUnit.GetUID() ) && std::fabs( valueLost - unit->GetStrength() ) < 0.001 ) {
                // avoid this spell and return early
                return bestOutcome;
            }
            spellHeuristic -= valueLost;
        }

        bestOutcome.updateOutcome( spellHeuristic, -1 );
    }
    else {
        // Area of effect spells like Fireball
        const auto areaOfEffectCheck
            = [this, &damageHeuristic, &bestOutcome, &currentUnit, retreating]( const Battle::TargetsInfo & targets, const int32_t index, int myColor ) {
                  double spellHeuristic = 0;

                  for ( const Battle::TargetInfo & target : targets ) {
                      if ( target.defender->GetCurrentColor() == myColor ) {
                          const double valueLost = damageHeuristic( target.defender, _myArmyStrength, _myArmyAverageSpeed );
                          // check if we're retreating and will lose current unit
                          if ( retreating && target.defender->isUID( currentUnit.GetUID() ) && std::fabs( valueLost - target.defender->GetStrength() ) < 0.001 ) {
                              // avoid this spell and return without updating the outcome
                              return;
                          }
                          spellHeuristic -= valueLost;
                      }
                      else {
                          spellHeuristic += damageHeuristic( target.defender, _enemyArmyStrength, _enemyAverageSpeed );
                      }
                  }

                  bestOutcome.updateOutcome( spellHeuristic, index );
              };

        if ( spell.GetID() == Spell::CHAINLIGHTNING ) {
            for ( const Battle::Unit * enemy : enemies ) {
                if ( !enemy->AllowApplySpell( spell, _commander ) ) {
                    continue;
                }

                const int32_t index = enemy->GetHeadIndex();
                areaOfEffectCheck( arena.GetTargetsForSpell( _commander, spell, index ), index, _myColor );
            }
        }
        else {
            const Battle::Board & board = *Battle::Arena::GetBoard();
            for ( const Battle::Cell & cell : board ) {
                const int32_t index = cell.GetIndex();
                areaOfEffectCheck( arena.GetTargetsForSpell( _commander, spell, index ), index, _myColor );
            }
        }
    }

    return bestOutcome;
}

int32_t AI::BattlePlanner::spellDurationMultiplier( const Battle::Unit & target ) const
{
    const int32_t duration
        = _commander->GetPower() + _commander->GetBagArtifacts().getTotalArtifactEffectValue( fheroes2::ArtifactBonusType::EVERY_COMBAT_SPELL_DURATION );

    if ( duration < 2 && target.Modes( Battle::TR_MOVED ) ) {
        return 0;
    }

    return 1;
}

double AI::BattlePlanner::getSpellDisruptingRayRatio( const Battle::Unit & target ) const
{
    const double targetDefense = target.GetDefense();

    if ( targetDefense <= 1 ) { // target is already at minimum defense: not useful to cast Disrupting Ray
        return 0.0;
    }

    double ratio = 0.2;
    if ( targetDefense <= Spell( Spell::DISRUPTINGRAY ).ExtraValue() ) { // disrupting ray can't have full effect
        const double actualDefenseChange = targetDefense - 1.0;
        ratio *= actualDefenseChange / Spell( Spell::DISRUPTINGRAY ).ExtraValue();
    }

    const double targetStrength = target.GetStrength();

    // if current army has much lower strength than target unit, we reduce the ratio to prioritize direct damage spells
    if ( _myArmyStrength < targetStrength ) {
        ratio *= _myArmyStrength / targetStrength;
    }

    return ratio;
}

double AI::BattlePlanner::getSpellSlowRatio( const Battle::Unit & target ) const
{
    if ( target.isArchers() || _attackingCastle ) {
        // Slow is useless against archers or troops defending castle
        return 0.01;
    }
    const int currentSpeed = target.GetSpeed( false, true );
    const int newSpeed = Speed::GetSlowSpeedFromSpell( currentSpeed );
    const int lostSpeed = currentSpeed - newSpeed; // usually 2
    double ratio = 0.1 * lostSpeed;

    if ( currentSpeed < _myArmyAverageSpeed ) { // Slow isn't useful if target is already slower than our army
        ratio /= 2;
    }
    if ( target.Modes( Battle::SP_HASTE ) ) {
        ratio *= 2;
    }
    else if ( !target.isFlying() ) {
        ratio /= ReduceEffectivenessByDistance( target );
    }
    return ratio;
}

double AI::BattlePlanner::getSpellHasteRatio( const Battle::Unit & target ) const
{
    const int currentSpeed = target.GetSpeed( false, true );
    const int newSpeed = Speed::GetHasteSpeedFromSpell( currentSpeed );
    const int gainedSpeed = newSpeed - currentSpeed; // usually 2
    double ratio = 0.05 * gainedSpeed;

    if ( currentSpeed < _enemyAverageSpeed ) { // Haste is very useful if target is slower than army
        ratio *= 2;
    }
    if ( target.Modes( Battle::SP_SLOW ) ) {
        ratio *= 2;
    }
    // Reduce effectiveness if we don't have to move
    else if ( target.isArchers() || _defensiveTactics ) {
        ratio /= 2;
    }

    return ratio;
}

double AI::BattlePlanner::spellEffectValue( const Spell & spell, const Battle::Unit & target, bool targetIsLast, bool forDispel ) const
{
    const int spellID = spell.GetID();

