DefenceBehavior.cpp 9.5 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. #include "lib/mapping/CMap.h" //for victory conditions
  25. #include "lib/CPathfinder.h"
  26. namespace NKAI
  27. {
  28. extern boost::thread_specific_ptr<CCallback> cb;
  29. extern boost::thread_specific_ptr<AIGateway> ai;
  30. const float TREAT_IGNORE_RATIO = 2;
  31. using namespace Goals;
  32. std::string DefenceBehavior::toString() const
  33. {
  34. return "Defend towns";
  35. }
  36. Goals::TGoalVec DefenceBehavior::decompose() const
  37. {
  38. Goals::TGoalVec tasks;
  39. for(auto town : cb->getTownsInfo())
  40. {
  41. evaluateDefence(tasks, town);
  42. }
  43. return tasks;
  44. }
  45. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
  46. {
  47. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  48. auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
  49. auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
  50. if(!treatNode.fastestDanger.hero)
  51. {
  52. logAi->trace("No treat found for town %s", town->getNameTranslated());
  53. return;
  54. }
  55. int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
  56. if(town->garrisonHero)
  57. {
  58. if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
  59. {
  60. if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  61. {
  62. logAi->trace(
  63. "Extracting hero %s from garrison of town %s",
  64. town->garrisonHero->getNameTranslated(),
  65. town->getNameTranslated());
  66. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  67. return;
  68. }
  69. }
  70. logAi->trace(
  71. "Hero %s in garrison of town %s is suposed to defend the town",
  72. town->garrisonHero->getNameTranslated(),
  73. town->getNameTranslated());
  74. return;
  75. }
  76. uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  77. if(reinforcement)
  78. {
  79. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  80. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  81. }
  82. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  83. for(auto & treat : treats)
  84. {
  85. logAi->trace(
  86. "Town %s has treat %lld in %s turns, hero: %s",
  87. town->getNameTranslated(),
  88. treat.danger,
  89. std::to_string(treat.turn),
  90. treat.hero->getNameTranslated());
  91. bool treatIsUnderControl = false;
  92. for(AIPath & path : paths)
  93. {
  94. if(town->visitingHero && path.targetHero != town->visitingHero.get())
  95. continue;
  96. if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
  97. continue;
  98. if(treat.hero.validAndSet()
  99. && treat.turn <= 1
  100. && (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
  101. && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
  102. {
  103. Composition composition;
  104. composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
  105. tasks.push_back(Goals::sptr(composition));
  106. }
  107. bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
  108. bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
  109. if(treatIsWeak && !needToSaveGrowth)
  110. {
  111. if((path.exchangeCount == 1 && path.turn() < treat.turn)
  112. || path.turn() < treat.turn - 1
  113. || (path.turn() < treat.turn && treat.turn >= 2))
  114. {
  115. #if NKAI_TRACE_LEVEL >= 1
  116. logAi->trace(
  117. "Hero %s can eliminate danger for town %s using path %s.",
  118. path.targetHero->getObjectName(),
  119. town->getObjectName(),
  120. path.toString());
  121. #endif
  122. treatIsUnderControl = true;
  123. break;
  124. }
  125. }
  126. }
  127. if(treatIsUnderControl)
  128. continue;
  129. if(!town->visitingHero
  130. && town->hasBuilt(BuildingID::TAVERN)
  131. && cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  132. {
  133. auto heroesInTavern = cb->getAvailableHeroes(town);
  134. for(auto hero : heroesInTavern)
  135. {
  136. if(hero->getTotalStrength() > treat.danger)
  137. {
  138. auto myHeroes = cb->getHeroesInfo();
  139. if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
  140. {
  141. #if NKAI_TRACE_LEVEL >= 1
  142. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  143. #endif
  144. tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
  145. continue;
  146. }
  147. else
  148. {
  149. const CGHeroInstance * weakestHero = nullptr;
  150. for(auto existingHero : myHeroes)
  151. {
  152. if(ai->nullkiller->isHeroLocked(existingHero)
