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. //Let's do only one defence-task per pass since otherwise it can try to hire the same hero twice
  39. if (!tasks.empty())
  40. break;
  41. }
  42. return tasks;
  43. }
  44. bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
  45. {
  46. int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
  47. for(const AIPath & path : paths)
  48. {
  49. bool threatIsWeak = path.getHeroStrength() / (float)threat.danger > THREAT_IGNORE_RATIO;
  50. bool needToSaveGrowth = threat.turn == 0 && dayOfWeek == 7;
  51. if(threatIsWeak && !needToSaveGrowth)
  52. {
  53. if((path.exchangeCount == 1 && path.turn() < threat.turn)
  54. || path.turn() < threat.turn - 1
  55. || (path.turn() < threat.turn && threat.turn >= 2))
  56. {
  57. #if NKAI_TRACE_LEVEL >= 1
  58. logAi->trace(
  59. "Hero %s can eliminate danger for town %s using path %s.",
  60. path.targetHero->getObjectName(),
  61. town->getObjectName(),
  62. path.toString());
  63. #endif
  64. return true;
  65. }
  66. }
  67. }
  68. return false;
  69. }
  70. void handleCounterAttack(
  71. const CGTownInstance * town,
  72. const HitMapInfo & threat,
  73. const HitMapInfo & maximumDanger,
  74. const Nullkiller * ai,
  75. Goals::TGoalVec & tasks)
  76. {
  77. if(threat.hero.validAndSet()
  78. && threat.turn <= 1
  79. && (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
  80. {
  81. auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
  82. auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
  83. for(int i = 0; i < heroCapturingPaths.size(); i++)
  84. {
  85. AIPath & path = heroCapturingPaths[i];
  86. TSubgoal goal = goals[i];
  87. if(!goal || goal->invalid() || !goal->isElementar()) continue;
  88. Composition composition;
  89. composition.addNext(DefendTown(town, threat, path, true)).addNext(goal);
  90. tasks.push_back(Goals::sptr(composition));
  91. }
  92. }
  93. }
  94. bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
  95. {
  96. if(ai->isHeroLocked(town->garrisonHero.get()))
  97. {
  98. logAi->trace(
  99. "Hero %s in garrison of town %s is supposed to defend the town",
  100. town->garrisonHero->getNameTranslated(),
  101. town->getNameTranslated());
  102. return true;
  103. }
  104. if(!town->visitingHero)
  105. {
  106. if(ai->cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  107. {
  108. logAi->trace(
  109. "Extracting hero %s from garrison of town %s",
  110. town->garrisonHero->getNameTranslated(),
  111. town->getNameTranslated());
  112. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  113. return false;
  114. }
  115. else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
  116. {
  117. auto armyDismissLimit = 1000;
  118. auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
  119. if(heroToDismiss)
  120. {
  121. tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
  122. return false;
  123. }
  124. }
  125. }
  126. return false;
  127. }
  128. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
  129. {
  130. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  131. auto threatNode = ai->dangerHitMap->getObjectThreat(town);
  132. std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
  133. threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
  134. if (town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
  135. {
  136. return;
  137. }
  138. if(!threatNode.fastestDanger.hero)
  139. {
  140. logAi->trace("No threat found for town %s", town->getNameTranslated());
  141. return;
  142. }
  143. uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  144. if(reinforcement)
  145. {
  146. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  147. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  148. }
  149. auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
  150. for(auto & threat : threats)
  151. {
  152. logAi->trace(
  153. "Town %s has threat %lld in %s turns, hero: %s",
  154. town->getNameTranslated(),
  155. threat.danger,
  156. std::to_string(threat.turn),
  157. threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
  158. handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
  159. if(isThreatUnderControl(town, threat, ai, paths))
  160. {
  161. continue;
  162. }
  163. evaluateRecruitingHero(tasks, threat, town, ai);
  164. if(paths.empty())
  165. {
  166. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  167. continue;
  168. }
  169. std::vector<int> pathsToDefend;
  170. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  171. for(int i = 0; i < paths.size(); i++)
  172. {
  173. auto & path = paths[i];
  174. #if NKAI_TRACE_LEVEL >= 1
  175. logAi->trace(
  176. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  177. path.targetHero->getObjectName(),
  178. path.getHeroStrength(),
  179. std::to_string(path.turn()),
  180. path.movementCost(),
  181. path.toString());
  182. #endif
  183. auto townDefenseStrength = town->garrisonHero
  184. ? town->garrisonHero->getTotalStrength()
  185. : (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
  186. if(town->visitingHero && path.targetHero == town->visitingHero.get())
  187. {
  188. if(path.getHeroStrength() < townDefenseStrength)
  189. continue;
  190. }
  191. else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
  192. {
  193. if(path.getHeroStrength() < townDefenseStrength)
  194. continue;
  195. }
  196. if(path.turn() <= threat.turn - 2)
  197. {
  198. #if NKAI_TRACE_LEVEL >= 1
  199. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next turn",
  200. town->getObjectName(),
  201. path.targetHero->getObjectName());
  202. #endif
  203. defferedPaths[path.targetHero].push_back(i);
  204. continue;
  205. }
  206. if (!path.targetHero->canBeMergedWith(*town))
  207. {
  208. #if NKAI_TRACE_LEVEL >= 1
  209. logAi->trace("Can't merge armies of hero %s and town %s",
  210. path.targetHero->getObjectName(),
  211. town->getObjectName());
  212. #endif
  213. continue;
