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Fuzzy rework, added more defence and gather army routines

Andrii Danylchenko il y a 2 ans
Parent
commit
b19ac01bf9

+ 5 - 6
AI/Nullkiller/AIGateway.cpp

@@ -29,7 +29,7 @@ namespace NKAI
 {
 
 // our to enemy strength ratio constants
-const float SAFE_ATTACK_CONSTANT = 1.2f;
+const float SAFE_ATTACK_CONSTANT = 1.1f;
 const float RETREAT_THRESHOLD = 0.3f;
 const double RETREAT_ABSOLUTE_THRESHOLD = 10000.;
 
@@ -90,9 +90,11 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
 	LOG_TRACE(logAi);
 	NET_EVENT_HANDLER;
 
-	validateObject(details.id); //enemy hero may have left visible area
 	auto hero = cb->getHero(details.id);
 
+	if(!hero)
+		validateObject(details.id); //enemy hero may have left visible area
+
 	const int3 from = hero ? hero->convertToVisitablePos(details.start) : (details.start - int3(0,1,0));;
 	const int3 to   = hero ? hero->convertToVisitablePos(details.end)   : (details.end   - int3(0,1,0));
 
@@ -794,10 +796,7 @@ void AIGateway::makeTurn()
 
 	cb->sendMessage("vcmieagles");
 
-	if(cb->getDate(Date::DAY) == 1)
-	{
-		retrieveVisitableObjs();
-	}
+	retrieveVisitableObjs();
 
 #if NKAI_TRACE_LEVEL == 0
 	try

+ 18 - 6
AI/Nullkiller/Analyzers/ArmyManager.cpp

@@ -238,7 +238,8 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
 ui64 ArmyManager::howManyReinforcementsCanBuy(
 	const CCreatureSet * targetArmy,
 	const CGDwelling * dwelling,
-	const TResources & availableResources) const
+	const TResources & availableResources,
+	uint8_t turn) const
 {
 	ui64 aivalue = 0;
 	auto army = getArmyAvailableToBuy(targetArmy, dwelling, availableResources);
@@ -259,17 +260,29 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(const CCreatureSet * her
 std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 	const CCreatureSet * hero,
 	const CGDwelling * dwelling,
-	TResources availableRes) const
+	TResources availableRes,
+	uint8_t turn) const
 {
 	std::vector<creInfo> creaturesInDwellings;
 	int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
+	bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
+
+	const CGTownInstance * town = dwelling->ID == CGTownInstance::TOWN
+		? dynamic_cast<const CGTownInstance *>(dwelling)
+		: nullptr;
 
 	for(int i = dwelling->creatures.size() - 1; i >= 0; i--)
 	{
 		auto ci = infoFromDC(dwelling->creatures[i]);
 
-		if(!ci.count || ci.creID == -1)
-			continue;
+		if(ci.creID == -1) continue;
+
+		if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
+		{
+			ci.count += town ? town->creatureGrowth(i) : ci.cre->getGrowth();
+		}
+
+		if(!ci.count) continue;
 
 		SlotID dst = hero->getSlotFor(ci.creID);
 		if(!hero->hasStackAtSlot(dst)) //need another new slot for this stack
@@ -282,8 +295,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
 
 		vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
 
-		if(!ci.count)
-			continue;
+		if(!ci.count) continue;
 
 		ci.level = i; //this is important for Dungeon Summoning Portal
 		creaturesInDwellings.push_back(ci);

+ 27 - 6
AI/Nullkiller/Analyzers/ArmyManager.h

@@ -45,20 +45,32 @@ public:
 	virtual	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const = 0;
+		const TResources & availableResources,
+		uint8_t turn = 0) const = 0;
+
 	virtual ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const = 0;
-	virtual ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
+	virtual ui64 howManyReinforcementsCanGet(
+		const IBonusBearer * armyCarrier,
+		const CCreatureSet * target,
+		const CCreatureSet * source) const = 0;
+
 	virtual std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const = 0;
 	virtual std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const = 0;
 	virtual std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const = 0;
+
+	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
+	virtual std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const = 0;
+
 	virtual uint64_t evaluateStackPower(const CCreature * creature, int count) const = 0;
 	virtual SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const = 0;
 	virtual ArmyUpgradeInfo calculateCreaturesUpgrade(
 		const CCreatureSet * army,
 		const CGObjectInstance * upgrader,
 		const TResources & availableResources) const = 0;
-	virtual std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const = 0;
 	virtual std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const = 0;
 };
 
@@ -74,18 +86,27 @@ private:
 public:
 	ArmyManager(CPlayerSpecificInfoCallback * CB, const Nullkiller * ai): cb(CB), ai(ai) {}
 	void update() override;
+
 	ui64 howManyReinforcementsCanBuy(const CCreatureSet * target, const CGDwelling * source) const override;
 	ui64 howManyReinforcementsCanBuy(
 		const CCreatureSet * targetArmy,
 		const CGDwelling * dwelling,
-		const TResources & availableResources) const override;
+		const TResources & availableResources,
+		uint8_t turn = 0) const override;
+
 	ui64 howManyReinforcementsCanGet(const CGHeroInstance * hero, const CCreatureSet * source) const override;
 	ui64 howManyReinforcementsCanGet(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo> getBestArmy(const IBonusBearer * armyCarrier, const CCreatureSet * target, const CCreatureSet * source) const override;
 	std::vector<SlotInfo>::iterator getWeakestCreature(std::vector<SlotInfo> & army) const override;
 	std::vector<SlotInfo> getSortedSlots(const CCreatureSet * target, const CCreatureSet * source) const override;
-	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling, TResources availableRes) const override;
+
 	std::vector<creInfo> getArmyAvailableToBuy(const CCreatureSet * hero, const CGDwelling * dwelling) const override;
+	std::vector<creInfo> getArmyAvailableToBuy(
+		const CCreatureSet * hero,
+		const CGDwelling * dwelling,
+		TResources availableRes,
+		uint8_t turn = 0) const override;
+
 	std::shared_ptr<CCreatureSet> getArmyAvailableToBuyAsCCreatureSet(const CGDwelling * dwelling, TResources availableRes) const override;
 	uint64_t evaluateStackPower(const CCreature * creature, int count) const override;
 	SlotInfo getTotalCreaturesAvailable(CreatureID creatureID) const override;

+ 95 - 5
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.cpp

@@ -19,12 +19,12 @@ HitMapInfo HitMapInfo::NoTreat;
 
 void DangerHitMapAnalyzer::updateHitMap()
 {
-	if(upToDate)
+	if(hitMapUpToDate)
 		return;
 
 	logAi->trace("Update danger hitmap");
 
-	upToDate = true;
+	hitMapUpToDate = true;
 	auto start = std::chrono::high_resolution_clock::now();
 
 	auto cb = ai->cb.get();
@@ -71,8 +71,10 @@ void DangerHitMapAnalyzer::updateHitMap()
 				auto turn = path.turn();
 				auto & node = hitMap[pos.x][pos.y][pos.z];
 
