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							- /*
 
- * DefenceBehavior.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 "DefenceBehavior.h"
 
- #include "../AIGateway.h"
 
- #include "../Engine/Nullkiller.h"
 
- #include "../AIUtility.h"
 
- #include "../Goals/BuyArmy.h"
 
- #include "../Goals/ExecuteHeroChain.h"
 
- #include "../Behaviors/CaptureObjectsBehavior.h"
 
- #include "../Goals/RecruitHero.h"
 
- #include "../Goals/DismissHero.h"
 
- #include "../Goals/Composition.h"
 
- #include "../Goals/CaptureObject.h"
 
- #include "../Markers/DefendTown.h"
 
- #include "../Goals/ExchangeSwapTownHeroes.h"
 
- namespace NKAI
 
- {
 
- const float THREAT_IGNORE_RATIO = 2;
 
- using namespace Goals;
 
- std::string DefenceBehavior::toString() const
 
- {
 
- 	return "Defend towns";
 
- }
 
- Goals::TGoalVec DefenceBehavior::decompose(const Nullkiller * ai) const
 
- {
 
- 	Goals::TGoalVec tasks;
 
- 		
 
- 	for(auto town : ai->cb->getTownsInfo())
 
- 	{
 
- 		evaluateDefence(tasks, town, ai);
 
- 	}
 
- 	return tasks;
 
- }
 
- bool isThreatUnderControl(const CGTownInstance * town, const HitMapInfo & threat, const Nullkiller * ai, const std::vector<AIPath> & paths)
 
- {
 
- 	int dayOfWeek = ai->cb->getDate(Date::DAY_OF_WEEK);
 
- 	for(const AIPath & path : paths)
 
- 	{
 
- 		bool threatIsWeak = path.getHeroStrength() / (float)threat.danger > THREAT_IGNORE_RATIO;
 
- 		bool needToSaveGrowth = threat.turn == 0 && dayOfWeek == 7;
 
- 		if(threatIsWeak && !needToSaveGrowth)
 
- 		{
 
- 			if((path.exchangeCount == 1 && path.turn() < threat.turn)
 
- 				|| path.turn() < threat.turn - 1
 
- 				|| (path.turn() < threat.turn && threat.turn >= 2))
 
- 			{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 				logAi->trace(
 
- 					"Hero %s can eliminate danger for town %s using path %s.",
 
- 					path.targetHero->getObjectName(),
 
- 					town->getObjectName(),
 
- 					path.toString());
 
- #endif
 
- 				return true;
 
- 			}
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void handleCounterAttack(
 
- 	const CGTownInstance * town,
 
- 	const HitMapInfo & threat,
 
- 	const HitMapInfo & maximumDanger,
 
- 	const Nullkiller * ai,
 
- 	Goals::TGoalVec & tasks)
 
- {
 
- 	if(threat.hero.validAndSet()
 
- 		&& threat.turn <= 1
 
- 		&& (threat.danger == maximumDanger.danger || threat.turn < maximumDanger.turn))
 
- 	{
 
- 		auto heroCapturingPaths = ai->pathfinder->getPathInfo(threat.hero->visitablePos());
 
- 		auto goals = CaptureObjectsBehavior::getVisitGoals(heroCapturingPaths, ai, threat.hero.get());
 
- 		for(int i = 0; i < heroCapturingPaths.size(); i++)
 
- 		{
 
- 			AIPath & path = heroCapturingPaths[i];
 
- 			TSubgoal goal = goals[i];
 
- 			if(!goal || goal->invalid() || !goal->isElementar()) continue;
 
- 			Composition composition;
 
- 			composition.addNext(DefendTown(town, threat, path, true)).addNext(goal);
 
- 			tasks.push_back(Goals::sptr(composition));
 
- 		}
 
- 	}
 
- }
 
- bool handleGarrisonHeroFromPreviousTurn(const CGTownInstance * town, Goals::TGoalVec & tasks, const Nullkiller * ai)
 
- {
 
- 	if(ai->isHeroLocked(town->garrisonHero.get()))
 
- 	{
 
- 		logAi->trace(
 
- 			"Hero %s in garrison of town %s is supposed to defend the town",
 
- 			town->garrisonHero->getNameTranslated(),
 
- 			town->getNameTranslated());
 
- 		return true;
 
- 	}
 
- 	if(!town->visitingHero)
 
- 	{
 
- 		if(ai->cb->getHeroCount(ai->playerID, false) < GameConstants::MAX_HEROES_PER_PLAYER)
 
