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 false;
  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 false;
  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 (town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
  132. {
  133. return;
  134. }
  135. if(!threatNode.fastestDanger.hero)
  136. {
  137. logAi->trace("No threat found for town %s", town->getNameTranslated());
  138. return;
  139. }
  140. uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  141. if(reinforcement)
  142. {
  143. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  144. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  145. }
  146. auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
  147. for(auto & threat : threats)
  148. {
  149. logAi->trace(
  150. "Town %s has threat %lld in %s turns, hero: %s",
  151. town->getNameTranslated(),
  152. threat.danger,
  153. std::to_string(threat.turn),
  154. threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
  155. handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
  156. if(isThreatUnderControl(town, threat, ai, paths))
  157. {
  158. continue;
  159. }
  160. evaluateRecruitingHero(tasks, threat, town, ai);
  161. if(paths.empty())
  162. {
  163. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  164. continue;
  165. }
  166. std::vector<int> pathsToDefend;
  167. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  168. for(int i = 0; i < paths.size(); i++)
  169. {
  170. auto & path = paths[i];
  171. #if NKAI_TRACE_LEVEL >= 1
  172. logAi->trace(
  173. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  174. path.targetHero->getObjectName(),
  175. path.getHeroStrength(),
  176. std::to_string(path.turn()),
  177. path.movementCost(),
  178. path.toString());
  179. #endif
  180. auto townDefenseStrength = town->garrisonHero
  181. ? town->garrisonHero->getTotalStrength()
  182. : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
  183. if(town->visitingHero && path.targetHero == town->visitingHero.get())
  184. {
  185. if(path.getHeroStrength() < townDefenseStrength)
  186. continue;
  187. }
  188. else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  189. {
  190. if(path.getHeroStrength() < townDefenseStrength)
  191. continue;
  192. }
  193. if(path.turn() <= threat.turn - 2)
  194. {
  195. #if NKAI_TRACE_LEVEL >= 1
  196. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next turn",
  197. town->getObjectName(),
  198. path.targetHero->getObjectName());
  199. #endif
  200. defferedPaths[path.targetHero].push_back(i);
  201. continue;
  202. }
  203. if (!path.targetHero->canBeMergedWith(*town))
  204. {
  205. #if NKAI_TRACE_LEVEL >= 1
  206. logAi->trace("Can't merge armies of hero %s and town %s",
  207. path.targetHero->getObjectName(),
  208. town->getObjectName());
  209. #endif
  210. continue;
  211. }
  212. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  213. {
  214. #if NKAI_TRACE_LEVEL >= 1
  215. logAi->trace("Put %s to garrison of town %s",
  216. path.targetHero->getObjectName(),
  217. town->getObjectName());
  218. #endif
  219. // dismiss creatures we are not able to pick to be able to hide in garrison
  220. if(town->garrisonHero
  221. || town->getUpperArmy()->stacksCount() == 0
  222. || path.targetHero->canBeMergedWith(*town)
  223. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  224. {
  225. tasks.push_back(
  226. Goals::sptr(Composition()
  227. .addNext(DefendTown(town, threat, path.targetHero))
  228. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  229. }
  230. continue;
  231. }
  232. // main without army and visiting scout with army, very specific case
  233. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  234. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  235. && ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
  236. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  237. {
  238. path.heroArmy = town->visitingHero.get();
  239. tasks.push_back(
  240. Goals::sptr(Composition()
  241. .addNext(DefendTown(town, threat, path))
  242. .addNextSequence({
  243. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  244. sptr(ExecuteHeroChain(path, town)),
  245. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  246. })));
  247. continue;
  248. }
  249. if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * ai->settings->getSafeAttackRatio() >= threat.danger))
  250. {
  251. if(ai->arePathHeroesLocked(path))
  252. {
  253. #if NKAI_TRACE_LEVEL >= 1
  254. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  255. path.targetHero->getObjectName(),