-				if(tileDanger / (turn / 3 + 1) > node.maximumDanger.danger / (node.maximumDanger.turn / 3 + 1)
-					|| (tileDanger == node.maximumDanger.danger && node.maximumDanger.turn > turn))
+				auto newMaxDanger = tileDanger / std::sqrt(turn / 3.0f + 1);
+				auto currentMaxDanger = node.maximumDanger.danger / std::sqrt(node.maximumDanger.turn / 3.0f + 1);
+
+				if(newMaxDanger > currentMaxDanger)
 				{
 					node.maximumDanger.danger = tileDanger;
 					node.maximumDanger.turn = turn;
@@ -104,6 +106,94 @@ void DangerHitMapAnalyzer::updateHitMap()
 	logAi->trace("Danger hit map updated in %ld", timeElapsed(start));
 }
 
+void DangerHitMapAnalyzer::calculateTileOwners()
+{
+	if(tileOwnersUpToDate) return;
+
+	tileOwnersUpToDate = true;
+
+	auto cb = ai->cb.get();
+	auto mapSize = ai->cb->getMapSize();
+
+	tileOwners.resize(boost::extents[mapSize.x][mapSize.y][mapSize.z]);
+
+	std::map<const CGHeroInstance *, HeroRole> townHeroes;
+	std::map<const CGHeroInstance *, const CGTownInstance *> heroTownMap;
+	PathfinderSettings pathfinderSettings;
+
+	pathfinderSettings.mainTurnDistanceLimit = 3;
+
+	auto addTownHero = [&](const CGTownInstance * town)
+	{
+			auto townHero = new CGHeroInstance();
+			CRandomGenerator rng;
+			
+			townHero->pos = town->pos;
+			townHero->setOwner(ai->playerID); // lets avoid having multiple colors
+			townHero->initHero(rng, static_cast<HeroTypeID>(0));
+			townHero->initObj(rng);
+			
+			heroTownMap[townHero] = town;
+			townHeroes[townHero] = HeroRole::MAIN;
+	};
+
+	for(auto obj : ai->memory->visitableObjs)
+	{
+		if(obj && obj->ID == Obj::TOWN)
+		{
+			addTownHero(dynamic_cast<const CGTownInstance *>(obj));
+		}
+	}
+
+	for(auto town : cb->getTownsInfo())
+	{
+		addTownHero(town);
+	}
+
+	ai->pathfinder->updatePaths(townHeroes, PathfinderSettings());
+
+	pforeachTilePos(mapSize, [&](const int3 & pos)
+		{
+			float ourDistance = std::numeric_limits<float>::max();
+			float enemyDistance = std::numeric_limits<float>::max();
+			const CGTownInstance * enemyTown = nullptr;
+
+			for(AIPath & path : ai->pathfinder->getPathInfo(pos))
+			{
+				if(!path.targetHero || path.getFirstBlockedAction())
+					continue;
+
+				auto town = heroTownMap[path.targetHero];
+
+				if(town->getOwner() == ai->playerID)
+				{
+					vstd::amin(ourDistance, path.movementCost());
+				}
+				else
+				{
+					if(enemyDistance > path.movementCost())
+					{
+						enemyDistance = path.movementCost();
+						enemyTown = town;
+					}
+				}
+			}
+
+			if(ourDistance == enemyDistance)
+			{
+				tileOwners[pos.x][pos.y][pos.z] = PlayerColor::NEUTRAL;
+			}
+			else if(!enemyTown || ourDistance < enemyDistance)
+			{
+				tileOwners[pos.x][pos.y][pos.z] = ai->playerID;
+			}
+			else
+			{
+				tileOwners[pos.x][pos.y][pos.z] = enemyTown->getOwner();
+			}
+		});
+}
+
 uint64_t DangerHitMapAnalyzer::enemyCanKillOurHeroesAlongThePath(const AIPath & path) const
 {
 	int3 tile = path.targetTile();
@@ -144,7 +234,7 @@ const std::set<const CGObjectInstance *> & DangerHitMapAnalyzer::getOneTurnAcces
 
 void DangerHitMapAnalyzer::reset()
 {
-	upToDate = false;
+	hitMapUpToDate = false;
 }
 
 }

+ 5 - 1
AI/Nullkiller/Analyzers/DangerHitMapAnalyzer.h

@@ -55,19 +55,23 @@ class DangerHitMapAnalyzer
 {
 private:
 	boost::multi_array<HitMapNode, 3> hitMap;
+	boost::multi_array<PlayerColor, 3> tileOwners;
 	std::map<const CGHeroInstance *, std::set<const CGObjectInstance *>> enemyHeroAccessibleObjects;
-	bool upToDate;
+	bool hitMapUpToDate = false;
+	bool tileOwnersUpToDate = false;
 	const Nullkiller * ai;
 
 public:
 	DangerHitMapAnalyzer(const Nullkiller * ai) :ai(ai) {}
 
 	void updateHitMap();
+	void calculateTileOwners();
 	uint64_t enemyCanKillOurHeroesAlongThePath(const AIPath & path) const;
 	const HitMapNode & getObjectTreat(const CGObjectInstance * obj) const;
 	const HitMapNode & getTileTreat(const int3 & tile) const;
 	const std::set<const CGObjectInstance *> & getOneTurnAccessibleObjects(const CGHeroInstance * enemy) const;
 	void reset();
+	void resetTileOwners() { tileOwnersUpToDate = false; }
 };
 
 }

+ 10 - 7
AI/Nullkiller/Analyzers/HeroManager.cpp

@@ -180,6 +180,15 @@ float HeroManager::evaluateHero(const CGHeroInstance * hero) const
 	return evaluateFightingStrength(hero);
 }
 
+bool HeroManager::heroCapReached() const
+{
+	const bool includeGarnisoned = true;
+	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
+
+	return heroCount >= ALLOWED_ROAMING_HEROES
+		|| heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
+}
+
 bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 {
 	if(!town)
@@ -191,13 +200,7 @@ bool HeroManager::canRecruitHero(const CGTownInstance * town) const
 	if(cb->getResourceAmount(EGameResID::GOLD) < GameConstants::HERO_GOLD_COST)
 		return false;
 
-	const bool includeGarnisoned = true;
-	int heroCount = cb->getHeroCount(ai->playerID, includeGarnisoned);
-
-	if(heroCount >= ALLOWED_ROAMING_HEROES)
-		return false;
-
-	if(heroCount >= VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP))
+	if(heroCapReached())
 		return false;
 
 	if(!cb->getAvailableHeroes(town).size())

+ 2 - 0
AI/Nullkiller/Analyzers/HeroManager.h

@@ -31,6 +31,7 @@ public:
 	virtual float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const = 0;
 	virtual float evaluateHero(const CGHeroInstance * hero) const = 0;
 	virtual bool canRecruitHero(const CGTownInstance * t = nullptr) const = 0;
+	virtual bool heroCapReached() const = 0;
 	virtual const CGHeroInstance * findHeroWithGrail() const = 0;
 };
 
