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- /*
- * GatherArmyBehavior.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 "../AIGateway.h"
- #include "../Engine/Nullkiller.h"
- #include "../Goals/ExecuteHeroChain.h"
- #include "../Goals/Composition.h"
- #include "../Markers/HeroExchange.h"
- #include "../Markers/ArmyUpgrade.h"
- #include "GatherArmyBehavior.h"
- #include "../AIUtility.h"
- #include "lib/mapping/CMap.h" //for victory conditions
- #include "lib/CPathfinder.h"
- namespace NKAI
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- using namespace Goals;
- std::string GatherArmyBehavior::toString() const
- {
- return "Gather army";
- }
- Goals::TGoalVec GatherArmyBehavior::decompose() const
- {
- Goals::TGoalVec tasks;
- auto heroes = cb->getHeroesInfo();
- if(heroes.empty())
- {
- return tasks;
- }
- for(const CGHeroInstance * hero : heroes)
- {
- if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN
- && hero->getArmyStrength() >= 300)
- {
- vstd::concatenate(tasks, deliverArmyToHero(hero));
- }
- }
- auto towns = cb->getTownsInfo();
- for(const CGTownInstance * town : towns)
- {
- vstd::concatenate(tasks, upgradeArmy(town));
- }
- return tasks;
- }
- Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const CGHeroInstance * hero) const
- {
- Goals::TGoalVec tasks;
- const int3 pos = hero->visitablePos();
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
- #endif
- if(ai->nullkiller->isHeroLocked(hero))
- {
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
- #endif
- return tasks;
- }
- auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Gather army found %d paths", paths.size());
- #endif
- for(const AIPath & path : paths)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path found %s", path.toString());
- #endif
-
- if(path.containsHero(hero)) continue;
- if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
- #endif
- continue;
- }
- if(ai->nullkiller->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path because of locked hero");
- #endif
- continue;
- }
- HeroExchange heroExchange(hero, path);
- float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
- // avoid transferring very small amount of army
- if(armyValue < 0.1f)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Army value is too small.");
- #endif
- continue;
- }
- // avoid trying to move bigger army to the weaker one.
- if(armyValue > 1)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Army value is too large.");
- #endif
- continue;
- }
- auto danger = path.getTotalDanger();
- auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace(
- "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
- isSafe ? "safe" : "not safe",
- hero->getObjectName(),
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- danger,
- path.getTotalArmyLoss());
- #endif
- if(isSafe)
- {
- Composition composition;
- ExecuteHeroChain exchangePath(path, hero);
- exchangePath.closestWayRatio = 1;
- composition.addNext(heroExchange);
- composition.addNext(exchangePath);
- auto blockedAction = path.getFirstBlockedAction();
- if(blockedAction)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Action is blocked. Considering decomposition.");
- #endif
- composition.addNext(blockedAction->decompose(path.targetHero));
- }
-
- tasks.push_back(sptr(composition));
- }
- }
- return tasks;
- }
- Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const
- {
- Goals::TGoalVec tasks;
- const int3 pos = upgrader->visitablePos();
- TResources availableResources = ai->nullkiller->getFreeResources();
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
- #endif
-
- auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
- std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
- #if NKAI_TRACE_LEVEL >= 1
- logAi->trace("Found %d paths", paths.size());
- #endif
- for(const AIPath & path : paths)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Path found %s", path.toString());
- #endif
- if(upgrader->visitingHero != path.targetHero)
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Town has visiting hero.");
- #endif
- continue;
- }
- if(ai->nullkiller->arePathHeroesLocked(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path because of locked hero");
- #endif
- continue;
- }
- if(path.getFirstBlockedAction())
- {
- #if NKAI_TRACE_LEVEL >= 2
- // TODO: decomposition?
- logAi->trace("Ignore path. Action is blocked.");
- #endif
- continue;
- }
- if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
- {
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
- #endif
- continue;
- }
- auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
- auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
- if(ai->nullkiller->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN)
- {
- upgrade.upgradeValue +=
- ai->nullkiller->armyManager->howManyReinforcementsCanGet(path.targetHero, path.heroArmy, upgrader);
- }
- if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
- continue;
- auto danger = path.getTotalDanger();
- auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger);
- #if NKAI_TRACE_LEVEL >= 2
- logAi->trace(
- "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
- isSafe ? "safe" : "not safe",
- upgrader->getObjectName(),
- path.targetHero->getObjectName(),
- path.getHeroStrength(),
- danger,
- path.getTotalArmyLoss());
- #endif
- if(isSafe)
- {
- ExecuteHeroChain newWay(path, upgrader);
-
- newWay.closestWayRatio = 1;
- tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
- }
- }
- return tasks;
- }
- }
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