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. #include "lib/CPathfinder.h"
  25. namespace NKAI
  26. {
  27. extern boost::thread_specific_ptr<CCallback> cb;
  28. extern boost::thread_specific_ptr<AIGateway> ai;
  29. const float TREAT_IGNORE_RATIO = 2;
  30. using namespace Goals;
  31. std::string DefenceBehavior::toString() const
  32. {
  33. return "Defend towns";
  34. }
  35. Goals::TGoalVec DefenceBehavior::decompose() const
  36. {
  37. Goals::TGoalVec tasks;
  38. for(auto town : cb->getTownsInfo())
  39. {
  40. evaluateDefence(tasks, town);
  41. }
  42. return tasks;
  43. }
  44. void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
  45. {
  46. logAi->trace("Evaluating defence for %s", town->getNameTranslated());
  47. auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
  48. auto treats = { treatNode.maximumDanger, treatNode.fastestDanger };
  49. int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK);
  50. if(town->garrisonHero)
  51. {
  52. if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
  53. {
  54. if(!town->visitingHero && cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
  55. {
  56. logAi->trace(
  57. "Extracting hero %s from garrison of town %s",
  58. town->garrisonHero->getNameTranslated(),
  59. town->getNameTranslated());
  60. tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
  61. return;
  62. }
  63. }
  64. logAi->trace(
  65. "Hero %s in garrison of town %s is suposed to defend the town",
  66. town->garrisonHero->getNameTranslated(),
  67. town->getNameTranslated());
  68. return;
  69. }
  70. if(!treatNode.fastestDanger.hero)
  71. {
  72. logAi->trace("No treat found for town %s", town->getNameTranslated());
  73. return;
  74. }
  75. uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
  76. if(reinforcement)
  77. {
  78. logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
  79. tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
  80. }
  81. auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos());
  82. for(auto & treat : treats)
  83. {
  84. logAi->trace(
  85. "Town %s has treat %lld in %s turns, hero: %s",
  86. town->getNameTranslated(),
  87. treat.danger,
  88. std::to_string(treat.turn),
  89. treat.hero->getNameTranslated());
  90. bool treatIsUnderControl = false;
  91. for(AIPath & path : paths)
  92. {
  93. if(town->visitingHero && path.targetHero != town->visitingHero.get())
  94. continue;
  95. if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
  96. continue;
  97. if(treat.hero.validAndSet()
  98. && treat.turn <= 1
  99. && (treat.danger == treatNode.maximumDanger.danger || treat.turn < treatNode.maximumDanger.turn)
  100. && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger))
  101. {
  102. Composition composition;
  103. composition.addNext(DefendTown(town, treat, path)).addNext(CaptureObject(treat.hero.get()));
  104. tasks.push_back(Goals::sptr(composition));
  105. }
  106. bool treatIsWeak = path.getHeroStrength() / (float)treat.danger > TREAT_IGNORE_RATIO;
  107. bool needToSaveGrowth = treat.turn == 0 && dayOfWeek == 7;
  108. if(treatIsWeak && !needToSaveGrowth)
  109. {
  110. if((path.exchangeCount == 1 && path.turn() < treat.turn)
  111. || path.turn() < treat.turn - 1
  112. || (path.turn() < treat.turn && treat.turn >= 2))
  113. {
  114. #if NKAI_TRACE_LEVEL >= 1
  115. logAi->trace(
  116. "Hero %s can eliminate danger for town %s using path %s.",
  117. path.targetHero->getObjectName(),
  118. town->getObjectName(),
  119. path.toString());
  120. #endif
  121. treatIsUnderControl = true;
  122. break;
  123. }
  124. }
  125. }
  126. if(treatIsUnderControl)
  127. continue;
  128. if(!town->visitingHero
  129. && town->hasBuilt(BuildingID::TAVERN)
  130. && cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  131. {
  132. auto heroesInTavern = cb->getAvailableHeroes(town);
  133. for(auto hero : heroesInTavern)
  134. {
  135. if(hero->getTotalStrength() > treat.danger)
  136. {
  137. auto myHeroes = cb->getHeroesInfo();
  138. if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
  139. {
  140. #if NKAI_TRACE_LEVEL >= 1
  141. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  142. #endif
  143. tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
  144. continue;
  145. }
  146. else
  147. {
  148. const CGHeroInstance * weakestHero = nullptr;
  149. for(auto existingHero : myHeroes)
  150. {
  151. if(ai->nullkiller->isHeroLocked(existingHero)