@@ -71,6 +72,7 @@ public:
 	float evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * hero) const override;
 	float evaluateHero(const CGHeroInstance * hero) const override;
 	bool canRecruitHero(const CGTownInstance * t = nullptr) const override;
+	bool heroCapReached() const override;
 	const CGHeroInstance * findHeroWithGrail() const override;
 
 private:

+ 9 - 5
AI/Nullkiller/Behaviors/CaptureObjectsBehavior.cpp

@@ -56,7 +56,7 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 	tasks.reserve(paths.size());
 
-	const AIPath * closestWay = nullptr;
+	std::unordered_map<HeroRole, const AIPath *> closestWaysByRole;
 	std::vector<ExecuteHeroChain *> waysToVisitObj;
 
 	for(auto & path : paths)
@@ -128,8 +128,9 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 
 			auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
 
-			if(heroRole == HeroRole::SCOUT
-				&& (!closestWay || closestWay->movementCost() > path.movementCost()))
+			auto & closestWay = closestWaysByRole[heroRole];
+
+			if(!closestWay || closestWay->movementCost() > path.movementCost())
 			{
 				closestWay = &path;
 			}
@@ -142,9 +143,12 @@ Goals::TGoalVec CaptureObjectsBehavior::getVisitGoals(const std::vector<AIPath>
 		}
 	}
 
-	if(closestWay)
+	for(auto way : waysToVisitObj)
 	{
-		for(auto way : waysToVisitObj)
+		auto heroRole = ai->nullkiller->heroManager->getHeroRole(way->getPath().targetHero);
+		auto closestWay = closestWaysByRole[heroRole];
+
+		if(closestWay)
 		{
 			way->closestWayRatio
 				= closestWay->movementCost() / way->getPath().movementCost();

+ 155 - 76
AI/Nullkiller/Behaviors/DefenceBehavior.cpp

@@ -60,27 +60,27 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 
 	if(town->garrisonHero)
 	{
-		if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
+		if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
 		{
-			if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
-			{
-				logAi->trace(
-					"Extracting hero %s from garrison of town %s",
-					town->garrisonHero->getNameTranslated(),
-					town->getNameTranslated());
-
-				tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+			logAi->trace(
+				"Hero %s in garrison of town %s is suposed to defend the town",
+				town->garrisonHero->getNameTranslated(),
+				town->getNameTranslated());
 
-				return;
-			}
+			return;
 		}
 
-		logAi->trace(
-			"Hero %s in garrison of town %s is suposed to defend the town",
-			town->garrisonHero->getNameTranslated(),
-			town->getNameTranslated());
+		if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
+		{
+			logAi->trace(
+				"Extracting hero %s from garrison of town %s",
+				town->garrisonHero->getNameTranslated(),
+				town->getNameTranslated());
 
-		return;
+			tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
+
+			return;
+		}
 	}
 
 	if(!treatNode.fastestDanger.hero)
@@ -113,11 +113,21 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 
 		for(AIPath & path : paths)
 		{
-			if(town->visitingHero && path.targetHero != town->visitingHero.get())
-				continue;
-
-			if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
-				continue;
+			if(town->visitingHero && path.targetHero == town->visitingHero.get())
+			{
+				if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
+					continue;
+			}
+			else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
+			{
+				if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
+					continue;
+			}
+			else
+			{
+				if(town->visitingHero)
+					continue;
+			}
 
 			if(treat.hero.validAndSet()
 				&& treat.turn <= 1
@@ -158,53 +168,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 		if(treatIsUnderControl)
 			continue;
 
-		if(!town->visitingHero
-			&& town->hasBuilt(BuildingID::TAVERN)
-			&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
-		{
-			auto heroesInTavern = cb->getAvailableHeroes(town);
-
-			for(auto hero : heroesInTavern)
-			{
-				if(hero->getTotalStrength() > treat.danger)
-				{
-					auto myHeroes = cb->getHeroesInfo();
-
-					if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
-					{
-#if NKAI_TRACE_LEVEL >= 1
-						logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
-#endif
-						tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
-						continue;
-					}
-					else
-					{
-						const CGHeroInstance * weakestHero = nullptr;
-
-						for(auto existingHero : myHeroes)
-						{
-							if(ai->nullkiller->isHeroLocked(existingHero)
-								|| existingHero->getArmyStrength() > hero->getArmyStrength()
-								|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
-								|| existingHero->movementPointsRemaining()
-								|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
-								continue;
-
-							if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
-							{
-								weakestHero = existingHero;
-							}
-
-							if(weakestHero)
-							{
-								tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
-							}
-						}
-					}
-				}
-			}
-		}
+		evaluateRecruitingHero(tasks, treat, town);
 
 		if(paths.empty())
 		{
@@ -275,9 +239,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 				tasks.push_back(
 					Goals::sptr(Composition()
 						.addNext(DefendTown(town, treat, path))
-						.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
-						.addNext(ExecuteHeroChain(path, town))
-						.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
+						.addNextSequence({
+								sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
+								sptr(ExecuteHeroChain(path, town)),
+								sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
+							})));
 
 				continue;
 			}
@@ -313,15 +279,45 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 					continue;
 				}
 			}
+			Composition composition;
 
+			composition.addNext(DefendTown(town, treat, path));
+			TGoalVec sequence;
+
+			if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
+			{
+				if(town->garrisonHero)
+				{
+					if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
+						&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
+					{
+						if(path.turn() == 0)
+							sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
+					}
+					else
+					{
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Move %s to defend town %s",
-				path.targetHero->getObjectName(),
-				town->getObjectName());
+						logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
+							path.targetHero->getObjectName(),
+							town->getObjectName());
 #endif
-			Composition composition;
+						continue;
+					}
+				}
+				else if(path.turn() == 0)
+				{
+					sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+				}
+			}
 
-			composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
+#if NKAI_TRACE_LEVEL >= 1
+				logAi->trace("Move %s to defend town %s",
+					path.targetHero->getObjectName(),
+					town->getObjectName());
+#endif
+
+			sequence.push_back(sptr(ExecuteHeroChain(path, town)));
+			composition.addNextSequence(sequence);
 
 			auto firstBlockedAction = path.getFirstBlockedAction();
 			if(firstBlockedAction)
@@ -350,4 +346,87 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
 	logAi->debug("Found %d tasks", tasks.size());
 }
 