  153. || existingHero->getArmyStrength() > hero->getArmyStrength()
  154. || ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
  155. || existingHero->movement
  156. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  157. continue;
  158. if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
  159. {
  160. weakestHero = existingHero;
  161. }
  162. if(weakestHero)
  163. {
  164. tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
  165. }
  166. }
  167. }
  168. }
  169. }
  170. }
  171. if(paths.empty())
  172. {
  173. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  174. continue;
  175. }
  176. std::vector<int> pathsToDefend;
  177. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  178. for(int i = 0; i < paths.size(); i++)
  179. {
  180. auto & path = paths[i];
  181. #if NKAI_TRACE_LEVEL >= 1
  182. logAi->trace(
  183. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  184. path.targetHero->getObjectName(),
  185. path.getHeroStrength(),
  186. std::to_string(path.turn()),
  187. path.movementCost(),
  188. path.toString());
  189. #endif
  190. if(path.turn() <= treat.turn - 2)
  191. {
  192. #if NKAI_TRACE_LEVEL >= 1
  193. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
  194. town->getObjectName(),
  195. path.targetHero->getObjectName());
  196. #endif
  197. defferedPaths[path.targetHero].push_back(i);
  198. continue;
  199. }
  200. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  201. {
  202. #if NKAI_TRACE_LEVEL >= 1
  203. logAi->trace("Put %s to garrison of town %s",
  204. path.targetHero->getObjectName(),
  205. town->getObjectName());
  206. #endif
  207. // dismiss creatures we are not able to pick to be able to hide in garrison
  208. if(town->garrisonHero
  209. || town->getUpperArmy()->stacksCount() == 0
  210. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  211. {
  212. tasks.push_back(
  213. Goals::sptr(Composition()
  214. .addNext(DefendTown(town, treat, path.targetHero))
  215. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  216. }
  217. continue;
  218. }
  219. // main without army and visiting scout with army, very specific case
  220. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  221. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  222. && ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
  223. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  224. {
  225. path.heroArmy = town->visitingHero.get();
  226. tasks.push_back(
  227. Goals::sptr(Composition()
  228. .addNext(DefendTown(town, treat, path))
  229. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
  230. .addNext(ExecuteHeroChain(path, town))
  231. .addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
  232. continue;
  233. }
  234. if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
  235. {
  236. if(ai->nullkiller->arePathHeroesLocked(path))
  237. {
  238. #if NKAI_TRACE_LEVEL >= 1
  239. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  240. path.targetHero->getObjectName(),
  241. town->getObjectName());
  242. #endif
  243. continue;
  244. }
  245. pathsToDefend.push_back(i);
  246. }
  247. }
  248. for(int i : pathsToDefend)
  249. {
  250. AIPath & path = paths[i];
  251. for(int j : defferedPaths[path.targetHero])
  252. {
  253. AIPath & defferedPath = paths[j];
  254. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  255. && defferedPath.turn() <= path.turn())
  256. {
  257. continue;
  258. }
  259. }
  260. #if NKAI_TRACE_LEVEL >= 1
  261. logAi->trace("Move %s to defend town %s",
  262. path.targetHero->getObjectName(),
  263. town->getObjectName());
  264. #endif
  265. Composition composition;
  266. composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
  267. auto firstBlockedAction = path.getFirstBlockedAction();
  268. if(firstBlockedAction)
  269. {
  270. auto subGoal = firstBlockedAction->decompose(path.targetHero);
  271. #if NKAI_TRACE_LEVEL >= 2
  272. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  273. #endif
  274. if(subGoal->invalid())
  275. {
  276. #if NKAI_TRACE_LEVEL >= 1
  277. logAi->trace("Path is invalid. Skipping");
  278. #endif
  279. continue;
  280. }
  281. composition.addNext(subGoal);
  282. }
  283. tasks.push_back(Goals::sptr(composition));
  284. }
  285. }
  286. logAi->debug("Found %d tasks", tasks.size());
  287. }
  288. }