DefenceBehavior.cpp 14 KB

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  1. /*
  2. * DefenceBehavior.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "DefenceBehavior.h"
  12. #include "../AIGateway.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../AIUtility.h"
  15. #include "../Goals/BuyArmy.h"
  16. #include "../Goals/ExecuteHeroChain.h"
  17. #include "../Behaviors/CaptureObjectsBehavior.h"
  18. #include "../Goals/RecruitHero.h"
  19. #include "../Goals/DismissHero.h"
  20. #include "../Goals/Composition.h"
  21. #include "../Goals/CaptureObject.h"
  22. #include "../Markers/DefendTown.h"
  23. #include "../Goals/ExchangeSwapTownHeroes.h"
  24. namespace NKAI
  25. {
  26. const float THREAT_IGNORE_RATIO = 2;
  27. using namespace Goals;
  28. std::string DefenceBehavior::toString() const
  29. {
  30. return "Defend towns";
  31. }
  32. Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * ai) const
  33. {
  34. Goals::TGoalVec tasks;
  35. for(auto town : ai->cb->getTownsInfo())
  36. {
  37. evaluateDefence(tasks, town, ai);
  38. }
  39. return tasks;
  40. }
  41. bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
  42. {
  43. int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
  44. for(const AIPath & path : paths)
  45. {
  46. bool threatIsWeak = path.getHeroStrength() / (float)threat.danger > THREAT_IGNORE_RATIO;
  47. bool needToSaveGrowth = threat.turn == 0 && dayOfWeek == 7;
  48. if(threatIsWeak && !needToSaveGrowth)
  49. {
  50. if((path.exchangeCount == 1 && path.turn() < threat.turn)
  51. || path.turn() < threat.turn - 1
  52. || (path.turn() < threat.turn && threat.turn >= 2))
  53. {
  54. #if NKAI_TRACE_LEVEL >= 1
  55. logAi->trace(
  56. "Hero %s can eliminate danger for town %s using path %s.",
  57. path.targetHero->getObjectName(),
  58. town->getObjectName(),
  59. path.toString());
  60. #endif
  61. return true;
  62. }
  63. }
  64. }
  65. return false;
  66. }
  67. void handleCounterAttack(
  68. const CGTownInstance * town,
  69. const HitMapInfo & threat,
  70. const HitMapInfo & maximumDanger,
  71. const Nullkiller * ai,
  72. Goals::TGoalVec & tasks)
  73. {
  74. if(threat.hero.validAndSet()
  75. && threat.turn <= 1
  76. && (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
  77. {
  78. auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
  79. auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
  80. for(int i = 0; i < heroCapturingPaths.size(); i++)
  81. {
  82. AIPath & path = heroCapturingPaths[i];
  83. TSubgoal goal = goals[i];
  84. if(!goal || goal->invalid() || !goal->isElementar()) continue;
  85. Composition composition;
  86. composition.addNext(DefendTown(town, threat, path, true)).addNext(goal);
  87. tasks.push_back(Goals::sptr(composition));
  88. }
  89. }
  90. }
  91. bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
  92. {
  93. if(ai->isHeroLocked(town->garrisonHero.get()))
  94. {
  95. logAi->trace(
  96. "Hero %s in garrison of town %s is supposed to defend the town",
  97. town->garrisonHero->getNameTranslated(),
  98. town->getNameTranslated());
  99. return true;
  100. }
  101. if(!town->visitingHero)
  102. {
  103. if(ai->cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  104. {
  105. logAi->trace(
  106. "Extracting hero %s from garrison of town %s",
  107. town->garrisonHero->getNameTranslated(),
  108. town->getNameTranslated());
  109. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  110. return false;
  111. }
  112. else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
  113. {
  114. auto armyDismissLimit = 1000;
  115. auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
  116. if(heroToDismiss)
  117. {
  118. tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
  119. return false;
  120. }
  121. }
  122. }
  123. return false;
  124. }
  125. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
  126. {
  127. #if NKAI_TRACE_LEVEL >= 1
  128. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  129. #endif
  130. auto threatNode = ai->dangerHitMap->getObjectThreat(town);
  131. std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
  132. threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
  133. if (town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
  134. {
  135. return;
  136. }
  137. if(!threatNode.fastestDanger.hero)
  138. {
  139. #if NKAI_TRACE_LEVEL >= 1
  140. logAi->trace("No threat found for town %s", town->getNameTranslated());
  141. #endif
  142. return;
  143. }
  144. uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  145. if(reinforcement)