+void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
+{
+	if(town->hasBuilt(BuildingID::TAVERN)
+		&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
+	{
+		auto heroesInTavern = cb->getAvailableHeroes(town);
+
+		for(auto hero : heroesInTavern)
+		{
+			if(hero->getTotalStrength() < treat.danger)
+				continue;
+
+			auto myHeroes = cb->getHeroesInfo();
+
+#if NKAI_TRACE_LEVEL >= 1
+			logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
+#endif
+			bool needSwap = false;
+			const CGHeroInstance * heroToDismiss = nullptr;
+
+			if(town->visitingHero)
+			{
+				if(!town->garrisonHero)
+					needSwap = true;
+				else
+				{
+					if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
+					{
+						if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
+							continue;
+
+						heroToDismiss = town->visitingHero.get();
+					}
+					else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
+						continue;
+					else
+					{
+						needSwap = true;
+						heroToDismiss = town->garrisonHero.get();
+					}
+				}
+			}
+			else if(ai->nullkiller->heroManager->heroCapReached())
+			{
+				const CGHeroInstance * weakestHero = nullptr;
+
+				for(auto existingHero : myHeroes)
+				{
+					if(ai->nullkiller->isHeroLocked(existingHero)
+						|| existingHero->getArmyStrength() > hero->getArmyStrength()
+						|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
+						|| existingHero->movementPointsRemaining()
+						|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
+						continue;
+
+					if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
+					{
+						weakestHero = existingHero;
+					}
+				}
+
+				if(!weakestHero)
+					continue;
+				
+				heroToDismiss = weakestHero;
+			}
+
+			TGoalVec sequence;
+			Goals::Composition recruitHeroComposition;
+
+			if(needSwap)
+				sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
+
+			if(heroToDismiss)
+				sequence.push_back(sptr(DismissHero(heroToDismiss)));
+
+			sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
+
+			tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
+		}
+	}
+}
+
 }

+ 5 - 0
AI/Nullkiller/Behaviors/DefenceBehavior.h

@@ -15,8 +15,12 @@
 
 namespace NKAI
 {
+
+struct HitMapInfo;
+
 namespace Goals
 {
+
 	class DefenceBehavior : public CGoal<DefenceBehavior>
 	{
 	public:
@@ -35,6 +39,7 @@ namespace Goals
 
 	private:
 		void evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const;
+		void evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const;
 	};
 }
 

+ 37 - 8
AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp

@@ -16,6 +16,7 @@
 #include "../Markers/ArmyUpgrade.h"
 #include "GatherArmyBehavior.h"
 #include "../AIUtility.h"
+#include "../Goals/ExchangeSwapTownHeroes.h"
 
 namespace NKAI
 {
@@ -78,20 +79,27 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 	for(const AIPath & path : paths)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
 		
-		if(path.containsHero(hero)) continue;
+		if(path.containsHero(hero))
+		{
+#if NKAI_TRACE_LEVEL >= 2
+			logAi->trace("Selfcontaining path. Ignore");
+#endif
+			continue;
+		}
+
+		bool garrisoned = false;
 
 		if(path.turn() == 0 && hero->inTownGarrison)
 		{
 #if NKAI_TRACE_LEVEL >= 1
-			logAi->trace("Skipping garnisoned hero %s, %s", hero->getObjectName(), pos.toString());
+			garrisoned = true;
 #endif
-			continue;
 		}
 
-		if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
+		if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
 		{
 #if NKAI_TRACE_LEVEL >= 2
 			logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
@@ -172,7 +180,21 @@ Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * her
 			exchangePath.closestWayRatio = 1;
 
 			composition.addNext(heroExchange);
-			composition.addNext(exchangePath);
+
+			if(garrisoned && path.turn() == 0)
+			{
+				auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
+
+				composition.addNextSequence({
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
+					sptr(exchangePath),
+					sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
+				});
+			}
+			else
+			{
+				composition.addNext(exchangePath);
+			}
 
 			auto blockedAction = path.getFirstBlockedAction();
 
@@ -221,7 +243,7 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 	for(const AIPath & path : paths)
 	{
 #if NKAI_TRACE_LEVEL >= 2
-		logAi->trace("Path found %s", path.toString());
+		logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
 #endif
 		if(upgrader->visitingHero && upgrader->visitingHero.get() != path.targetHero)
 		{
@@ -267,7 +289,14 @@ Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader)
 				ai->nullkiller->armyManager->howManyReinforcementsCanGet(
 					path.targetHero,
 					path.heroArmy,
-					upgrader->getUpperArmy());	
+					upgrader->getUpperArmy());
+
+			upgrade.upgradeValue +=
+				ai->nullkiller->armyManager->howManyReinforcementsCanBuy(
+					path.heroArmy,
+					upgrader,
+					ai->nullkiller->getFreeResources(),
+					path.turn());
 		}
 
 		auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();

+ 2 - 0
AI/Nullkiller/CMakeLists.txt

@@ -52,6 +52,7 @@ set(Nullkiller_SRCS
 		Behaviors/BuildingBehavior.cpp
 		Behaviors/GatherArmyBehavior.cpp
 		Behaviors/ClusterBehavior.cpp
+		Helpers/ArmyFormation.cpp
 		AIGateway.cpp
 )
 
@@ -114,6 +115,7 @@ set(Nullkiller_HEADERS
 		Behaviors/BuildingBehavior.h
 		Behaviors/GatherArmyBehavior.h
 		Behaviors/ClusterBehavior.h
+		Helpers/ArmyFormation.h
 		AIGateway.h
 )
 

+ 3 - 1
AI/Nullkiller/Engine/Nullkiller.cpp

@@ -61,6 +61,7 @@ void Nullkiller::init(std::shared_ptr<CCallback> cb, PlayerColor playerID)
 	armyManager.reset(new ArmyManager(cb.get(), this));
 	heroManager.reset(new HeroManager(cb.get(), this));
 	decomposer.reset(new DeepDecomposer());
+	armyFormation.reset(new ArmyFormation(cb, this));
 }
 
 Goals::TTask Nullkiller::choseBestTask(Goals::TTaskVec & tasks) const
@@ -137,6 +138,7 @@ void Nullkiller::updateAiState(int pass, bool fast)
 	{
 		memory->removeInvisibleObjects(cb.get());
 
+		dangerHitMap->calculateTileOwners();
 		dangerHitMap->updateHitMap();
 
 		boost::this_thread::interruption_point();
@@ -222,7 +224,7 @@ void Nullkiller::makeTurn()
 	boost::lock_guard<boost::mutex> sharedStorageLock(AISharedStorage::locker);
 
 	const int MAX_DEPTH = 10;
-	const float FAST_TASK_MINIMAL_PRIORITY = 0.7;
+	const float FAST_TASK_MINIMAL_PRIORITY = 0.7f;
 
 	resetAiState();
 

+ 2 - 0
AI/Nullkiller/Engine/Nullkiller.h

@@ -18,6 +18,7 @@
 #include "../Analyzers/ArmyManager.h"
 #include "../Analyzers/HeroManager.h"
 #include "../Analyzers/ObjectClusterizer.h"
+#include "../Helpers/ArmyFormation.h"
 
 namespace NKAI
 {
@@ -67,6 +68,7 @@ public:
 	std::unique_ptr<AIMemory> memory;
 	std::unique_ptr<FuzzyHelper> dangerEvaluator;
 	std::unique_ptr<DeepDecomposer> decomposer;
+	std::unique_ptr<ArmyFormation> armyFormation;
 	PlayerColor playerID;
 	std::shared_ptr<CCallback> cb;
 