    // Make sure that this spell makes sense to apply (skip this check to evaluate the effect of dispelling)
    if ( !forDispel && ( isSpellcastUselessForUnit( target, spell ) || !target.AllowApplySpell( spell, _commander ) ) ) {
        return 0.0;
    }

    double ratio = 0.0;
    switch ( spellID ) {
    case Spell::SLOW:
    case Spell::MASSSLOW:
        ratio = getSpellSlowRatio( target );
        break;
    case Spell::BLIND: {
        if ( targetIsLast )
            return 0.0;
        ratio = 0.8;
        break;
    }
    case Spell::CURSE:
    case Spell::MASSCURSE:
        ratio = 0.15;
        break;
    case Spell::BERSERKER:
    case Spell::PARALYZE: {
        if ( targetIsLast )
            return 0.0;
        ratio = 0.85;
        break;
    }
    case Spell::HYPNOTIZE: {
        ratio = 1.5;
        break;
    }
    case Spell::DISRUPTINGRAY:
        ratio = getSpellDisruptingRayRatio( target );
        break;
    case Spell::HASTE:
    case Spell::MASSHASTE:
        ratio = getSpellHasteRatio( target );
        break;
    case Spell::BLOODLUST:
        ratio = 0.1;
        break;
    case Spell::BLESS:
    case Spell::MASSBLESS: {
        if ( target.GetDamageMax() == target.GetDamageMin() )
            return 0.0;
        ratio = 0.15;
        break;
    }
    case Spell::STONESKIN:
        ratio = 0.1;
        break;
    case Spell::STEELSKIN:
        ratio = 0.2;
        break;
    // Following spell usefulness is conditional; ratio will be determined later
    case Spell::DRAGONSLAYER:
    case Spell::ANTIMAGIC:
    case Spell::MIRRORIMAGE:
    case Spell::SHIELD:
    case Spell::MASSSHIELD:
        ratio = 0.0;
        break;
    default:
        return 0.0;
    }

    if ( target.Modes( Battle::SP_BLESS ) && ( spellID == Spell::CURSE || spellID == Spell::MASSCURSE ) ) {
        ratio *= 2;
    }
    else if ( target.Modes( Battle::SP_CURSE ) && ( spellID == Spell::BLESS || spellID == Spell::MASSBLESS ) ) {
        ratio *= 2;
    }
    else if ( spellID == Spell::ANTIMAGIC && !target.Modes( Battle::IS_GOOD_MAGIC ) && _enemySpellStrength > antimagicLowLimit ) {
        double ratioLimit = 0.9;

        const SpellStorage spellList = _commander->getAllSpells();
        for ( const Spell & otherSpell : spellList ) {
            if ( otherSpell.isResurrect() && _commander->HaveSpellPoints( otherSpell ) && target.AllowApplySpell( otherSpell, _commander ) ) {
                // Can resurrect unit in the future, limit the ratio
                ratioLimit = 0.35;
                break;
            }
        }

        // Convert 0...5000 range into 0.0 to 0.9 ratio and clamp it
        ratio = std::min( _enemySpellStrength / antimagicLowLimit * 0.036, ratioLimit );

        // Hero is stronger than its army, possible hit and run tactic
        if ( _enemySpellStrength > _enemyArmyStrength ) {
            ratio *= 1.5;
        }

        if ( target.Modes( Battle::IS_BAD_MAGIC ) ) {
            ratio *= 2;
        }
    }
    else if ( spellID == Spell::MIRRORIMAGE ) {
        if ( target.isArchers() ) {
            ratio = 1.0;
        }
        else {
            ratio = target.isFlying() ? 0.55 : 0.33;
        }

        // Slow unit might be destroyed before taking its turn
        if ( target.GetSpeed() < _enemyAverageSpeed ) {
            ratio /= 5;
        }
    }
    else if ( spellID == Spell::BERSERKER && !target.isArchers() ) {
        ratio /= ReduceEffectivenessByDistance( target );
    }
    else if ( spellID == Spell::SHIELD || spellID == Spell::MASSSHIELD ) {
        ratio = _enemyRangedUnitsOnly / _enemyArmyStrength * 0.3;

        if ( target.isArchers() ) {
            ratio *= 1.25;
        }
    }
    else if ( spellID == Spell::DRAGONSLAYER ) {
        // TODO: add logic to check if the enemy army contains a dragon.
    }

    return target.GetStrength() * ratio * spellDurationMultiplier( target );
}

AI::SpellcastOutcome AI::BattlePlanner::spellEffectValue( const Spell & spell, const Battle::Units & targets ) const
{
    const bool isSingleTargetLeft = targets.size() == 1;
    const bool isMassSpell = spell.isMassActions();

