DefenceBehavior.cpp 13 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 TREAT_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
  33. {
  34. Goals::TGoalVec tasks;
  35. for(auto town : cb->getTownsInfo())
  36. {
  37. evaluateDefence(tasks, town);
  38. }
  39. return tasks;
  40. }
  41. bool isTreatUnderControl(const CGTownInstance * town, const HitMapInfo & treat, const std::vector<AIPath> & paths)
  42. {
  43. int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
  44. for(const AIPath & path : paths)
  45. {
  46. bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
  47. bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
  48. if(treatIsWeak && !needToSaveGrowth)
  49. {
  50. if((path.exchangeCount == 1 && path.turn() < treat.turn)
  51. || path.turn() < treat.turn - 1
  52. || (path.turn() < treat.turn && treat.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 & treat,
  70. const HitMapInfo & maximumDanger,
  71. Goals::TGoalVec & tasks)
  72. {
  73. if(treat.hero.validAndSet()
  74. && treat.turn <= 1
  75. && (treat.danger == maximumDanger.danger || treat.turn < maximumDanger.turn))
  76. {
  77. auto heroCapturingPaths = ai->nullkiller->pathfinder->getPathInfo(treat.hero->visitablePos());
  78. auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, treat.hero.get());
  79. for(int i = 0; i < heroCapturingPaths.size(); i++)
  80. {
  81. AIPath & path = heroCapturingPaths[i];
  82. TSubgoal goal = goals[i];
  83. if(!goal || goal->invalid() || !goal->isElementar()) continue;
  84. Composition composition;
  85. composition.addNext(DefendTown(town, treat, path, true)).addNext(goal);
  86. tasks.push_back(Goals::sptr(composition));
  87. }
  88. }
  89. }
  90. bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks)
  91. {
  92. if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
  93. {
  94. logAi->trace(
  95. "Hero %s in garrison of town %s is supposed to defend the town",
  96. town->garrisonHero->getNameTranslated(),
  97. town->getNameTranslated());
  98. return true;
  99. }
  100. if(!town->visitingHero)
  101. {
  102. if(cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  103. {
  104. logAi->trace(
  105. "Extracting hero %s from garrison of town %s",
  106. town->garrisonHero->getNameTranslated(),
  107. town->getNameTranslated());
  108. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  109. return true;
  110. }
  111. else if(ai->nullkiller->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
  112. {
  113. auto armyDismissLimit = 1000;
  114. auto heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(armyDismissLimit);
  115. if(heroToDismiss)
  116. {
  117. tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
  118. return true;
  119. }
  120. }
  121. }
  122. return false;
  123. }
  124. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
  125. {
  126. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  127. auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
  128. std::vector<HitMapInfo> treats = ai->nullkiller->dangerHitMap->getTownTreats(town);
  129. treats.push_back(treatNode.fastestDanger); // no guarantee that fastest danger will be there
  130. if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks))
  131. {
  132. return;
  133. }
  134. if(!treatNode.fastestDanger.hero)
  135. {
  136. logAi->trace("No treat found for town %s", town->getNameTranslated());
  137. return;
  138. }
  139. uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  140. if(reinforcement)
  141. {
  142. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  143. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  144. }
  145. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  146. for(auto & treat : treats)
  147. {
  148. logAi->trace(
  149. "Town %s has treat %lld in %s turns, hero: %s",
  150. town->getNameTranslated(),
  151. treat.danger,
  152. std::to_string(treat.turn),
  153. treat.hero ? treat.hero->getNameTranslated() : std::string("<no hero>"));
  154. handleCounterAttack(town, treat, treatNode.maximumDanger, tasks);
  155. if(isTreatUnderControl(town, treat, paths))
  156. {
  157. continue;
  158. }
  159. evaluateRecruitingHero(tasks, treat, town);
  160. if(paths.empty())
  161. {
  162. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  163. continue;
  164. }
  165. std::vector<int> pathsToDefend;
  166. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  167. for(int i = 0; i < paths.size(); i++)
  168. {
  169. auto & path = paths[i];
  170. #if NKAI_TRACE_LEVEL >= 1
  171. logAi->trace(
  172. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  173. path.targetHero->getObjectName(),
  174. path.getHeroStrength(),
  175. std::to_string(path.turn()),
  176. path.movementCost(),
  177. path.toString());
  178. #endif
  179. auto townDefenseStrength = town->garrisonHero
  180. ? town->garrisonHero->getTotalStrength()
  181. : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
  182. if(town->visitingHero && path.targetHero == town->visitingHero.get())
  183. {
  184. if(path.getHeroStrength() < townDefenseStrength)
  185. continue;
  186. }
  187. else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  188. {
  189. if(path.getHeroStrength() < townDefenseStrength)
  190. continue;
  191. }
  192. if(path.turn() <= treat.turn - 2)
  193. {
  194. #if NKAI_TRACE_LEVEL >= 1
  195. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
  196. town->getObjectName(),
  197. path.targetHero->getObjectName());
  198. #endif
  199. defferedPaths[path.targetHero].push_back(i);
  200. continue;
  201. }
  202. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  203. {
  204. #if NKAI_TRACE_LEVEL >= 1
  205. logAi->trace("Put %s to garrison of town %s",
  206. path.targetHero->getObjectName(),