+ 55 - 16
AI/Nullkiller/Engine/PriorityEvaluator.cpp

@@ -23,6 +23,7 @@
 #include "../Goals/ExecuteHeroChain.h"
 #include "../Goals/BuildThis.h"
 #include "../Goals/ExchangeSwapTownHeroes.h"
+#include "../Goals/DismissHero.h"
 #include "../Markers/UnlockCluster.h"
 #include "../Markers/HeroExchange.h"
 #include "../Markers/ArmyUpgrade.h"
@@ -33,6 +34,7 @@ namespace NKAI
 
 #define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
 #define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
+const float MIN_CRITICAL_VALUE = 2.0f;
 
 EvaluationContext::EvaluationContext(const Nullkiller * ai)
 	: movementCost(0.0),
@@ -54,6 +56,11 @@ EvaluationContext::EvaluationContext(const Nullkiller * ai)
 {
 }
 
+void EvaluationContext::addNonCriticalStrategicalValue(float value)
+{
+	vstd::amax(strategicalValue, std::min(value, MIN_CRITICAL_VALUE));
+}
+
 PriorityEvaluator::~PriorityEvaluator()
 {
 	delete engine;
@@ -399,7 +406,7 @@ float RewardEvaluator::getEnemyHeroStrategicalValue(const CGHeroInstance * enemy
 	  2. The formula quickly approaches 1.0 as hero level increases,
 	  but higher level always means higher value and the minimal value for level 1 hero is 0.5
 	*/
-	return std::min(1.0f, objectValue * 0.9f + (1.0f - (1.0f / (1 + enemy->level))));
+	return std::min(1.5f, objectValue * 0.9f + (1.5f - (1.5f / (1 + enemy->level))));
 }
 
 float RewardEvaluator::getResourceRequirementStrength(int resType) const
@@ -640,7 +647,8 @@ public:
 
 		uint64_t armyStrength = heroExchange.getReinforcementArmyStrength();
 
-		evaluationContext.strategicalValue += 0.5f * armyStrength / heroExchange.hero.get()->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(2.0f * armyStrength / (float)heroExchange.hero.get()->getArmyStrength());
+		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroExchange.hero.get());
 	}
 };
 
@@ -657,7 +665,7 @@ public:
 		uint64_t upgradeValue = armyUpgrade.getUpgradeValue();
 
 		evaluationContext.armyReward += upgradeValue;
-		evaluationContext.strategicalValue += upgradeValue / (float)armyUpgrade.hero->getArmyStrength();
+		evaluationContext.addNonCriticalStrategicalValue(upgradeValue / (float)armyUpgrade.hero->getArmyStrength());
 	}
 };
 
@@ -712,19 +720,21 @@ public:
 		auto armyIncome = townArmyIncome(town);
 		auto dailyIncome = town->dailyIncome()[EGameResID::GOLD];
 
-		auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 3000.0f;
+		auto strategicalValue = std::sqrt(armyIncome / 60000.0f) + dailyIncome / 10000.0f;
 
 		if(evaluationContext.evaluator.ai->buildAnalyzer->getDevelopmentInfo().size() == 1)
-			strategicalValue = 1;
+			vstd::amax(evaluationContext.strategicalValue, 10.0);
 
 		float multiplier = 1;
 
 		if(treat.turn < defendTown.getTurn())
 			multiplier /= 1 + (defendTown.getTurn() - treat.turn);
 
-		evaluationContext.armyReward += armyIncome * multiplier;
+		multiplier /= 1.0f + treat.turn / 5.0f;
+
+		evaluationContext.armyGrowth += armyIncome * multiplier;
 		evaluationContext.goldReward += dailyIncome * 5 * multiplier;
-		evaluationContext.strategicalValue += strategicalValue * multiplier;
+		evaluationContext.addNonCriticalStrategicalValue(strategicalValue * multiplier);
 		vstd::amax(evaluationContext.danger, defendTown.getTreat().danger);
 		addTileDanger(evaluationContext, town->visitablePos(), defendTown.getTurn(), defendTown.getDefenceStrength());
 	}
@@ -770,19 +780,22 @@ public:
 		auto army = path.heroArmy;
 
 		const CGObjectInstance * target = ai->cb->getObj((ObjectInstanceID)task->objid, false);
+		auto heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
+
+		if(heroRole == HeroRole::MAIN)
+			evaluationContext.heroRole = heroRole;
 
 		if (target && ai->cb->getPlayerRelations(target->tempOwner, hero->tempOwner) == PlayerRelations::ENEMIES)
 		{
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero);
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold);
 			evaluationContext.armyGrowth += evaluationContext.evaluator.getArmyGrowth(target, hero, army);
-			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, evaluationContext.heroRole);
-			evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target);
+			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, heroRole);
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target));
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
 		}
 
 		vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
-		evaluationContext.heroRole = evaluationContext.evaluator.ai->heroManager->getHeroRole(heroPtr);
 		addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
 		vstd::amax(evaluationContext.turn, path.turn());
 	}
@@ -822,7 +835,7 @@ public:
 			evaluationContext.goldReward += evaluationContext.evaluator.getGoldReward(target, hero) / boost;
 			evaluationContext.armyReward += evaluationContext.evaluator.getArmyReward(target, hero, army, checkGold) / boost;
 			evaluationContext.skillReward += evaluationContext.evaluator.getSkillReward(target, hero, role) / boost;
-			evaluationContext.strategicalValue += evaluationContext.evaluator.getStrategicalValue(target) / boost;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.evaluator.getStrategicalValue(target) / boost);
 			evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army) / boost;
 			evaluationContext.movementCostByRole[role] += objInfo.second.movementCost / boost;
 			evaluationContext.movementCost += objInfo.second.movementCost / boost;
@@ -860,6 +873,31 @@ public:
 	}
 };
 
+class DismissHeroContextBuilder : public IEvaluationContextBuilder
+{
+private:
+	const Nullkiller * ai;
+
+public:
+	DismissHeroContextBuilder(const Nullkiller * ai) : ai(ai) {}
+
+	virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
+	{
+		if(task->goalType != Goals::DISMISS_HERO)
+			return;
+
+		Goals::DismissHero & dismissCommand = dynamic_cast<Goals::DismissHero &>(*task);
+		const CGHeroInstance * dismissedHero = dismissCommand.getHero().get();
+
+		auto role = ai->heroManager->getHeroRole(dismissedHero);
+		auto mpLeft = dismissedHero->movement;
+			
+		evaluationContext.movementCost += mpLeft;
+		evaluationContext.movementCostByRole[role] += mpLeft;
+		evaluationContext.goldCost += GameConstants::HERO_GOLD_COST + getArmyCost(dismissedHero);
+	}
+};
+
 class BuildThisEvaluationContextBuilder : public IEvaluationContextBuilder
 {
 public:
@@ -878,31 +916,31 @@ public:
 
 		if(bi.creatureID != CreatureID::NONE)
 		{
-			evaluationContext.strategicalValue += buildThis.townInfo.armyStrength / 50000.0;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.townInfo.armyStrength / 50000.0);
 
 			if(bi.baseCreatureID == bi.creatureID)
 			{
-				evaluationContext.strategicalValue += (0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue((0.5f + 0.1f * bi.creatureLevel) / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += bi.armyStrength;
 			}
 			else
 			{
 				auto potentialUpgradeValue = evaluationContext.evaluator.getUpgradeArmyReward(buildThis.town, bi);
 				
