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- /*
- * DefenceBehavior.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 "DefenceBehavior.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../AIUtility.h"
- #include "../Goals/BuyArmy.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Behaviors/CaptureObjectsBehavior.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/DismissHero.h"
- #include "../Goals/Composition.h"
- #include "../Goals/CaptureObject.h"
- #include "../Markers/DefendTown.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- namespace NKAI
- {
- const float THREAT_IGNORE_RATIO = 2;
- using namespace Goals;
- std::string DefenceBehavior::toString() const
- {
- return "Defend towns";
- }
- Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
-
- for(auto town : ai->cb->getTownsInfo())
- {
- evaluateDefence(tasks, town, ai);
- }
- return tasks;
- }
- bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
- {
- int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
- for(const AIPath & path : paths)
- {
- bool threatIsWeak = path.getHeroStrength() / (float)threat.danger > THREAT_IGNORE_RATIO;
- bool needToSaveGrowth = threat.turn == 0 && dayOfWeek == 7;
- if(threatIsWeak && !needToSaveGrowth)
- {
- if((path.exchangeCount == 1 && path.turn() < threat.turn)
- || path.turn() < threat.turn - 1
- || (path.turn() < threat.turn && threat.turn >= 2))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace(
- "Hero %s can eliminate danger for town %s using path %s.",
- path.targetHero->getObjectName(),
- town->getObjectName(),
- path.toString());
- #endif
- return true;
- }
- }
- }
- return false;
- }
- void handleCounterAttack(
- const CGTownInstance * town,
- const HitMapInfo & threat,
- const HitMapInfo & maximumDanger,
- const Nullkiller * ai,
- Goals::TGoalVec & tasks)
- {
- if(threat.hero.validAndSet()
- && threat.turn <= 1
- && (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
- {
- auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
- auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
- for(int i = 0; i < heroCapturingPaths.size(); i++)
- {
- AIPath & path = heroCapturingPaths[i];
- TSubgoal goal = goals[i];
- if(!goal || goal->invalid() || !goal->isElementar()) continue;
- Composition composition;
- composition.addNext(DefendTown(town, threat, path, true)).addNext(goal);
- tasks.push_back(Goals::sptr(composition));
- }
- }
- }
- bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
- {
- if(ai->isHeroLocked(town->garrisonHero.get()))
- {
- logAi->trace(
- "Hero %s in garrison of town %s is supposed to defend the town",
- town->garrisonHero->getNameTranslated(),
- town->getNameTranslated());
- return true;
- }
- if(!town->visitingHero)
- {
- if(ai->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)));
- return false;
- }
- else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
- {
- auto armyDismissLimit = 1000;
- auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
- if(heroToDismiss)
- {
- tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
- return false;
- }
- }
- }
- return false;
- }
- void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Evaluating defence for %s", town->getNameTranslated());
- #endif
- auto threatNode = ai->dangerHitMap->getObjectThreat(town);
- std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
-
- threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
- if (town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
- {
- return;
- }
- if(!threatNode.fastestDanger.hero)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("No threat found for town %s", town->getNameTranslated());
- #endif
- return;
- }
-
- uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
- if(reinforcement)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
- #endif
- tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
- }
- auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
- for(auto & threat : threats)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace(
- "Town %s has threat %lld in %s turns, hero: %s",
- town->getNameTranslated(),
- threat.danger,
- std::to_string(threat.turn),
- threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
- #endif
- handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
- if(isThreatUnderControl(town, threat, ai, paths))
- {
- continue;
- }
- evaluateRecruitingHero(tasks, threat, town, ai);
- if(paths.empty())
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("No ways to defend town %s", town->getNameTranslated());
- #endif
- continue;
- }
- std::vector<int> pathsToDefend;
- std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
- AIPath* closestWay = nullptr;
- for(int i = 0; i < paths.size(); i++)
- {
- auto & path = paths[i];
- if (!closestWay || path.movementCost() < closestWay->movementCost())
- closestWay = &path;
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace(
- "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- std::to_string(path.turn()),
- path.movementCost(),
- path.toString());
- #endif
- auto townDefenseStrength = town->garrisonHero
- ? town->garrisonHero->getTotalStrength()
- : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
- if(town->visitingHero && path.targetHero == town->visitingHero.get())
- {
- if(path.getHeroStrength() < townDefenseStrength)