  207. town->getObjectName());
  208. #endif
  209. // dismiss creatures we are not able to pick to be able to hide in garrison
  210. if(town->garrisonHero
  211. || town->getUpperArmy()->stacksCount() == 0
  212. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  213. {
  214. tasks.push_back(
  215. Goals::sptr(Composition()
  216. .addNext(DefendTown(town, treat, path.targetHero))
  217. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  218. }
  219. continue;
  220. }
  221. // main without army and visiting scout with army, very specific case
  222. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  223. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  224. && ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
  225. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  226. {
  227. path.heroArmy = town->visitingHero.get();
  228. tasks.push_back(
  229. Goals::sptr(Composition()
  230. .addNext(DefendTown(town, treat, path))
  231. .addNextSequence({
  232. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  233. sptr(ExecuteHeroChain(path, town)),
  234. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  235. })));
  236. continue;
  237. }
  238. if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
  239. {
  240. if(ai->nullkiller->arePathHeroesLocked(path))
  241. {
  242. #if NKAI_TRACE_LEVEL >= 1
  243. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  244. path.targetHero->getObjectName(),
  245. town->getObjectName());
  246. #endif
  247. continue;
  248. }
  249. pathsToDefend.push_back(i);
  250. }
  251. }
  252. for(int i : pathsToDefend)
  253. {
  254. AIPath & path = paths[i];
  255. for(int j : defferedPaths[path.targetHero])
  256. {
  257. AIPath & defferedPath = paths[j];
  258. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  259. && defferedPath.turn() <= path.turn())
  260. {
  261. continue;
  262. }
  263. }
  264. Composition composition;
  265. composition.addNext(DefendTown(town, treat, path));
  266. TGoalVec sequence;
  267. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  268. {
  269. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  270. tasks.push_back(Goals::sptr(composition));
  271. #if NKAI_TRACE_LEVEL >= 1
  272. logAi->trace("Locking hero %s in garrison of %s",
  273. town->garrisonHero.get()->getObjectName(),
  274. town->getObjectName());
  275. #endif
  276. continue;
  277. }
  278. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  279. {
  280. if(town->garrisonHero)
  281. {
  282. if(ai->nullkiller->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
  283. && town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
  284. {
  285. if(path.turn() == 0)
  286. sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
  287. }
  288. else
  289. {
  290. #if NKAI_TRACE_LEVEL >= 1
  291. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  292. path.targetHero->getObjectName(),
  293. town->getObjectName());
  294. #endif
  295. continue;
  296. }
  297. }
  298. else if(path.turn() == 0)
  299. {
  300. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  301. }
  302. }
  303. #if NKAI_TRACE_LEVEL >= 1
  304. logAi->trace("Move %s to defend town %s",
  305. path.targetHero->getObjectName(),
  306. town->getObjectName());
  307. #endif
  308. sequence.push_back(sptr(ExecuteHeroChain(path, town)));
  309. composition.addNextSequence(sequence);
  310. auto firstBlockedAction = path.getFirstBlockedAction();
  311. if(firstBlockedAction)
  312. {
  313. auto subGoal = firstBlockedAction->decompose(path.targetHero);
  314. #if NKAI_TRACE_LEVEL >= 2
  315. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  316. #endif
  317. if(subGoal->invalid())
  318. {
  319. #if NKAI_TRACE_LEVEL >= 1
  320. logAi->trace("Path is invalid. Skipping");
  321. #endif
  322. continue;
  323. }
  324. composition.addNext(subGoal);
  325. }
  326. tasks.push_back(Goals::sptr(composition));
  327. }
  328. }
  329. logAi->debug("Found %d tasks", tasks.size());
  330. }
  331. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
  332. {
  333. if(town->hasBuilt(BuildingID::TAVERN)
  334. && cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  335. {
  336. auto heroesInTavern = cb->getAvailableHeroes(town);
  337. for(auto hero : heroesInTavern)
  338. {
  339. if(hero->getTotalStrength() < treat.danger)
  340. continue;
  341. auto myHeroes = cb->getHeroesInfo();
  342. #if NKAI_TRACE_LEVEL >= 1
  343. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  344. #endif
  345. bool needSwap = false;
  346. const CGHeroInstance * heroToDismiss = nullptr;
  347. if(town->visitingHero)
  348. {
  349. if(!town->garrisonHero)
  350. needSwap = true;
  351. else
  352. {
  353. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  354. {
  355. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  356. continue;
  357. heroToDismiss = town->visitingHero.get();
  358. }
  359. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  360. continue;
  361. else
  362. {
  363. needSwap = true;
  364. heroToDismiss = town->garrisonHero.get();
  365. }
  366. }
  367. }
  368. else if(ai->nullkiller->heroManager->heroCapReached())
  369. {
  370. heroToDismiss = ai->nullkiller->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
  371. if(!heroToDismiss)
  372. continue;
  373. }
  374. TGoalVec sequence;
  375. Goals::Composition recruitHeroComposition;
  376. if(needSwap)
  377. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  378. if(heroToDismiss)
  379. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  380. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  381. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, treat, hero)).addNextSequence(sequence)));
  382. }
  383. }
  384. }
  385. }