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- /*
- * DefenceBehavior.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "DefenceBehavior.h"
- #include "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../AIUtility.h"
- #include "../Goals/BuyArmy.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Behaviors/CaptureObjectsBehavior.h"
- #include "../Goals/RecruitHero.h"
- #include "../Goals/DismissHero.h"
- #include "../Goals/Composition.h"
- #include "../Goals/CaptureObject.h"
- #include "../Markers/DefendTown.h"
- #include "../Goals/ExchangeSwapTownHeroes.h"
- namespace NKAI
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- const float TREAT_IGNORE_RATIO = 2;
- using namespace Goals;
- std::string DefenceBehavior::toString() const
- {
- return "Defend towns";
- }
- Goals::TGoalVec DefenceBehavior::decompose() const
- {
- Goals::TGoalVec tasks;
-
- for(auto town : cb->getTownsInfo())
- {
- evaluateDefence(tasks, town);
- }
- return tasks;
- }
- void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
- {
- logAi->trace("Evaluating defence for %s", town->getNameTranslated());
- auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
- auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
- int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
- if(town->garrisonHero)
- {
- if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
- {
- if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
- {
- logAi->trace(
- "Extracting hero %s from garrison of town %s",
- town->garrisonHero->getNameTranslated(),
- town->getNameTranslated());
- tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
- return;
- }
- }
- logAi->trace(
- "Hero %s in garrison of town %s is suposed to defend the town",
- town->garrisonHero->getNameTranslated(),
- town->getNameTranslated());
- return;
- }
- if(!treatNode.fastestDanger.hero)
- {
- logAi->trace("No treat found for town %s", town->getNameTranslated());
- return;
- }
-
- uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
- if(reinforcement)
- {
- logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
- tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
- }
- auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
- for(auto & treat : treats)
- {
- logAi->trace(
- "Town %s has treat %lld in %s turns, hero: %s",
- town->getNameTranslated(),
- treat.danger,
- std::to_string(treat.turn),
- treat.hero->getNameTranslated());
- bool treatIsUnderControl = false;
- for(AIPath & path : paths)
- {
- if(town->visitingHero && path.targetHero != town->visitingHero.get())
- continue;
- if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
- continue;
- if(treat.hero.validAndSet()
- && treat.turn <= 1
- && (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
- && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
- {
- Composition composition;
- composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
- tasks.push_back(Goals::sptr(composition));
- }
- bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
- bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
- if(treatIsWeak && !needToSaveGrowth)
- {
- if((path.exchangeCount == 1 && path.turn() < treat.turn)
- || path.turn() < treat.turn - 1
- || (path.turn() < treat.turn && treat.turn >= 2))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace(
- "Hero %s can eliminate danger for town %s using path %s.",
- path.targetHero->getObjectName(),
- town->getObjectName(),
- path.toString());
- #endif
- treatIsUnderControl = true;
- break;
- }
- }
- }
- if(treatIsUnderControl)
- continue;
- if(!town->visitingHero
- && town->hasBuilt(BuildingID::TAVERN)
- && cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
- {
- auto heroesInTavern = cb->getAvailableHeroes(town);
- for(auto hero : heroesInTavern)
- {
- if(hero->getTotalStrength() > treat.danger)
- {
- auto myHeroes = cb->getHeroesInfo();
- if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
- #endif
- tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
- continue;
- }
- else
- {
- const CGHeroInstance * weakestHero = nullptr;
- for(auto existingHero : myHeroes)
- {
- if(ai->nullkiller->isHeroLocked(existingHero)
- || existingHero->getArmyStrength() > hero->getArmyStrength()
- || ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
- || existingHero->movementPointsRemaining()
- || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
- continue;
- if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
- {
- weakestHero = existingHero;
- }
- if(weakestHero)
- {
- tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
- }
- }
- }
- }
- }
- }
- if(paths.empty())
- {
- logAi->trace("No ways to defend town %s", town->getNameTranslated());
- continue;
- }
- std::vector<int> pathsToDefend;
- std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
- for(int i = 0; i < paths.size(); i++)
- {
- auto & path = paths[i];
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace(
- "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- std::to_string(path.turn()),
- path.movementCost(),
- path.toString());
- #endif
- if(path.turn() <= treat.turn - 2)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
- town->getObjectName(),
- path.targetHero->getObjectName());
- #endif
- defferedPaths[path.targetHero].push_back(i);
- continue;
- }
- if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Put %s to garrison of town %s",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- // dismiss creatures we are not able to pick to be able to hide in garrison
- if(town->garrisonHero
- || town->getUpperArmy()->stacksCount() == 0
- || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
- {
- tasks.push_back(
- Goals::sptr(Composition()
- .addNext(DefendTown(town, treat, path.targetHero))
- .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
- }
- continue;
- }
- // main without army and visiting scout with army, very specific case
- if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
- && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
- && ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
- && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
- {
- path.heroArmy = town->visitingHero.get();
- tasks.push_back(
- Goals::sptr(Composition()
- .addNext(DefendTown(town, treat, path))
- .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
- .addNext(ExecuteHeroChain(path, town))
- .addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
- continue;
- }
-
- if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
- {
- if(ai->nullkiller->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Can not move %s to defend town %s. Path is locked.",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- continue;
- }
- pathsToDefend.push_back(i);
- }
- }
- for(int i : pathsToDefend)
- {
- AIPath & path = paths[i];
- for(int j : defferedPaths[path.targetHero])
- {
- AIPath & defferedPath = paths[j];
- if(defferedPath.getHeroStrength() >= path.getHeroStrength()
- && defferedPath.turn() <= path.turn())
- {
- continue;
- }
- }
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Move %s to defend town %s",
- path.targetHero->getObjectName(),
- town->getObjectName());
- #endif
- Composition composition;
- composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
- auto firstBlockedAction = path.getFirstBlockedAction();
- if(firstBlockedAction)
- {
- auto subGoal = firstBlockedAction->decompose(path.targetHero);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
- #endif
- if(subGoal->invalid())
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Path is invalid. Skipping");
- #endif
- continue;
- }
- composition.addNext(subGoal);
- }
- tasks.push_back(Goals::sptr(composition));
- }
- }
- logAi->debug("Found %d tasks", tasks.size());
- }
- }
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