GatherArmyBehavior.cpp 9.7 KB

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  1. /*
  2. * GatherArmyBehavior.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 "../AIGateway.h"
  12. #include "../Engine/Nullkiller.h"
  13. #include "../Goals/ExecuteHeroChain.h"
  14. #include "../Goals/Composition.h"
  15. #include "../Goals/RecruitHero.h"
  16. #include "../Markers/HeroExchange.h"
  17. #include "../Markers/ArmyUpgrade.h"
  18. #include "GatherArmyBehavior.h"
  19. #include "CaptureObjectsBehavior.h"
  20. #include "../AIUtility.h"
  21. #include "../Goals/ExchangeSwapTownHeroes.h"
  22. namespace NKAI
  23. {
  24. extern boost::thread_specific_ptr<CCallback> cb;
  25. extern boost::thread_specific_ptr<AIGateway> ai;
  26. using namespace Goals;
  27. std::string GatherArmyBehavior::toString() const
  28. {
  29. return "Gather army";
  30. }
  31. Goals::TGoalVec GatherArmyBehavior::decompose() const
  32. {
  33. Goals::TGoalVec tasks;
  34. auto heroes = cb->getHeroesInfo();
  35. if(heroes.empty())
  36. {
  37. return tasks;
  38. }
  39. for(const CGHeroInstance * hero : heroes)
  40. {
  41. if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN)
  42. {
  43. vstd::concatenate(tasks, deliverArmyToHero(hero));
  44. }
  45. }
  46. auto towns = cb->getTownsInfo();
  47. for(const CGTownInstance * town : towns)
  48. {
  49. vstd::concatenate(tasks, upgradeArmy(town));
  50. }
  51. return tasks;
  52. }
  53. Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const
  54. {
  55. Goals::TGoalVec tasks;
  56. const int3 pos = hero->visitablePos();
  57. auto targetHeroScore = ai->nullkiller->heroManager->evaluateHero(hero);
  58. #if NKAI_TRACE_LEVEL >= 1
  59. logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
  60. #endif
  61. auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
  62. #if NKAI_TRACE_LEVEL >= 1
  63. logAi->trace("Gather army found %d paths", paths.size());
  64. #endif
  65. for(const AIPath & path : paths)
  66. {
  67. #if NKAI_TRACE_LEVEL >= 2
  68. logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
  69. #endif
  70. if(path.containsHero(hero))
  71. {
  72. #if NKAI_TRACE_LEVEL >= 2
  73. logAi->trace("Selfcontaining path. Ignore");
  74. #endif
  75. continue;
  76. }
  77. bool garrisoned = false;
  78. if(path.turn() == 0 && hero->inTownGarrison)
  79. {
  80. #if NKAI_TRACE_LEVEL >= 1
  81. garrisoned = true;
  82. #endif
  83. }
  84. if(path.turn() > 0 && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
  85. {
  86. #if NKAI_TRACE_LEVEL >= 2
  87. logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
  88. #endif
  89. continue;
  90. }
  91. if(ai->nullkiller->arePathHeroesLocked(path))
  92. {
  93. #if NKAI_TRACE_LEVEL >= 2
  94. logAi->trace("Ignore path because of locked hero");
  95. #endif
  96. continue;
  97. }
  98. HeroExchange heroExchange(hero, path);
  99. uint64_t armyValue = heroExchange.getReinforcementArmyStrength();
  100. float armyRatio = (float)armyValue / hero->getArmyStrength();
  101. // avoid transferring very small amount of army
  102. if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
  103. {
  104. #if NKAI_TRACE_LEVEL >= 2
  105. logAi->trace("Army value is too small.");
  106. #endif
  107. continue;
  108. }
  109. // avoid trying to move bigger army to the weaker one.
  110. bool hasOtherMainInPath = false;
  111. for(auto node : path.nodes)
  112. {
  113. if(!node.targetHero) continue;
  114. auto heroRole = ai->nullkiller->heroManager->getHeroRole(node.targetHero);
  115. if(heroRole == HeroRole::MAIN)
  116. {
  117. auto score = ai->nullkiller->heroManager->evaluateHero(node.targetHero);
  118. if(score >= targetHeroScore)
  119. {
  120. hasOtherMainInPath = true;
  121. break;
  122. }
  123. }
  124. }
  125. if(hasOtherMainInPath)
  126. {
  127. #if NKAI_TRACE_LEVEL >= 2
  128. logAi->trace("Army value is too large.");
  129. #endif
  130. continue;
  131. }
  132. auto danger = path.getTotalDanger();
  133. auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
  134. #if NKAI_TRACE_LEVEL >= 2
  135. logAi->trace(
  136. "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
  137. isSafe ? "safe" : "not safe",
  138. hero->getObjectName(),
  139. path.targetHero->getObjectName(),
  140. path.getHeroStrength(),
  141. danger,
  142. path.getTotalArmyLoss());
  143. #endif
  144. if(isSafe)
  145. {
  146. Composition composition;
  147. ExecuteHeroChain exchangePath(path, hero);
  148. exchangePath.closestWayRatio = 1;
  149. composition.addNext(heroExchange);
  150. if(garrisoned && path.turn() == 0)
  151. {
  152. auto lockReason = ai->nullkiller->getHeroLockedReason(hero);
  153. composition.addNextSequence({
  154. sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
  155. sptr(exchangePath),
  156. sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))
  157. });
  158. }
  159. else
  160. {
  161. composition.addNext(exchangePath);
  162. }
  163. auto blockedAction = path.getFirstBlockedAction();
  164. if(blockedAction)
  165. {
  166. #if NKAI_TRACE_LEVEL >= 2
  167. logAi->trace("Action is blocked. Considering decomposition.");