-				evaluationContext.strategicalValue += potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount;
+				evaluationContext.addNonCriticalStrategicalValue(potentialUpgradeValue / 10000.0f / (float)bi.prerequisitesCount);
 				evaluationContext.armyReward += potentialUpgradeValue / (float)bi.prerequisitesCount;
 			}
 		}
 		else if(bi.id == BuildingID::CITADEL || bi.id == BuildingID::CASTLE)
 		{
-			evaluationContext.strategicalValue += buildThis.town->creatures.size() * 0.2f;
+			evaluationContext.addNonCriticalStrategicalValue(buildThis.town->creatures.size() * 0.2f);
 			evaluationContext.armyReward += buildThis.townInfo.armyStrength / 2;
 		}
 		else
 		{
 			auto goldPreasure = evaluationContext.evaluator.ai->buildAnalyzer->getGoldPreasure();
 
-			evaluationContext.strategicalValue += evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount;
+			evaluationContext.addNonCriticalStrategicalValue(evaluationContext.goldReward * goldPreasure / 3500.0f / bi.prerequisitesCount);
 		}
 
 		if(bi.notEnoughRes && bi.prerequisitesCount == 1)
@@ -934,6 +972,7 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
 	evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<DefendTownEvaluator>());
 	evaluationContextBuilders.push_back(std::make_shared<ExchangeSwapTownHeroesContextBuilder>());
+	evaluationContextBuilders.push_back(std::make_shared<DismissHeroContextBuilder>(ai));
 }
 
 EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

+ 2 - 0
AI/Nullkiller/Engine/PriorityEvaluator.h

@@ -66,6 +66,8 @@ struct DLL_EXPORT EvaluationContext
 	float enemyHeroDangerRatio;
 
 	EvaluationContext(const Nullkiller * ai);
+
+	void addNonCriticalStrategicalValue(float value);
 };
 
 class IEvaluationContextBuilder

+ 1 - 1
AI/Nullkiller/Goals/BuyArmy.cpp

@@ -71,7 +71,7 @@ void BuyArmy::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No creatures to buy.");
 	}
 
-	if(town->visitingHero)
+	if(town->visitingHero && !town->garrisonHero)
 	{
 		ai->moveHeroToTile(town->visitablePos(), town->visitingHero.get());
 	}

+ 49 - 9
AI/Nullkiller/Goals/Composition.cpp

@@ -31,9 +31,17 @@ std::string Composition::toString() const
 {
 	std::string result = "Composition";
 
-	for(auto goal : subtasks)
+	for(auto step : subtasks)
 	{
-		result += " " + goal->toString();
+		result += "[";
+		for(auto goal : step)
+		{
+			if(goal->isElementar())
+				result +=  goal->toString() + " => ";
+			else
+				result += goal->toString() + ", ";
+		}
+		result += "] ";
 	}
 
 	return result;
@@ -41,17 +49,34 @@ std::string Composition::toString() const
 
 void Composition::accept(AIGateway * ai)
 {
-	taskptr(*subtasks.back())->accept(ai);
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			taskptr(*task)->accept(ai);
+		}
+		else
+		{
+			break;
+		}
+	}
 }
 
 TGoalVec Composition::decompose() const
 {
-	return subtasks;
+	TGoalVec result;
+
+	for(const TGoalVec & step : subtasks)
+		vstd::concatenate(result, step);
+
+	return result;
 }
 
-Composition & Composition::addNext(const AbstractGoal & goal)
+Composition & Composition::addNextSequence(const TGoalVec & taskSequence)
 {
-	return addNext(sptr(goal));
+	subtasks.push_back(taskSequence);
+
+	return *this;
 }
 
 Composition & Composition::addNext(TSubgoal goal)
@@ -64,20 +89,35 @@ Composition & Composition::addNext(TSubgoal goal)
 	}
 	else
 	{
-		subtasks.push_back(goal);
+		subtasks.push_back({goal});
 	}
 
 	return *this;
 }
 
+Composition & Composition::addNext(const AbstractGoal & goal)
+{
+	return addNext(sptr(goal));
+}
+
 bool Composition::isElementar() const
 {
-	return subtasks.back()->isElementar();
+	return subtasks.back().front()->isElementar();
 }
 
 int Composition::getHeroExchangeCount() const
 {
-	return isElementar() ? taskptr(*subtasks.back())->getHeroExchangeCount() : 0;
+	auto result = 0;
+
+	for(auto task : subtasks.back())
+	{
+		if(task->isElementar())
+		{
+			result += taskptr(*task)->getHeroExchangeCount();
+		}
+	}
+	
+	return result;
 }
 
 }

+ 2 - 6
AI/Nullkiller/Goals/Composition.h

@@ -18,7 +18,7 @@ namespace Goals
 	class DLL_EXPORT Composition : public ElementarGoal<Composition>
 	{
 	private:
-		TGoalVec subtasks;
+		std::vector<TGoalVec> subtasks; // things we want to do now
 
 	public:
 		Composition()
@@ -26,16 +26,12 @@ namespace Goals
 		{
 		}
 
-		Composition(TGoalVec subtasks)
-			: ElementarGoal(Goals::COMPOSITION), subtasks(subtasks)
-		{
-		}
-
 		virtual bool operator==(const Composition & other) const override;
 		virtual std::string toString() const override;
 		void accept(AIGateway * ai) override;
 		Composition & addNext(const AbstractGoal & goal);
 		Composition & addNext(TSubgoal goal);
+		Composition & addNextSequence(const TGoalVec & taskSequence);
 		virtual TGoalVec decompose() const override;
 		virtual bool isElementar() const override;
 		virtual int getHeroExchangeCount() const override;

+ 14 - 0
AI/Nullkiller/Goals/ExecuteHeroChain.cpp

@@ -52,6 +52,20 @@ void ExecuteHeroChain::accept(AIGateway * ai)
 	ai->nullkiller->setActive(chainPath.targetHero, tile);
 	ai->nullkiller->setTargetObject(objid);
 
+	auto targetObject = ai->myCb->getObj(static_cast<ObjectInstanceID>(objid), false);
+
+	if(chainPath.turn() == 0 && targetObject && targetObject->ID == Obj::TOWN)
+	{
+		auto relations = ai->myCb->getPlayerRelations(ai->playerID, targetObject->getOwner());
+
+		if(relations == PlayerRelations::ENEMIES)
+		{
+			ai->nullkiller->armyFormation->rearrangeArmyForSiege(
+				dynamic_cast<const CGTownInstance *>(targetObject),
+				chainPath.targetHero);
+		}
+	}
+
 	std::set<int> blockedIndexes;
 
 	for(int i = chainPath.nodes.size() - 1; i >= 0; i--)