  214. }
  215. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  216. {
  217. #if NKAI_TRACE_LEVEL >= 1
  218. logAi->trace("Put %s to garrison of town %s",
  219. path.targetHero->getObjectName(),
  220. town->getObjectName());
  221. #endif
  222. // dismiss creatures we are not able to pick to be able to hide in garrison
  223. if(town->garrisonHero
  224. || town->getUpperArmy()->stacksCount() == 0
  225. || path.targetHero->canBeMergedWith(*town)
  226. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  227. {
  228. tasks.push_back(
  229. Goals::sptr(Composition()
  230. .addNext(DefendTown(town, threat, path.targetHero))
  231. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  232. }
  233. continue;
  234. }
  235. // main without army and visiting scout with army, very specific case
  236. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  237. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  238. && ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
  239. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  240. {
  241. path.heroArmy = town->visitingHero.get();
  242. tasks.push_back(
  243. Goals::sptr(Composition()
  244. .addNext(DefendTown(town, threat, path))
  245. .addNextSequence({
  246. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  247. sptr(ExecuteHeroChain(path, town)),
  248. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  249. })));
  250. continue;
  251. }
  252. if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * ai->settings->getSafeAttackRatio() >= threat.danger))
  253. {
  254. if(ai->arePathHeroesLocked(path))
  255. {
  256. #if NKAI_TRACE_LEVEL >= 1
  257. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  258. path.targetHero->getObjectName(),
  259. town->getObjectName());
  260. #endif
  261. continue;
  262. }
  263. pathsToDefend.push_back(i);
  264. }
  265. }
  266. for(int i : pathsToDefend)
  267. {
  268. AIPath & path = paths[i];
  269. for(int j : defferedPaths[path.targetHero])
  270. {
  271. AIPath & defferedPath = paths[j];
  272. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  273. && defferedPath.turn() <= path.turn())
  274. {
  275. continue;
  276. }
  277. }
  278. Composition composition;
  279. composition.addNext(DefendTown(town, threat, path));
  280. TGoalVec sequence;
  281. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  282. {
  283. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  284. tasks.push_back(Goals::sptr(composition));
  285. #if NKAI_TRACE_LEVEL >= 1
  286. logAi->trace("Locking hero %s in garrison of %s",
  287. town->garrisonHero.get()->getObjectName(),
  288. town->getObjectName());
  289. #endif
  290. continue;
  291. }
  292. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  293. {
  294. if(town->garrisonHero && town->garrisonHero != path.targetHero)
  295. {
  296. #if NKAI_TRACE_LEVEL >= 1
  297. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  298. path.targetHero->getObjectName(),
  299. town->getObjectName());
  300. #endif
  301. continue;
  302. }
  303. else if(path.turn() == 0)
  304. {
  305. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  306. }
  307. }
  308. #if NKAI_TRACE_LEVEL >= 1
  309. logAi->trace("Move %s to defend town %s",
  310. path.targetHero->getObjectName(),
  311. town->getObjectName());
  312. #endif
  313. sequence.push_back(sptr(ExecuteHeroChain(path, town)));
  314. composition.addNextSequence(sequence);
  315. auto firstBlockedAction = path.getFirstBlockedAction();
  316. if(firstBlockedAction)
  317. {
  318. auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
  319. #if NKAI_TRACE_LEVEL >= 2
  320. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  321. #endif
  322. if(subGoal->invalid())
  323. {
  324. #if NKAI_TRACE_LEVEL >= 1
  325. logAi->trace("Path is invalid. Skipping");
  326. #endif
  327. continue;
  328. }
  329. composition.addNext(subGoal);
  330. }
  331. tasks.push_back(Goals::sptr(composition));
  332. }
  333. }
  334. logAi->debug("Found %d tasks", tasks.size());
  335. }
  336. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
  337. {
  338. if (threat.turn > 0 || town->garrisonHero || town->visitingHero)
  339. return;
  340. if(town->hasBuilt(BuildingID::TAVERN)
  341. && ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  342. {
  343. auto heroesInTavern = ai->cb->getAvailableHeroes(town);
  344. for(auto hero : heroesInTavern)
  345. {
  346. if(hero->getTotalStrength() < threat.danger)
  347. continue;
  348. auto myHeroes = ai->cb->getHeroesInfo();
  349. #if NKAI_TRACE_LEVEL >= 1
  350. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  351. #endif
  352. bool needSwap = false;
  353. const CGHeroInstance * heroToDismiss = nullptr;
  354. if(town->visitingHero)
  355. {
  356. if(!town->garrisonHero)
  357. needSwap = true;
  358. else
  359. {
  360. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  361. {
  362. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  363. continue;
  364. heroToDismiss = town->visitingHero.get();
  365. }
  366. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  367. continue;
  368. else
  369. {
  370. needSwap = true;
  371. heroToDismiss = town->garrisonHero.get();
  372. }
  373. }
  374. // avoid dismissing one weak hero in order to recruit another.
  375. if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
  376. continue;
  377. }
  378. else if(ai->heroManager->heroCapReached())
  379. {
  380. heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength(), town);
  381. if(!heroToDismiss)
  382. continue;
  383. }
  384. TGoalVec sequence;
  385. Goals::Composition recruitHeroComposition;
  386. if(needSwap)
  387. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  388. if(heroToDismiss)
  389. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  390. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  391. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
  392. }
  393. }
  394. }
  395. }