  168. #endif
  169. auto subGoal = blockedAction->decompose(path.targetHero);
  170. if(subGoal->invalid())
  171. {
  172. #if NKAI_TRACE_LEVEL >= 1
  173. logAi->trace("Path is invalid. Skipping");
  174. #endif
  175. continue;
  176. }
  177. composition.addNext(subGoal);
  178. }
  179. tasks.push_back(sptr(composition));
  180. }
  181. }
  182. return tasks;
  183. }
  184. Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const
  185. {
  186. Goals::TGoalVec tasks;
  187. const int3 pos = upgrader->visitablePos();
  188. TResources availableResources = ai->nullkiller->getFreeResources();
  189. #if NKAI_TRACE_LEVEL >= 1
  190. logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
  191. #endif
  192. auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
  193. auto goals = CaptureObjectsBehavior::getVisitGoals(paths);
  194. std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
  195. #if NKAI_TRACE_LEVEL >= 1
  196. logAi->trace("Found %d paths", paths.size());
  197. #endif
  198. bool hasMainAround = false;
  199. for(const AIPath & path : paths)
  200. {
  201. auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
  202. if(heroRole == HeroRole::MAIN && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
  203. hasMainAround = true;
  204. }
  205. for(int i = 0; i < paths.size(); i++)
  206. {
  207. auto & path = paths[i];
  208. auto visitGoal = goals[i];
  209. #if NKAI_TRACE_LEVEL >= 2
  210. logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
  211. #endif
  212. if(visitGoal->invalid())
  213. {
  214. #if NKAI_TRACE_LEVEL >= 2
  215. logAi->trace("Ignore path. Not valid way.");
  216. #endif
  217. continue;
  218. }
  219. if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
  220. {
  221. #if NKAI_TRACE_LEVEL >= 2
  222. logAi->trace("Ignore path. Town has visiting hero.");
  223. #endif
  224. continue;
  225. }
  226. if(ai->nullkiller->arePathHeroesLocked(path))
  227. {
  228. #if NKAI_TRACE_LEVEL >= 2
  229. logAi->trace("Ignore path because of locked hero");
  230. #endif
  231. continue;
  232. }
  233. if(path.getFirstBlockedAction())
  234. {
  235. #if NKAI_TRACE_LEVEL >= 2
  236. // TODO: decomposition?
  237. logAi->trace("Ignore path. Action is blocked.");
  238. #endif
  239. continue;
  240. }
  241. auto heroRole = ai->nullkiller->heroManager->getHeroRole(path.targetHero);
  242. if(heroRole == HeroRole::SCOUT
  243. && ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
  244. {
  245. #if NKAI_TRACE_LEVEL >= 2
  246. logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
  247. #endif
  248. continue;
  249. }
  250. auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
  251. if(!upgrader->garrisonHero
  252. && (
  253. hasMainAround
  254. || ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
  255. {
  256. ArmyUpgradeInfo armyToGetOrBuy;
  257. armyToGetOrBuy.addArmyToGet(
  258. ai->nullkiller->armyManager->getBestArmy(
  259. path.targetHero,
  260. path.heroArmy,
  261. upgrader->getUpperArmy()));
  262. armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
  263. armyToGetOrBuy.addArmyToBuy(
  264. ai->nullkiller->armyManager->toSlotInfo(
  265. ai->nullkiller->armyManager->getArmyAvailableToBuy(
  266. path.heroArmy,
  267. upgrader,
  268. ai->nullkiller->getFreeResources(),
  269. path.turn())));
  270. upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
  271. upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
  272. vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
  273. if(!upgrade.upgradeValue
  274. && armyToGetOrBuy.upgradeValue > 20000
  275. && ai->nullkiller->heroManager->canRecruitHero(town)
  276. && path.turn() < SCOUT_TURN_DISTANCE_LIMIT)
  277. {
  278. for(auto hero : cb->getAvailableHeroes(town))
  279. {
  280. auto scoutReinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(hero, town)
  281. + ai->nullkiller->armyManager->howManyReinforcementsCanGet(hero, town);
  282. if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
  283. && ai->nullkiller->getFreeGold() >20000
  284. && ai->nullkiller->buildAnalyzer->getGoldPreasure() < MAX_GOLD_PEASURE)
  285. {
  286. Composition recruitHero;
  287. recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(town, hero));
  288. }
  289. }
  290. }
  291. }
  292. auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
  293. if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
  294. {
  295. #if NKAI_TRACE_LEVEL >= 2
  296. logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
  297. #endif
  298. continue;
  299. }
  300. auto danger = path.getTotalDanger();
  301. auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger);
  302. #if NKAI_TRACE_LEVEL >= 2
  303. logAi->trace(
  304. "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
  305. isSafe ? "safe" : "not safe",
  306. upgrader->getObjectName(),
  307. path.targetHero->getObjectName(),
  308. path.getHeroStrength(),
  309. danger,
  310. path.getTotalArmyLoss());
  311. #endif
  312. if(isSafe)
  313. {
  314. tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
  315. }
  316. }
  317. return tasks;
  318. }
  319. }