+ 12 - 9
AI/Nullkiller/Goals/RecruitHero.cpp

@@ -24,7 +24,10 @@ using namespace Goals;
 
 std::string RecruitHero::toString() const
 {
-	return "Recruit hero at " + town->getNameTranslated();
+	if(heroToBuy)
+		return "Recruit " + heroToBuy->getNameTranslated() + " at " + town->getNameTranslated();
+	else
+		return "Recruit hero at " + town->getNameTranslated();
 }
 
 void RecruitHero::accept(AIGateway * ai)
@@ -45,20 +48,20 @@ void RecruitHero::accept(AIGateway * ai)
 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 	}
 
-	auto heroToHire = heroes[0];
+	auto heroToHire = heroToBuy;
 
-	for(auto hero : heroes)
+	if(!heroToHire)
 	{
-		if(objid == hero->id.getNum())
+		for(auto hero : heroes)
 		{
-			heroToHire = hero;
-			break;
+			if(!heroToHire || hero->getTotalStrength() > heroToHire->getTotalStrength())
+				heroToHire = hero;
 		}
-
-		if(hero->getTotalStrength() > heroToHire->getTotalStrength())
-			heroToHire = hero;
 	}
 
+	if(!heroToHire)
+		throw cannotFulfillGoalException("No hero to hire!");
+
 	if(t->visitingHero)
 	{
 		cb->swapGarrisonHero(t);

+ 7 - 5
AI/Nullkiller/Goals/RecruitHero.h

@@ -22,18 +22,20 @@ namespace Goals
 {
 	class DLL_EXPORT RecruitHero : public ElementarGoal<RecruitHero>
 	{
+	private:
+		const CGHeroInstance * heroToBuy;
+
 	public:
 		RecruitHero(const CGTownInstance * townWithTavern, const CGHeroInstance * heroToBuy)
-			: RecruitHero(townWithTavern)
+			: ElementarGoal(Goals::RECRUIT_HERO), heroToBuy(heroToBuy)
 		{
-			objid = heroToBuy->id.getNum();
+			town = townWithTavern;
+			priority = 1;
 		}
 
 		RecruitHero(const CGTownInstance * townWithTavern)
-			: ElementarGoal(Goals::RECRUIT_HERO)
+			: RecruitHero(townWithTavern, nullptr)
 		{
-			priority = 1;
-			town = townWithTavern;
 		}
 
 		virtual bool operator==(const RecruitHero & other) const override

+ 68 - 0
AI/Nullkiller/Helpers/ArmyFormation.cpp

@@ -0,0 +1,68 @@
+/*
+* ArmyFormation.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 "ArmyFormation.h"
+#include "../../../lib/mapObjects/CGTownInstance.h"
+
+namespace NKAI
+{
+
+void ArmyFormation::rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker)
+{
+	auto freeSlots = attacker->getFreeSlotsQueue();
+
+	while(!freeSlots.empty())
+	{
+		auto weakestCreature = vstd::minElementByFun(attacker->Slots(), [](const std::pair<SlotID, CStackInstance *> & slot) -> int
+			{
+				return slot.second->getCount() == 1
+					? std::numeric_limits<int>::max()
+					: slot.second->getCreatureID().toCreature()->getAIValue();
+			});
+
+		if(weakestCreature == attacker->Slots().end() || weakestCreature->second->getCount() == 1)
+		{
+			break;
+		}
+
+		cb->splitStack(attacker, attacker, weakestCreature->first, freeSlots.front(), 1);
+		freeSlots.pop();
+	}
+
+	if(town->fortLevel() > CGTownInstance::FORT)
+	{
+		std::vector<CStackInstance *> stacks;
+
+		for(auto slot : attacker->Slots())
+			stacks.push_back(slot.second);
+
+		boost::sort(
+			stacks,
+			[](CStackInstance * slot1, CStackInstance * slot2) -> bool
+			{
+				auto cre1 = slot1->getCreatureID().toCreature();
+				auto cre2 = slot2->getCreatureID().toCreature();
+				auto flying = cre1->hasBonusOfType(BonusType::FLYING) - cre2->hasBonusOfType(BonusType::FLYING);
+			
+				if(flying != 0) return flying < 0;
+				else return cre1->getAIValue() < cre2->getAIValue();
+			});
+
+		for(int i = 0; i < stacks.size(); i++)
+		{
+			auto pos = vstd::findKey(attacker->Slots(), stacks[i]);
+
+			if(pos.getNum() != i)
+				cb->swapCreatures(attacker, attacker, static_cast<SlotID>(i), pos);
+		}
+	}
+}
+
+}

+ 39 - 0
AI/Nullkiller/Helpers/ArmyFormation.h

@@ -0,0 +1,39 @@
+/*
+* ArmyFormation.h, 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
+*
+*/
+#pragma once
+
+#include "../AIUtility.h"
+
+#include "../../../lib/GameConstants.h"
+#include "../../../lib/VCMI_Lib.h"
+#include "../../../lib/CTownHandler.h"
+#include "../../../lib/CBuildingHandler.h"
+
+namespace NKAI
+{
+
+struct HeroPtr;
+class AIGateway;
+class FuzzyHelper;
+class Nullkiller;
+
+class DLL_EXPORT ArmyFormation
+{
+private:
+	std::shared_ptr<CCallback> cb; //this is enough, but we downcast from CCallback
+	const Nullkiller * ai;
+
+public:
+	ArmyFormation(std::shared_ptr<CCallback> CB, const Nullkiller * ai): cb(CB), ai(ai) {}
+
+	void rearrangeArmyForSiege(const CGTownInstance * town, const CGHeroInstance * attacker);
+};
+
+}

+ 1 - 1
AI/Nullkiller/Markers/HeroExchange.cpp

@@ -29,7 +29,7 @@ bool HeroExchange::operator==(const HeroExchange & other) const
 
 std::string HeroExchange::toString() const
 {
-	return "Hero exchange " + exchangePath.toString();
+	return "Hero exchange for " +hero.get()->getObjectName() + " by " + exchangePath.toString();
 }
 
 uint64_t HeroExchange::getReinforcementArmyStrength() const

+ 1 - 1
AI/Nullkiller/Pathfinding/AINodeStorage.cpp

@@ -879,7 +879,7 @@ void AINodeStorage::setHeroes(std::map<const CGHeroInstance *, HeroRole> heroes)
 	for(auto & hero : heroes)
 	{
 		// do not allow our own heroes in garrison to act on map
-		if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison)
+		if(hero.first->getOwner() == ai->playerID && hero.first->inTownGarrison && ai->isHeroLocked(hero.first))
 			continue;
 
 		uint64_t mask = FirstActorMask << actors.size();

+ 3 - 3
AI/Nullkiller/Pathfinding/AINodeStorage.h

@@ -11,7 +11,7 @@
 #pragma once
 
 #define NKAI_PATHFINDER_TRACE_LEVEL 0
-#define NKAI_TRACE_LEVEL 0
+#define NKAI_TRACE_LEVEL 2
 
