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