  152. || existingHero->getArmyStrength() > hero->getArmyStrength()
  153. || ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
  154. || existingHero->movement
  155. || existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
  156. continue;
  157. if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
  158. {
  159. weakestHero = existingHero;
  160. }
  161. if(weakestHero)
  162. {
  163. tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
  164. }
  165. }
  166. }
  167. }
  168. }
  169. }
  170. if(paths.empty())
  171. {
  172. logAi->trace("No ways to defend town %s", town->getNameTranslated());
  173. continue;
  174. }
  175. std::vector<int> pathsToDefend;
  176. std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
  177. for(int i = 0; i < paths.size(); i++)
  178. {
  179. auto & path = paths[i];
  180. #if NKAI_TRACE_LEVEL >= 1
  181. logAi->trace(
  182. "Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
  183. path.targetHero->getObjectName(),
  184. path.getHeroStrength(),
  185. std::to_string(path.turn()),
  186. path.movementCost(),
  187. path.toString());
  188. #endif
  189. if(path.turn() <= treat.turn - 2)
  190. {
  191. #if NKAI_TRACE_LEVEL >= 1
  192. logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next trun",
  193. town->getObjectName(),
  194. path.targetHero->getObjectName());
  195. #endif
  196. defferedPaths[path.targetHero].push_back(i);
  197. continue;
  198. }
  199. if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
  200. {
  201. #if NKAI_TRACE_LEVEL >= 1
  202. logAi->trace("Put %s to garrison of town %s",
  203. path.targetHero->getObjectName(),
  204. town->getObjectName());
  205. #endif
  206. // dismiss creatures we are not able to pick to be able to hide in garrison
  207. if(town->garrisonHero
  208. || town->getUpperArmy()->stacksCount() == 0
  209. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  210. {
  211. tasks.push_back(
  212. Goals::sptr(Composition()
  213. .addNext(DefendTown(town, treat, path.targetHero))
  214. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  215. }
  216. continue;
  217. }
  218. // main without army and visiting scout with army, very specific case
  219. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  220. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  221. && ai->nullkiller->heroManager->evaluateHero(path.targetHero) > ai->nullkiller->heroManager->evaluateHero(town->visitingHero.get())
  222. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  223. {
  224. path.heroArmy = town->visitingHero.get();
  225. tasks.push_back(
  226. Goals::sptr(Composition()
  227. .addNext(DefendTown(town, treat, path))
  228. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
  229. .addNext(ExecuteHeroChain(path, town))
  230. .addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
  231. continue;
  232. }
  233. if(treat.turn == 0 || (path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger))
  234. {
  235. if(ai->nullkiller->arePathHeroesLocked(path))
  236. {
  237. #if NKAI_TRACE_LEVEL >= 1
  238. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  239. path.targetHero->getObjectName(),
  240. town->getObjectName());
  241. #endif
  242. continue;
  243. }
  244. pathsToDefend.push_back(i);
  245. }
  246. }
  247. for(int i : pathsToDefend)
  248. {
  249. AIPath & path = paths[i];
  250. for(int j : defferedPaths[path.targetHero])
  251. {
  252. AIPath & defferedPath = paths[j];
  253. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  254. && defferedPath.turn() <= path.turn())
  255. {
  256. continue;
  257. }
  258. }
  259. #if NKAI_TRACE_LEVEL >= 1
  260. logAi->trace("Move %s to defend town %s",
  261. path.targetHero->getObjectName(),
  262. town->getObjectName());
  263. #endif
  264. Composition composition;
  265. composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
  266. auto firstBlockedAction = path.getFirstBlockedAction();
  267. if(firstBlockedAction)
  268. {
  269. auto subGoal = firstBlockedAction->decompose(path.targetHero);
  270. #if NKAI_TRACE_LEVEL >= 2
  271. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  272. #endif
  273. if(subGoal->invalid())
  274. {
  275. #if NKAI_TRACE_LEVEL >= 1
  276. logAi->trace("Path is invalid. Skipping");
  277. #endif
  278. continue;
  279. }
  280. composition.addNext(subGoal);
  281. }
  282. tasks.push_back(Goals::sptr(composition));
  283. }
  284. }
  285. logAi->debug("Found %d tasks", tasks.size());
  286. }
  287. }