  146. {
  147. #if NKAI_TRACE_LEVEL >= 1
  148. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  149. #endif
  150. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  151. }
  152. auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
  153. for(auto & threat : threats)
  154. {
  155. #if NKAI_TRACE_LEVEL >= 1
  156. logAi->trace(
  157. "Town %s has threat %lld in %s turns, hero: %s",
  158. town->getNameTranslated(),
  159. threat.danger,
  160. std::to_string(threat.turn),
  161. threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
  162. #endif
  163. handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
  164. if(isThreatUnderControl(town, threat, ai, paths))
  165. {
  166. continue;
  167. }
  168. evaluateRecruitingHero(tasks, threat, town, ai);
  169. if(paths.empty())
  170. {
  171. #if NKAI_TRACE_LEVEL >= 1
  172. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  173. #endif
  174. continue;
  175. }
  176. std::vector<int> pathsToDefend;
  177. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  178. AIPath* closestWay = nullptr;
  179. for(int i = 0; i < paths.size(); i++)
  180. {
  181. auto & path = paths[i];
  182. if (!closestWay || path.movementCost() < closestWay->movementCost())
  183. closestWay = &path;
  184. #if NKAI_TRACE_LEVEL >= 1
  185. logAi->trace(
  186. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  187. path.targetHero->getObjectName(),
  188. path.getHeroStrength(),
  189. std::to_string(path.turn()),
  190. path.movementCost(),
  191. path.toString());
  192. #endif
  193. auto townDefenseStrength = town->garrisonHero
  194. ? town->garrisonHero->getTotalStrength()
  195. : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
  196. if(town->visitingHero && path.targetHero == town->visitingHero.get())
  197. {
  198. if(path.getHeroStrength() < townDefenseStrength)
  199. continue;
  200. }
  201. else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  202. {
  203. if(path.getHeroStrength() < townDefenseStrength)
  204. continue;
  205. }
  206. if(path.turn() <= threat.turn - 2)
  207. {
  208. #if NKAI_TRACE_LEVEL >= 1
  209. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next turn",
  210. town->getObjectName(),
  211. path.targetHero->getObjectName());
  212. #endif
  213. defferedPaths[path.targetHero].push_back(i);
  214. continue;
  215. }
  216. if (!path.targetHero->canBeMergedWith(*town))
  217. {
  218. #if NKAI_TRACE_LEVEL >= 1
  219. logAi->trace("Can't merge armies of hero %s and town %s",
  220. path.targetHero->getObjectName(),
  221. town->getObjectName());
  222. #endif
  223. continue;
  224. }
  225. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  226. {
  227. #if NKAI_TRACE_LEVEL >= 1
  228. logAi->trace("Put %s to garrison of town %s",
  229. path.targetHero->getObjectName(),
  230. town->getObjectName());
  231. #endif
  232. // dismiss creatures we are not able to pick to be able to hide in garrison
  233. if(town->garrisonHero
  234. || town->getUpperArmy()->stacksCount() == 0
  235. || path.targetHero->canBeMergedWith(*town)
  236. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  237. {
  238. tasks.push_back(
  239. Goals::sptr(Composition()
  240. .addNext(DefendTown(town, threat, path.targetHero))
  241. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  242. }
  243. continue;
  244. }
  245. // main without army and visiting scout with army, very specific case
  246. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  247. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  248. && ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
  249. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  250. {
  251. path.heroArmy = town->visitingHero.get();
  252. tasks.push_back(
  253. Goals::sptr(Composition()
  254. .addNext(DefendTown(town, threat, path))
  255. .addNextSequence({
  256. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  257. sptr(ExecuteHeroChain(path, town)),
  258. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  259. })));
  260. continue;
  261. }
  262. if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * ai->settings->getSafeAttackRatio() >= threat.danger))
  263. {
  264. if(ai->arePathHeroesLocked(path))
  265. {
  266. #if NKAI_TRACE_LEVEL >= 1
  267. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  268. path.targetHero->getObjectName(),
  269. town->getObjectName());
  270. #endif
  271. continue;
  272. }
  273. pathsToDefend.push_back(i);
  274. }
  275. }
  276. for(int i : pathsToDefend)
  277. {
  278. AIPath & path = paths[i];
