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. || (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
  223. {
  224. tasks.push_back(
  225. Goals::sptr(Composition()
  226. .addNext(DefendTown(town, threat, path.targetHero))
  227. .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
  228. }
  229. continue;
  230. }
  231. // main without army and visiting scout with army, very specific case
  232. if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
  233. && path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
  234. && ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
  235. && 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
  236. {
  237. path.heroArmy = town->visitingHero.get();
  238. tasks.push_back(
  239. Goals::sptr(Composition()
  240. .addNext(DefendTown(town, threat, path))
  241. .addNextSequence({
  242. sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
  243. sptr(ExecuteHeroChain(path, town)),
  244. sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
  245. })));
  246. continue;
  247. }
  248. if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= threat.danger))
  249. {
  250. if(ai->arePathHeroesLocked(path))
  251. {
  252. #if NKAI_TRACE_LEVEL >= 1
  253. logAi->trace("Can not move %s to defend town %s. Path is locked.",
  254. path.targetHero->getObjectName(),
  255. town->getObjectName());
  256. #endif
  257. continue;
  258. }
  259. pathsToDefend.push_back(i);
  260. }
  261. }
  262. for(int i : pathsToDefend)
  263. {
  264. AIPath & path = paths[i];
  265. for(int j : defferedPaths[path.targetHero])
  266. {
  267. AIPath & defferedPath = paths[j];
  268. if(defferedPath.getHeroStrength() >= path.getHeroStrength()
  269. && defferedPath.turn() <= path.turn())
  270. {
  271. continue;
  272. }
  273. }
  274. Composition composition;
  275. composition.addNext(DefendTown(town, threat, path));
  276. TGoalVec sequence;
  277. if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
  278. {
  279. composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
  280. tasks.push_back(Goals::sptr(composition));
  281. #if NKAI_TRACE_LEVEL >= 1
  282. logAi->trace("Locking hero %s in garrison of %s",
  283. town->garrisonHero.get()->getObjectName(),
  284. town->getObjectName());
  285. #endif
  286. continue;
  287. }
  288. else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
  289. {
  290. if(town->garrisonHero && town->garrisonHero != path.targetHero)
  291. {
  292. if(ai->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
  293. && town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
  294. {
  295. if(path.turn() == 0)
  296. sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
  297. }
  298. else
  299. {
  300. #if NKAI_TRACE_LEVEL >= 1
  301. logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
  302. path.targetHero->getObjectName(),
  303. town->getObjectName());
  304. #endif
  305. continue;
  306. }
  307. }
  308. else if(path.turn() == 0)
  309. {
  310. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  311. }
  312. }
  313. #if NKAI_TRACE_LEVEL >= 1
  314. logAi->trace("Move %s to defend town %s",
  315. path.targetHero->getObjectName(),
  316. town->getObjectName());
  317. #endif
  318. sequence.push_back(sptr(ExecuteHeroChain(path, town)));
  319. composition.addNextSequence(sequence);
  320. auto firstBlockedAction = path.getFirstBlockedAction();
  321. if(firstBlockedAction)
  322. {
  323. auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
  324. #if NKAI_TRACE_LEVEL >= 2
  325. logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
  326. #endif
  327. if(subGoal->invalid())
  328. {
  329. #if NKAI_TRACE_LEVEL >= 1
  330. logAi->trace("Path is invalid. Skipping");
  331. #endif
  332. continue;
  333. }
  334. composition.addNext(subGoal);
  335. }
  336. tasks.push_back(Goals::sptr(composition));
  337. }
  338. }
  339. logAi->debug("Found %d tasks", tasks.size());
  340. }
  341. void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
  342. {
  343. if (threat.turn > 0)
  344. return;
  345. if(town->hasBuilt(BuildingID::TAVERN)
  346. && ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
  347. {
  348. auto heroesInTavern = ai->cb->getAvailableHeroes(town);
  349. for(auto hero : heroesInTavern)
  350. {
  351. if(hero->getTotalStrength() < threat.danger)
  352. continue;
  353. auto myHeroes = ai->cb->getHeroesInfo();
  354. #if NKAI_TRACE_LEVEL >= 1
  355. logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
  356. #endif
  357. bool needSwap = false;
  358. const CGHeroInstance * heroToDismiss = nullptr;
  359. if(town->visitingHero)
  360. {
  361. if(!town->garrisonHero)
  362. needSwap = true;
  363. else
  364. {
  365. if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
  366. {
  367. if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
  368. continue;
  369. heroToDismiss = town->visitingHero.get();
  370. }
  371. else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
  372. continue;
  373. else
  374. {
  375. needSwap = true;
  376. heroToDismiss = town->garrisonHero.get();
  377. }
  378. }
  379. // avoid dismissing one weak hero in order to recruit another.
  380. if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
  381. continue;
  382. }
  383. else if(ai->heroManager->heroCapReached())
  384. {
  385. heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
  386. if(!heroToDismiss)
  387. continue;
  388. }
  389. TGoalVec sequence;
  390. Goals::Composition recruitHeroComposition;
  391. if(needSwap)
  392. sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
  393. if(heroToDismiss)
  394. sequence.push_back(sptr(DismissHero(heroToDismiss)));
  395. sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
  396. tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
  397. }
  398. }
  399. }
  400. }