  256. town->getObjectName());
  257. #endif
  258. continue;
  259. }
  260. pathsToDefend.push_back(i);
  261. }
  262. }
  263. for(int i : pathsToDefend)
  264. {
  265. AIPath & path = paths[i];
  266. for(int j : defferedPaths[path.targetHero])
  267. {
  268. AIPath & defferedPath = paths[j];
  269. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  270. && defferedPath.turn() <= path.turn())
  271. {
  272. continue;
  273. }
  274. }
  275. Composition composition;
  276. composition.addNext(DefendTown(town, threat, path));
  277. TGoalVec sequence;
  278. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  279. {
  280. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  281. tasks.push_back(Goals::sptr(composition));
  282. #if NKAI_TRACE_LEVEL >= 1
  283. logAi->trace("Locking hero %s in garrison of %s",
  284. town->garrisonHero.get()->getObjectName(),
  285. town->getObjectName());
  286. #endif
  287. continue;
  288. }
  289. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  290. {
  291. if(town->garrisonHero && town->garrisonHero != path.targetHero)
  292. {
  293. #if NKAI_TRACE_LEVEL >= 1
  294. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  295. path.targetHero->getObjectName(),
  296. town->getObjectName());
  297. #endif
  298. continue;
  299. }
  300. else if(path.turn() == 0)
  301. {
  302. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  303. }
  304. }
  305. #if NKAI_TRACE_LEVEL >= 1
  306. logAi->trace("Move %s to defend town %s",
  307. path.targetHero->getObjectName(),
  308. town->getObjectName());
  309. #endif
  310. sequence.push_back(sptr(ExecuteHeroChain(path, town)));
  311. composition.addNextSequence(sequence);
  312. auto firstBlockedAction = path.getFirstBlockedAction();
  313. if(firstBlockedAction)
  314. {
  315. auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
  316. #if NKAI_TRACE_LEVEL >= 2
  317. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  318. #endif
  319. if(subGoal->invalid())
  320. {
  321. #if NKAI_TRACE_LEVEL >= 1
  322. logAi->trace("Path is invalid. Skipping");
  323. #endif
  324. continue;
  325. }
  326. composition.addNext(subGoal);
  327. }
  328. tasks.push_back(Goals::sptr(composition));
  329. }
  330. }
  331. logAi->debug("Found %d tasks", tasks.size());
  332. }
  333. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
  334. {
  335. if (threat.turn > 0 || town->garrisonHero || town->visitingHero)
  336. return;
  337. if(town->hasBuilt(BuildingID::TAVERN)
  338. && ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  339. {
  340. auto heroesInTavern = ai->cb->getAvailableHeroes(town);
  341. for(auto hero : heroesInTavern)
  342. {
  343. if(hero->getTotalStrength() < threat.danger)
  344. continue;
  345. bool heroAlreadyHiredInOtherTown = false;
  346. for (const auto& task : tasks)
  347. {
  348. if (auto recruitGoal = dynamic_cast<Goals::RecruitHero*>(task.get()))
  349. {
  350. if (recruitGoal->getHero() == hero)
  351. {
  352. heroAlreadyHiredInOtherTown = true;
  353. break;
  354. }
  355. }
  356. }
  357. if (heroAlreadyHiredInOtherTown)
  358. continue;
  359. auto myHeroes = ai->cb->getHeroesInfo();
  360. #if NKAI_TRACE_LEVEL >= 1
  361. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  362. #endif
  363. bool needSwap = false;
  364. const CGHeroInstance * heroToDismiss = nullptr;
  365. if(town->visitingHero)
  366. {
  367. if(!town->garrisonHero)
  368. needSwap = true;
  369. else
  370. {
  371. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  372. {
  373. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  374. continue;
  375. heroToDismiss = town->visitingHero.get();
  376. }
  377. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  378. continue;
  379. else
  380. {
  381. needSwap = true;
  382. heroToDismiss = town->garrisonHero.get();
  383. }
  384. }
  385. // avoid dismissing one weak hero in order to recruit another.
  386. if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
  387. continue;
  388. }
  389. else if(ai->heroManager->heroCapReached())
  390. {
  391. heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength(), town);
  392. if(!heroToDismiss)
  393. continue;
  394. }
  395. TGoalVec sequence;
  396. Goals::Composition recruitHeroComposition;
  397. if(needSwap)
  398. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  399. if(heroToDismiss)
  400. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  401. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  402. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
  403. }
  404. }
  405. }
  406. }