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