- 		{
 
- 			logAi->trace(
 
- 				"Extracting hero %s from garrison of town %s",
 
- 				town->garrisonHero->getNameTranslated(),
 
- 				town->getNameTranslated());
 
- 			tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
 
- 			return true;
 
- 		}
 
- 		else if(ai->heroManager->getHeroRole(town->garrisonHero.get()) == HeroRole::MAIN)
 
- 		{
 
- 			auto armyDismissLimit = 1000;
 
- 			auto heroToDismiss = ai->heroManager->findWeakHeroToDismiss(armyDismissLimit);
 
- 			if(heroToDismiss)
 
- 			{
 
- 				tasks.push_back(Goals::sptr(Goals::DismissHero(heroToDismiss).setpriority(5)));
 
- 				return true;
 
- 			}
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town, const Nullkiller * ai) const
 
- {
 
- 	logAi->trace("Evaluating defence for %s", town->getNameTranslated());
 
- 	auto threatNode = ai->dangerHitMap->getObjectThreat(town);
 
- 	std::vector<HitMapInfo> threats = ai->dangerHitMap->getTownThreats(town);
 
- 	
 
- 	threats.push_back(threatNode.fastestDanger); // no guarantee that fastest danger will be there
 
- 	if(town->garrisonHero && handleGarrisonHeroFromPreviousTurn(town, tasks, ai))
 
- 	{
 
- 		return;
 
- 	}
 
- 	if(!threatNode.fastestDanger.hero)
 
- 	{
 
- 		logAi->trace("No threat found for town %s", town->getNameTranslated());
 
- 		return;
 
- 	}
 
- 	
 
- 	uint64_t reinforcement = ai->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town);
 
- 	if(reinforcement)
 
- 	{
 
- 		logAi->trace("Town %s can buy defence army %lld", town->getNameTranslated(), reinforcement);
 
- 		tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f)));
 
- 	}
 
- 	auto paths = ai->pathfinder->getPathInfo(town->visitablePos());
 
- 	for(auto & threat : threats)
 
- 	{
 
- 		logAi->trace(
 
- 			"Town %s has threat %lld in %s turns, hero: %s",
 
- 			town->getNameTranslated(),
 
- 			threat.danger,
 
- 			std::to_string(threat.turn),
 
- 			threat.hero ? threat.hero->getNameTranslated() : std::string("<no hero>"));
 
- 		handleCounterAttack(town, threat, threatNode.maximumDanger, ai, tasks);
 
- 		if(isThreatUnderControl(town, threat, ai, paths))
 
- 		{
 
- 			continue;
 
- 		}
 
- 		evaluateRecruitingHero(tasks, threat, town, ai);
 
- 		if(paths.empty())
 
- 		{
 
- 			logAi->trace("No ways to defend town %s", town->getNameTranslated());
 
- 			continue;
 
- 		}
 
- 		std::vector<int> pathsToDefend;
 
- 		std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
 
- 		for(int i = 0; i < paths.size(); i++)
 
- 		{
 
- 			auto & path = paths[i];
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 			logAi->trace(
 
- 				"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
 
- 				path.targetHero->getObjectName(),
 
- 				path.getHeroStrength(),
 
- 				std::to_string(path.turn()),
 
- 				path.movementCost(),
 
- 				path.toString());
 
- #endif
 
- 			auto townDefenseStrength = town->garrisonHero
 
- 				? town->garrisonHero->getTotalStrength()
 
- 				: (town->visitingHero ? town->visitingHero->getTotalStrength() : town->getUpperArmy()->getArmyStrength());
 
- 			if(town->visitingHero && path.targetHero == town->visitingHero.get())
 
- 			{
 
- 				if(path.getHeroStrength() < townDefenseStrength)
 
- 					continue;
 
- 			}
 
- 			else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
 
- 			{
 
- 				if(path.getHeroStrength() < townDefenseStrength)
 
- 					continue;
 
- 			}
 
- 			if(path.turn() <= threat.turn - 2)
 
- 			{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 				logAi->trace("Defer defence of %s by %s because he has enough time to reach the town next turn",
 
- 					town->getObjectName(),
 
- 					path.targetHero->getObjectName());
 
- #endif
 
- 				defferedPaths[path.targetHero].push_back(i);
 
- 				continue;
 
- 			}
 
- 			if(path.targetHero == town->visitingHero.get() && path.exchangeCount == 1)
 
- 			{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 				logAi->trace("Put %s to garrison of town %s",
 
- 					path.targetHero->getObjectName(),
 
- 					town->getObjectName());
 
- #endif
 
- 				// dismiss creatures we are not able to pick to be able to hide in garrison
 
