DefenceBehavior.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474
  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. extern boost::thread_specific_ptr<CCallback> cb;
  27. extern boost::thread_specific_ptr<AIGateway> ai;
  28. const float TREAT_IGNORE_RATIO = 2;
  29. using namespace Goals;
  30. std::string DefenceBehavior::toString() const
  31. {
  32. return "Defend towns";
  33. }
  34. Goals::TGoalVec DefenceBehavior::decompose() const
  35. {
  36. Goals::TGoalVec tasks;
  37. for(auto town : cb->getTownsInfo())
  38. {
  39. evaluateDefence(tasks, town);
  40. }
  41. return tasks;
  42. }
  43. bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
  44. {
  45. int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
  46. for(const AIPath & path : paths)
  47. {
  48. bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
  49. bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
  50. if(treatIsWeak && !needToSaveGrowth)
  51. {
  52. if((path.exchangeCount == 1 && path.turn() < treat.turn)
  53. || path.turn() < treat.turn - 1
  54. || (path.turn() < treat.turn && treat.turn >= 2))
  55. {
  56. #if NKAI_TRACE_LEVEL >= 1
  57. logAi->trace(
  58. "Hero %s can eliminate danger for town %s using path %s.",
  59. path.targetHero->getObjectName(),
  60. town->getObjectName(),
  61. path.toString());
  62. #endif
  63. return true;
  64. }
  65. }
  66. }
  67. return false;
  68. }
  69. void handleCounterAttack(
  70. const CGTownInstance * town,
  71. const HitMapInfo & treat,
  72. const HitMapInfo & maximumDanger,
  73. Goals::TGoalVec & tasks)
  74. {
  75. if(treat.hero.validAndSet()
  76. && treat.turn <= 1
  77. && (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
  78. {
  79. auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
  80. auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
  81. for(int i = 0; i < heroCapturingPaths.size(); i++)
  82. {
  83. AIPath & path = heroCapturingPaths[i];
  84. TSubgoal goal = goals[i];
  85. if(!goal || goal->invalid() || !goal->isElementar()) continue;
  86. Composition composition;
  87. composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
  88. tasks.push_back(Goals::sptr(composition));
  89. }
  90. }
  91. }
  92. bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
  93. {
  94. if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
  95. {
  96. logAi->trace(
  97. "Hero %s in garrison of town %s is suposed to defend the town",
  98. town->garrisonHero->getNameTranslated(),
  99. town->getNameTranslated());
  100. return true;
  101. }
  102. if(!town->visitingHero)
  103. {
  104. if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  105. {
  106. logAi->trace(
  107. "Extracting hero %s from garrison of town %s",
  108. town->garrisonHero->getNameTranslated(),
  109. town->getNameTranslated());
  110. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  111. return true;
  112. }
  113. else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
  114. {
  115. auto armyDismissLimit = 1000;
  116. auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
  117. if(heroToDismiss)
  118. {
  119. tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
  120. return true;
  121. }
  122. }
  123. }
  124. return false;
  125. }
  126. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
  127. {
  128. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  129. auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
  130. std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
  131. treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
  132. if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
  133. {
  134. return;
  135. }
  136. if(!treatNode.fastestDanger.hero)
  137. {
  138. logAi->trace("No treat found for town %s", town->getNameTranslated());
  139. return;
  140. }
  141. uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  142. if(reinforcement)
  143. {
  144. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  145. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  146. }
  147. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  148. for(auto & treat : treats)
  149. {
  150. logAi->trace(
  151. "Town %s has treat %lld in %s turns, hero: %s",
  152. town->getNameTranslated(),
  153. treat.danger,
  154. std::to_string(treat.turn),
  155. treat.hero->getNameTranslated());
  156. handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
  157. if(isTreatUnderControl(town, treat, paths))
  158. {
  159. continue;
  160. }
  161. evaluateRecruitingHero(tasks, treat, town);
  162. if(paths.empty())
  163. {
  164. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  165. continue;
  166. }
  167. std::vector<int> pathsToDefend;
  168. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  169. for(int i = 0; i < paths.size(); i++)
  170. {
  171. auto & path = paths[i];
  172. #if NKAI_TRACE_LEVEL >= 1
  173. logAi->trace(
  174. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  175. path.targetHero->getObjectName(),
  176. path.getHeroStrength(),
  177. std::to_string(path.turn()),
  178. path.movementCost(),
  179. path.toString());
  180. #endif
  181. auto townDefenseStrength = town->garrisonHero
  182. ? town->garrisonHero->getTotalStrength()
  183. : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
  184. if(town->visitingHero && path.targetHero == town->visitingHero.get())
  185. {
  186. if(path.getHeroStrength() < townDefenseStrength)
  187. continue;
  188. }
  189. else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  190. {
  191. if(path.getHeroStrength() < townDefenseStrength)
  192. continue;
  193. }
  194. if(path.turn() <= treat.turn - 2)
  195. {
  196. #if NKAI_TRACE_LEVEL >= 1
  197. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
  198. town->getObjectName(),
  199. path.targetHero->getObjectName());
  200. #endif
  201. defferedPaths[path.targetHero].push_back(i);