    SpellcastOutcome bestOutcome;

    for ( const Battle::Unit * unit : targets ) {
        bestOutcome.updateOutcome( spellEffectValue( spell, *unit, isSingleTargetLeft, false ), unit->GetHeadIndex(), isMassSpell );
    }

    return bestOutcome;
}

AI::SpellcastOutcome AI::BattlePlanner::spellDispelValue( const Spell & spell, const Battle::Units & friendly, const Battle::Units & enemies ) const
{
    const int spellID = spell.GetID();
    const bool isMassSpell = spell.isMassActions();
    const bool isDispel = spellID == Spell::DISPEL || spellID == Spell::MASSDISPEL;

    SpellcastOutcome bestOutcome;

    for ( const Battle::Unit * unit : friendly ) {
        if ( !unit->Modes( Battle::IS_MAGIC ) ) {
            continue;
        }

        double unitValue = 0;
        const std::vector<Spell> & spellList = unit->getCurrentSpellEffects();
        for ( const Spell & spellOnFriend : spellList ) {
            const double effectValue = spellEffectValue( spellOnFriend, *unit, false, true );
            if ( spellOnFriend.isApplyToEnemies() ) {
                unitValue += effectValue;
            }
            else if ( isDispel && spellOnFriend.isApplyToFriends() ) {
                unitValue -= effectValue;
            }
        }

        bestOutcome.updateOutcome( unitValue, unit->GetHeadIndex(), isMassSpell );
    }

    if ( isDispel ) {
        const bool enemyLastUnit = enemies.size() == 1;

        for ( const Battle::Unit * unit : enemies ) {
            if ( !unit->Modes( Battle::IS_MAGIC ) )
                continue;

            double unitValue = 0;
            const std::vector<Spell> & spellList = unit->getCurrentSpellEffects();
            for ( const Spell & spellOnEnemy : spellList ) {
                const double effectValue = spellEffectValue( spellOnEnemy, *unit, enemyLastUnit, true );
                unitValue += spellOnEnemy.isApplyToFriends() ? effectValue : -effectValue;
            }

            bestOutcome.updateOutcome( unitValue, unit->GetHeadIndex(), isMassSpell );
        }
    }

    return bestOutcome;
}

AI::SpellcastOutcome AI::BattlePlanner::spellResurrectValue( const Spell & spell, const Battle::Arena & arena ) const
{
    const uint32_t hpRestored = fheroes2::getResurrectPoints( spell, _commander->GetPower(), _commander );

    SpellcastOutcome bestOutcome;

    const auto updateBestOutcome = [this, &spell, &bestOutcome, hpRestored]( const Battle::Unit * unit ) {
        uint32_t missingHP = unit->GetMissingHitPoints();
        missingHP = ( missingHP < hpRestored ) ? missingHP : hpRestored;

        double spellValue = missingHP * unit->GetMonsterStrength() / unit->Monster::GetHitPoints();

        // if we are winning battle; permanent resurrect bonus
        if ( _myArmyStrength > _enemyArmyStrength && spell.GetID() != Spell::RESURRECT ) {
            spellValue *= 2;
        }

        bestOutcome.updateOutcome( spellValue, unit->GetHeadIndex() );
    };

    // First consider the still alive stacks
    for ( const Battle::Unit * unit : arena.getForce( _myColor ) ) {
        assert( unit != nullptr );

        if ( !unit->isValid() ) {
            continue;
        }

        if ( !unit->AllowApplySpell( spell, _commander ) ) {
            continue;
        }

        updateBestOutcome( unit );
    }

    // Then consider the stacks from the graveyard
    for ( const int32_t idx : arena.getCellsOccupiedByGraveyard() ) {
        if ( !arena.isAbleToResurrectFromGraveyard( idx, spell ) ) {
            continue;
        }

        const Battle::Unit * unit = arena.getLastResurrectableUnitFromGraveyard( idx, spell );
        assert( unit != nullptr && !unit->isValid() );

        updateBestOutcome( unit );
    }

    return bestOutcome;
}

AI::SpellcastOutcome AI::BattlePlanner::spellSummonValue( const Spell & spell, const Battle::Arena & arena, const int heroColor ) const
{
    if ( !spell.isSummon() ) {
        return {};
    }

    if ( arena.GetFreePositionNearHero( heroColor ) < 0 ) {
        return {};
    }

    const Troop summon( Monster( spell ), fheroes2::getSummonMonsterCount( spell, _commander->GetPower(), _commander ) );

    SpellcastOutcome bestOutcome;

    bestOutcome.value = summon.GetStrengthWithBonus( _commander->GetAttack(), _commander->GetDefense() );

    // Spell is less effective if we already winning this battle
    if ( _myArmyStrength > _enemyArmyStrength * 2 ) {
        bestOutcome.value /= 2;
    }

    return bestOutcome;
}