 #include "../../../lib/pathfinder/CGPathNode.h"
 #include "../../../lib/pathfinder/INodeStorage.h"
@@ -24,8 +24,8 @@
 
 namespace NKAI
 {
-	const int SCOUT_TURN_DISTANCE_LIMIT = 3;
-	const int MAIN_TURN_DISTANCE_LIMIT = 5;
+	const int SCOUT_TURN_DISTANCE_LIMIT = 5;
+	const int MAIN_TURN_DISTANCE_LIMIT = 10;
 
 namespace AIPathfinding
 {

+ 77 - 19
config/ai/object-priorities.txt

@@ -6,9 +6,9 @@ InputVariable: mainTurnDistance
   range: 0.000 10.000
   lock-range: true
   term: LOWEST Ramp 0.250 0.000
-  term: LOW Discrete 0.000 1.000 0.500 0.800 1.000 0.000
-  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 1.000 1.000 3.000 0.000
-  term: LONG Discrete 1.000 0.000 1.500 0.200 3.000 0.800 10.000 1.000
+  term: LOW Discrete 0.000 1.000 0.500 0.800 0.800 0.300 2.000 0.000
+  term: MEDIUM Discrete 0.000 0.000 0.500 0.200 0.800 0.700 2.000 1.000 6.000 0.000
+  term: LONG Discrete 2.000 0.000 6.000 1.000 10.000 0.800
 InputVariable: scoutTurnDistance
   description: distance to tile in turns
   enabled: true
@@ -43,6 +43,7 @@ InputVariable: armyLoss
   term: LOW Ramp 0.200 0.000
   term: MEDIUM Triangle 0.000 0.200 0.500
   term: HIGH Ramp 0.200 0.500
+  term: ALL Ramp 0.700 1.000
 InputVariable: heroRole
   enabled: true
   range: -0.100 1.100
@@ -82,13 +83,14 @@ InputVariable: closestHeroRatio
 InputVariable: strategicalValue
   description: Some abstract long term benefit non gold or army or skill
   enabled: true
-  range: 0.000 1.000
+  range: 0.000 3.000
   lock-range: false
   term: NONE Ramp 0.200 0.000
   term: LOWEST Triangle 0.000 0.010 0.250
-  term: LOW Triangle 0.000 0.250 0.700
-  term: MEDIUM Triangle 0.250 0.700 1.000
-  term: HIGH Ramp 0.700 1.000
+  term: LOW Triangle 0.000 0.250 1.000
+  term: MEDIUM Triangle 0.250 1.000 2.000
+  term: HIGH Triangle 1.000 2.000 3.000
+  term: CRITICAL Ramp 2.000 3.000
 InputVariable: goldPreasure
   description: Ratio between weekly army cost and gold income
   enabled: true
@@ -132,21 +134,22 @@ InputVariable: armyGrowth
   term: HUGE Ramp 8000.000 20000.000
 OutputVariable: Value
   enabled: true
-  range: -1.500 2.000
+  range: -1.500 2.500
   lock-range: false
   aggregation: AlgebraicSum
   defuzzifier: Centroid 100
   default: 0.500
   lock-previous: false
-  term: WORST Binary -1.000 -inf 0.500
+  term: WORST Binary -1.000 -inf 0.700
   term: BAD Rectangle -1.000 -0.700 0.500
-  term: BASE Rectangle -0.200 0.200 0.400
-  term: LOW Rectangle 1.110 1.190 0.320
-  term: HIGHEST Discrete 0.300 0.000 0.300 1.000 0.600 1.000 0.600 0.000 1.700 0.000 1.700 1.000 2.000 1.000 2.000 0.000 0.500
-  term: HIGH Discrete 0.600 0.000 0.600 1.000 0.850 1.000 0.850 0.000 1.450 0.000 1.450 1.000 1.700 1.000 1.700 0.000 0.400
-  term: BITHIGH Discrete 0.850 0.000 0.850 1.000 1.000 1.000 1.000 0.000 1.300 0.000 1.300 1.000 1.450 1.000 1.450 0.000 0.350
-  term: MEDIUM Discrete 1.000 0.000 1.000 1.000 1.100 1.000 1.100 0.000 1.200 0.000 1.200 1.000 1.300 1.000 1.300 0.000 0.330
-RuleBlock: gold reward
+  term: BASE Rectangle -0.200 0.200 0.350
+  term: MEDIUM Rectangle 0.910 1.090 0.500
+  term: SMALL Rectangle 0.960 1.040 0.600
+  term: BITHIGH Rectangle 0.850 1.150 0.400
+  term: HIGH Rectangle 0.750 1.250 0.400
+  term: HIGHEST Rectangle 0.500 1.500 0.350
+  term: CRITICAL Ramp 0.500 2.000 0.500
+RuleBlock: basic
   enabled: true
   conjunction: AlgebraicProduct
   disjunction: AlgebraicSum
@@ -154,6 +157,61 @@ RuleBlock: gold reward
   activation: General
   rule: if heroRole is MAIN then Value is BASE
   rule: if heroRole is SCOUT then Value is BASE
-  rule: if heroRole is MAIN and armyGrowth is HUGE then Value is HIGH
-  rule: if heroRole is MAIN and armyGrowth is BIG then Value is BITHIGH
-  rule: if heroRole is MAIN and strategicalValue is HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and armyGrowth is HUGE and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyGrowth is BIG and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if armyLoss is ALL then Value is WORST
+  rule: if turn is not NOW then Value is BAD with 0.1
+  rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
+  rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
+  rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
+RuleBlock: strategicalValue
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: NormalizedSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is NOW then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and turn is not NOW and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is MAIN and strategicalValue is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and strategicalValue is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and strategicalValue is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is NOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LOW then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is not NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is not NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is SMALL
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is NOW then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and turn is not NOW and scoutTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is HIGHEST with 0.5
+  rule: if heroRole is SCOUT and strategicalValue is HIGH and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is SCOUT and strategicalValue is MEDIUM and danger is NONE and scoutTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is SCOUT and strategicalValue is LOW and danger is NONE and scoutTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL
+  rule: if armyLoss is HIGH and strategicalValue is LOW then Value is BAD
+  rule: if armyLoss is HIGH and strategicalValue is MEDIUM then Value is BAD with 0.7
+  rule: if strategicalValue is CRITICAL then Value is CRITICAL
+RuleBlock: armyReward
+  enabled: true
+  conjunction: AlgebraicProduct
+  disjunction: AlgebraicSum
+  implication: AlgebraicProduct
+  activation: General
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LOW and fear is not HIGH then Value is HIGHEST
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is MEDIUM and fear is not HIGH then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is HIGH and mainTurnDistance is LONG and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LOW then Value is HIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is MEDIUM and fear is not HIGH then Value is BITHIGH
+  rule: if heroRole is MAIN and armyReward is MEDIUM and mainTurnDistance is LONG and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is LOW and fear is not HIGH then Value is MEDIUM
+  rule: if heroRole is MAIN and armyReward is LOW and mainTurnDistance is MEDIUM and fear is not HIGH then Value is SMALL