- continue;
- }
- else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
- {
- if(path.getHeroStrength() < townDefenseStrength)
- continue;
- }
- if(path.turn() <= threat.turn - 2)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next turn",
- town->getObjectName(),
- path.targetHero->getObjectName());
- #endif
- defferedPaths[path.targetHero].push_back(i);
- continue;
- }
- if (!path.targetHero->canBeMergedWith(*town))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can't merge armies of hero %s and town %s",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- continue;
- }
- if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Put %s to garrison of town %s",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- // dismiss creatures we are not able to pick to be able to hide in garrison
- if(town->garrisonHero
- || town->getUpperArmy()->stacksCount() == 0
- || path.targetHero->canBeMergedWith(*town)
- || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
- {
- tasks.push_back(
- Goals::sptr(Composition()
- .addNext(DefendTown(town, threat, path.targetHero))
- .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
- }
- continue;
- }
- // main without army and visiting scout with army, very specific case
- if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
- && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
- && ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
- && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
- {
- path.heroArmy = town->visitingHero.get();
- tasks.push_back(
- Goals::sptr(Composition()
- .addNext(DefendTown(town, threat, path))
- .addNextSequence({
- sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
- sptr(ExecuteHeroChain(path, town)),
- sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
- })));
- continue;
- }
-
- if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * ai->settings->getSafeAttackRatio() >= threat.danger))
- {
- if(ai->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can not move %s to defend town %s. Path is locked.",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- continue;
- }
- pathsToDefend.push_back(i);
- }
- }
- for(int i : pathsToDefend)
- {
- AIPath & path = paths[i];
- for(int j : defferedPaths[path.targetHero])
- {
- AIPath & defferedPath = paths[j];
- if(defferedPath.getHeroStrength() >= path.getHeroStrength()
- && defferedPath.turn() <= path.turn())
- {
- continue;
- }
- }
- Composition composition;
- composition.addNext(DefendTown(town, threat, path));
- TGoalVec sequence;
- if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
- {
- composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
- tasks.push_back(Goals::sptr(composition));
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Locking hero %s in garrison of %s",
- town->garrisonHero.get()->getObjectName(),
- town->getObjectName());
- #endif
- continue;
- }
- else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
- {
- if(town->garrisonHero && town->garrisonHero != path.targetHero)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- continue;
- }
- else if(path.turn() == 0)
- {
- sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
- }
- }
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Move %s to defend town %s",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- ExecuteHeroChain heroChain = ExecuteHeroChain(path, town);
-
- if (closestWay)
- {
- heroChain.closestWayRatio = closestWay->movementCost() / heroChain.getPath().movementCost();
- }
- sequence.push_back(sptr(heroChain));
- composition.addNextSequence(sequence);
- auto firstBlockedAction = path.getFirstBlockedAction();
- if(firstBlockedAction)
- {
- auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
- #endif
- if(subGoal->invalid())
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Path is invalid. Skipping");
- #endif
- continue;
- }
- composition.addNext(subGoal);
- }
- tasks.push_back(Goals::sptr(composition));
- }
- }
- logAi->debug("Found %d tasks", tasks.size());
- }
- void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
- {
- if (threat.turn > 0 || town->garrisonHero || town->visitingHero)
- return;
-
- if(town->hasBuilt(BuildingID::TAVERN)
- && ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
- {
- auto heroesInTavern = ai->cb->getAvailableHeroes(town);
- for(auto hero : heroesInTavern)
- {
- if(hero->getTotalStrength() < threat.danger)
- continue;
- bool heroAlreadyHiredInOtherTown = false;
- for (const auto& task : tasks)
- {
- if (auto recruitGoal = dynamic_cast<Goals::RecruitHero*>(task.get()))
- {
- if (recruitGoal->getHero() == hero)
- {
- heroAlreadyHiredInOtherTown = true;
- break;
- }
- }
- }
- if (heroAlreadyHiredInOtherTown)
- continue;
- auto myHeroes = ai->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();
- }
- }
- // avoid dismissing one weak hero in order to recruit another.
- if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
- continue;
- }
- else if(ai->heroManager->heroCapReached())
- {
- heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength(), town);
- if(!heroToDismiss)
- continue;
- }
- 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, threat, hero)).addNextSequence(sequence)));
- }
- }
- }
- }
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