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- /*
- * GatherArmyBehavior.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 "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/Composition.h"
- #include "../Goals/RecruitHero.h"
- #include "../Markers/HeroExchange.h"
- #include "../Markers/ArmyUpgrade.h"
- #include "GatherArmyBehavior.h"
- #include "CaptureObjectsBehavior.h"
- #include "../AIUtility.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- namespace NKAI
- {
- using namespace Goals;
- std::string GatherArmyBehavior::toString() const
- {
- return "Gather army";
- }
- Goals::TGoalVec GatherArmyBehavior::decompose(const Nullkiller * ai) const
- {
- Goals::TGoalVec tasks;
- auto heroes = ai->cb->getHeroesInfo();
- if(heroes.empty())
- {
- return tasks;
- }
- for(const CGHeroInstance * hero : heroes)
- {
- if(ai->heroManager->getHeroRole(hero) == HeroRole::MAIN)
- {
- vstd::concatenate(tasks, deliverArmyToHero(ai, hero));
- }
- }
- auto towns = ai->cb->getTownsInfo();
- for(const CGTownInstance * town : towns)
- {
- vstd::concatenate(tasks, upgradeArmy(ai, town));
- }
- return tasks;
- }
- Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const
- {
- Goals::TGoalVec tasks;
- const int3 pos = hero->visitablePos();
- auto targetHeroScore = ai->heroManager->evaluateHero(hero);
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
- #endif
- auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Gather army found %d paths", paths.size());
- #endif
- for(const AIPath & path : paths)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
- #endif
-
- if (path.targetHero->getOwner() != ai->playerID)
- continue;
-
- if(path.containsHero(hero))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Selfcontaining path. Ignore");
- #endif
- continue;
- }
- if(ai->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path because of locked hero");
- #endif
- continue;
- }
- HeroExchange heroExchange(hero, path);
- uint64_t armyValue = heroExchange.getReinforcementArmyStrength(ai);
- float armyRatio = (float)armyValue / hero->getArmyStrength();
- // avoid transferring very small amount of army
- if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Army value is too small.");
- #endif
- continue;
- }
- // avoid trying to move bigger army to the weaker one.
- bool hasOtherMainInPath = false;
- for(auto node : path.nodes)
- {
- if(!node.targetHero) continue;
- auto heroRole = ai->heroManager->getHeroRole(node.targetHero);
- if(heroRole == HeroRole::MAIN)
- {
- auto score = ai->heroManager->evaluateHero(node.targetHero);
- if(score >= targetHeroScore)
- {
- hasOtherMainInPath = true;
- break;
- }
- }
- }
- if(hasOtherMainInPath)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Army value is too large.");
- #endif
- continue;
- }
- auto danger = path.getTotalDanger();
- auto isSafe = isSafeToVisit(hero, path.heroArmy, danger, ai->settings->getSafeAttackRatio());
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace(
- "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
- isSafe ? "safe" : "not safe",
- hero->getObjectName(),
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- danger,
- path.getTotalArmyLoss());
- #endif
- if(isSafe)
- {
- Composition composition;
- ExecuteHeroChain exchangePath(path, hero);
- exchangePath.closestWayRatio = 1;
- composition.addNext(heroExchange);
- if(hero->inTownGarrison && path.turn() == 0)
- {
- auto lockReason = ai->getHeroLockedReason(hero);
- if(path.targetHero->visitedTown == hero->visitedTown)
- {
- composition.addNextSequence({
- sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
- }
- else
- {
- composition.addNextSequence({
- sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
- sptr(exchangePath),
- sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
- }
- }
- else
- {
- composition.addNext(exchangePath);
- }
- auto blockedAction = path.getFirstBlockedAction();
- if(blockedAction)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Action is blocked. Considering decomposition.");
- #endif
- auto subGoal = blockedAction->decompose(ai, path.targetHero);
- if(subGoal->invalid())
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Path is invalid. Skipping");
- #endif
- continue;
- }
- composition.addNext(subGoal);
- }
-
- tasks.push_back(sptr(composition));
- }
- }
- return tasks;
- }
- Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const
- {
- Goals::TGoalVec tasks;
- const int3 pos = upgrader->visitablePos();
- TResources availableResources = ai->getFreeResources();
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
- #endif
-
- auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
- auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
- std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Found %d paths", paths.size());
- #endif
- bool hasMainAround = false;
- for(const AIPath & path : paths)
- {
- auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
- if(heroRole == HeroRole::MAIN && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
- hasMainAround = true;
- }
- for(int i = 0; i < paths.size(); i++)
- {
- auto & path = paths[i];
- auto visitGoal = goals[i];
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
- #endif
- if(visitGoal->invalid())
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Not valid way.");
- #endif
- continue;
- }
- if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Town has visiting hero.");
- #endif
- continue;
- }
- if(ai->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path because of locked hero");
- #endif
- continue;
- }
- if(path.getFirstBlockedAction())
- {
- #if NKAI_TRACE_LEVEL >= 2
- // TODO: decomposition?
- logAi->trace("Ignore path. Action is blocked.");
- #endif
- continue;
- }
- auto upgrade = ai->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
- if(!upgrader->garrisonHero
- && (
- hasMainAround
- || ai->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
- {
- ArmyUpgradeInfo armyToGetOrBuy;
- armyToGetOrBuy.addArmyToGet(
- ai->armyManager->getBestArmy(
- path.targetHero,
- path.heroArmy,
- upgrader->getUpperArmy(),
- TerrainId::NONE));
- armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
- upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
- upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
- vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
- if(!upgrade.upgradeValue
- && armyToGetOrBuy.upgradeValue > 20000
- && ai->heroManager->canRecruitHero(upgrader)
- && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
- {
- for(auto hero : cb->getAvailableHeroes(upgrader))
- {
- auto scoutReinforcement = ai->armyManager->howManyReinforcementsCanGet(hero, upgrader);
- if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
- && ai->getFreeGold() >20000
- && !ai->buildAnalyzer->isGoldPressureHigh())
- {
- Composition recruitHero;
- recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(upgrader, hero));
- }
- }
- }
- }
- auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
- if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
- #endif
- continue;
- }
- auto danger = path.getTotalDanger();
- auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger, ai->settings->getSafeAttackRatio());
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace(
- "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
- isSafe ? "safe" : "not safe",
- upgrader->getObjectName(),
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- danger,
- path.getTotalArmyLoss());
- #endif
- if(isSafe)
- {
- tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
- }
- }
- return tasks;
- }
- }
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