  202. continue;
  203. }
  204. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  205. {
  206. #if NKAI_TRACE_LEVEL >= 1
  207. logAi->trace("Put %s to garrison of town %s",
  208. path.targetHero->getObjectName(),
  209. town->getObjectName());
  210. #endif
  211. // dismiss creatures we are not able to pick to be able to hide in garrison
  212. if(town->garrisonHero
  213. || town->getUpperArmy()->stacksCount() == 0
  214. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  215. {
  216. tasks.push_back(
  217. Goals::sptr(Composition()
  218. .addNext(DefendTown(town, treat, path.targetHero))
  219. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  220. }
  221. continue;
  222. }
  223. // main without army and visiting scout with army, very specific case
  224. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  225. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  226. && ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
  227. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  228. {
  229. path.heroArmy = town->visitingHero.get();
  230. tasks.push_back(
  231. Goals::sptr(Composition()
  232. .addNext(DefendTown(town, treat, path))
  233. .addNextSequence({
  234. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  235. sptr(ExecuteHeroChain(path, town)),
  236. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  237. })));
  238. continue;
  239. }
  240. if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
  241. {
  242. if(ai->nullkiller->arePathHeroesLocked(path))
  243. {
  244. #if NKAI_TRACE_LEVEL >= 1
  245. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  246. path.targetHero->getObjectName(),
  247. town->getObjectName());
  248. #endif
  249. continue;
  250. }
  251. pathsToDefend.push_back(i);
  252. }
  253. }
  254. for(int i : pathsToDefend)
  255. {
  256. AIPath & path = paths[i];
  257. for(int j : defferedPaths[path.targetHero])
  258. {
  259. AIPath & defferedPath = paths[j];
  260. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  261. && defferedPath.turn() <= path.turn())
  262. {
  263. continue;
  264. }
  265. }
  266. Composition composition;
  267. composition.addNext(DefendTown(town, treat, path));
  268. TGoalVec sequence;
  269. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  270. {
  271. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  272. tasks.push_back(Goals::sptr(composition));
  273. #if NKAI_TRACE_LEVEL >= 1
  274. logAi->trace("Locking hero %s in garrison of %s",
  275. town->garrisonHero.get()->getObjectName(),
  276. town->getObjectName());
  277. #endif
  278. continue;
  279. }
  280. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  281. {
  282. if(town->garrisonHero)
  283. {
  284. if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
  285. && town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
  286. {
  287. if(path.turn() == 0)
  288. sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
  289. }
  290. else
  291. {
  292. #if NKAI_TRACE_LEVEL >= 1
  293. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  294. path.targetHero->getObjectName(),
  295. town->getObjectName());
  296. #endif
  297. continue;
  298. }
  299. }
  300. else if(path.turn() == 0)
  301. {
  302. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  303. }
  304. }
  305. #if NKAI_TRACE_LEVEL >= 1
  306. logAi->trace("Move %s to defend town %s",
  307. path.targetHero->getObjectName(),
  308. town->getObjectName());
  309. #endif
  310. sequence.push_back(sptr(ExecuteHeroChain(path, town)));
  311. composition.addNextSequence(sequence);
  312. auto firstBlockedAction = path.getFirstBlockedAction();
  313. if(firstBlockedAction)
  314. {
  315. auto subGoal = firstBlockedAction->decompose(path.targetHero);
  316. #if NKAI_TRACE_LEVEL >= 2
  317. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  318. #endif
  319. if(subGoal->invalid())
  320. {
  321. #if NKAI_TRACE_LEVEL >= 1
  322. logAi->trace("Path is invalid. Skipping");
  323. #endif
  324. continue;
  325. }
  326. composition.addNext(subGoal);
  327. }
  328. tasks.push_back(Goals::sptr(composition));
  329. }
  330. }
  331. logAi->debug("Found %d tasks", tasks.size());
  332. }
  333. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
  334. {
  335. if(town->hasBuilt(BuildingID::TAVERN)
  336. && cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  337. {
  338. auto heroesInTavern = cb->getAvailableHeroes(town);
  339. for(auto hero : heroesInTavern)
  340. {
  341. if(hero->getTotalStrength() < treat.danger)
  342. continue;
  343. auto myHeroes = cb->getHeroesInfo();
  344. #if NKAI_TRACE_LEVEL >= 1
  345. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  346. #endif
  347. bool needSwap = false;
  348. const CGHeroInstance * heroToDismiss = nullptr;
  349. if(town->visitingHero)
  350. {
  351. if(!town->garrisonHero)
  352. needSwap = true;
  353. else
  354. {
  355. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  356. {
  357. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  358. continue;
  359. heroToDismiss = town->visitingHero.get();
  360. }
  361. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  362. continue;
  363. else
  364. {
  365. needSwap = true;
  366. heroToDismiss = town->garrisonHero.get();
  367. }
  368. }
  369. }
  370. else if(ai->nullkiller->heroManager->heroCapReached())
  371. {
  372. heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
  373. if(!heroToDismiss)
  374. continue;
  375. }
  376. TGoalVec sequence;
  377. Goals::Composition recruitHeroComposition;
  378. if(needSwap)
  379. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  380. if(heroToDismiss)
  381. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  382. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  383. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
  384. }
  385. }
  386. }
  387. }