  279. for(int j : defferedPaths[path.targetHero])
  280. {
  281. AIPath & defferedPath = paths[j];
  282. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  283. && defferedPath.turn() <= path.turn())
  284. {
  285. continue;
  286. }
  287. }
  288. Composition composition;
  289. composition.addNext(DefendTown(town, threat, path));
  290. TGoalVec sequence;
  291. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  292. {
  293. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  294. tasks.push_back(Goals::sptr(composition));
  295. #if NKAI_TRACE_LEVEL >= 1
  296. logAi->trace("Locking hero %s in garrison of %s",
  297. town->garrisonHero.get()->getObjectName(),
  298. town->getObjectName());
  299. #endif
  300. continue;
  301. }
  302. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  303. {
  304. if(town->garrisonHero && town->garrisonHero != path.targetHero)
  305. {
  306. #if NKAI_TRACE_LEVEL >= 1
  307. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  308. path.targetHero->getObjectName(),
  309. town->getObjectName());
  310. #endif
  311. continue;
  312. }
  313. else if(path.turn() == 0)
  314. {
  315. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  316. }
  317. }
  318. #if NKAI_TRACE_LEVEL >= 1
  319. logAi->trace("Move %s to defend town %s",
  320. path.targetHero->getObjectName(),
  321. town->getObjectName());
  322. #endif
  323. ExecuteHeroChain heroChain = ExecuteHeroChain(path, town);
  324. if (closestWay)
  325. {
  326. heroChain.closestWayRatio = closestWay->movementCost() / heroChain.getPath().movementCost();
  327. }
  328. sequence.push_back(sptr(heroChain));
  329. composition.addNextSequence(sequence);
  330. auto firstBlockedAction = path.getFirstBlockedAction();
  331. if(firstBlockedAction)
  332. {
  333. auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
  334. #if NKAI_TRACE_LEVEL >= 2
  335. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  336. #endif
  337. if(subGoal->invalid())
  338. {
  339. #if NKAI_TRACE_LEVEL >= 1
  340. logAi->trace("Path is invalid. Skipping");
  341. #endif
  342. continue;
  343. }
  344. composition.addNext(subGoal);
  345. }
  346. tasks.push_back(Goals::sptr(composition));
  347. }
  348. }
  349. logAi->debug("Found %d tasks", tasks.size());
  350. }
  351. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
  352. {
  353. if (threat.turn > 0 || town->garrisonHero || town->visitingHero)
  354. return;
  355. if(town->hasBuilt(BuildingID::TAVERN)
  356. && ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  357. {
  358. auto heroesInTavern = ai->cb->getAvailableHeroes(town);
  359. for(auto hero : heroesInTavern)
  360. {
  361. if(hero->getTotalStrength() < threat.danger)
  362. continue;
  363. bool heroAlreadyHiredInOtherTown = false;
  364. for (const auto& task : tasks)
  365. {
  366. if (auto recruitGoal = dynamic_cast<Goals::RecruitHero*>(task.get()))
  367. {
  368. if (recruitGoal->getHero() == hero)
  369. {
  370. heroAlreadyHiredInOtherTown = true;
  371. break;
  372. }
  373. }
  374. }
  375. if (heroAlreadyHiredInOtherTown)
  376. continue;
  377. auto myHeroes = ai->cb->getHeroesInfo();
  378. #if NKAI_TRACE_LEVEL >= 1
  379. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  380. #endif
  381. bool needSwap = false;
  382. const CGHeroInstance * heroToDismiss = nullptr;
  383. if(town->visitingHero)
  384. {
  385. if(!town->garrisonHero)
  386. needSwap = true;
  387. else
  388. {
  389. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  390. {
  391. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  392. continue;
  393. heroToDismiss = town->visitingHero.get();
  394. }
  395. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  396. continue;
  397. else
  398. {
  399. needSwap = true;
  400. heroToDismiss = town->garrisonHero.get();
  401. }
  402. }
  403. // avoid dismissing one weak hero in order to recruit another.
  404. if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
  405. continue;
  406. }
  407. else if(ai->heroManager->heroCapReached())
  408. {
  409. heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength(), town);
  410. if(!heroToDismiss)
  411. continue;
  412. }
  413. TGoalVec sequence;
  414. Goals::Composition recruitHeroComposition;
  415. if(needSwap)
  416. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  417. if(heroToDismiss)
  418. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  419. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  420. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
  421. }
  422. }
  423. }
  424. }