- 				if(town->garrisonHero
 
- 					|| town->getUpperArmy()->stacksCount() == 0
 
- 					|| (town->getUpperArmy()->getArmyStrength() < 500 && town->fortLevel() >= CGTownInstance::CITADEL))
 
- 				{
 
- 					tasks.push_back(
 
- 						Goals::sptr(Composition()
 
- 							.addNext(DefendTown(town, threat, path.targetHero))
 
- 							.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
 
- 				}
 
- 				continue;
 
- 			}
 
- 			// main without army and visiting scout with army, very specific case
 
- 			if(town->visitingHero && town->getUpperArmy()->stacksCount() == 0
 
- 				&& path.targetHero != town->visitingHero.get() && path.exchangeCount == 1 && path.turn() == 0
 
- 				&& ai->heroManager->evaluateHero(path.targetHero) > ai->heroManager->evaluateHero(town->visitingHero.get())
 
- 				&& 10 * path.targetHero->getTotalStrength() < town->visitingHero->getTotalStrength())
 
- 			{
 
- 				path.heroArmy = town->visitingHero.get();
 
- 				tasks.push_back(
 
- 					Goals::sptr(Composition()
 
- 						.addNext(DefendTown(town, threat, path))
 
- 						.addNextSequence({
 
- 								sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
 
- 								sptr(ExecuteHeroChain(path, town)),
 
- 								sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
 
- 							})));
 
- 				continue;
 
- 			}
 
- 				
 
- 			if(threat.turn == 0 || (path.turn() <= threat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= threat.danger))
 
- 			{
 
- 				if(ai->arePathHeroesLocked(path))
 
- 				{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 					logAi->trace("Can not move %s to defend town %s. Path is locked.",
 
- 						path.targetHero->getObjectName(),
 
- 						town->getObjectName());
 
- #endif
 
- 					continue;
 
- 				}
 
- 				pathsToDefend.push_back(i);
 
- 			}
 
- 		}
 
- 		for(int i : pathsToDefend)
 
- 		{
 
- 			AIPath & path = paths[i];
 
- 			for(int j : defferedPaths[path.targetHero])
 
- 			{
 
- 				AIPath & defferedPath = paths[j];
 
- 				if(defferedPath.getHeroStrength() >= path.getHeroStrength()
 
- 					&& defferedPath.turn() <= path.turn())
 
- 				{
 
- 					continue;
 
- 				}
 
- 			}
 
- 			Composition composition;
 
- 			composition.addNext(DefendTown(town, threat, path));
 
- 			TGoalVec sequence;
 
- 			if(town->garrisonHero && path.targetHero == town->garrisonHero.get() && path.exchangeCount == 1)
 
- 			{
 
- 				composition.addNext(ExchangeSwapTownHeroes(town, town->garrisonHero.get(), HeroLockedReason::DEFENCE));
 
- 				tasks.push_back(Goals::sptr(composition));
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 				logAi->trace("Locking hero %s in garrison of %s",
 
- 					town->garrisonHero.get()->getObjectName(),
 
- 					town->getObjectName());
 
- #endif
 
- 				continue;
 
- 			}
 
- 			else if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
 
- 			{
 
- 				if(town->garrisonHero)
 
- 				{
 
- 					if(ai->heroManager->getHeroRole(town->visitingHero.get()) == HeroRole::SCOUT
 
- 						&& town->visitingHero->getArmyStrength() < path.heroArmy->getArmyStrength() / 20)
 
- 					{
 
- 						if(path.turn() == 0)
 
- 							sequence.push_back(sptr(DismissHero(town->visitingHero.get())));
 
- 					}
 
- 					else
 
- 					{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 						logAi->trace("Cancel moving %s to defend town %s as the town has garrison hero",
 
- 							path.targetHero->getObjectName(),
 
- 							town->getObjectName());
 
- #endif
 
- 						continue;
 
- 					}
 
- 				}
 
- 				else if(path.turn() == 0)
 
- 				{
 
- 					sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
 
- 				}
 
- 			}
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 				logAi->trace("Move %s to defend town %s",
 
- 					path.targetHero->getObjectName(),
 
- 					town->getObjectName());
 
- #endif
 
- 			sequence.push_back(sptr(ExecuteHeroChain(path, town)));
 
- 			composition.addNextSequence(sequence);
 
- 			auto firstBlockedAction = path.getFirstBlockedAction();
 
- 			if(firstBlockedAction)
 
- 			{
 
- 				auto subGoal = firstBlockedAction->decompose(ai, path.targetHero);
 
- #if NKAI_TRACE_LEVEL >= 2
 
- 				logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
 
- #endif
 
- 				if(subGoal->invalid())
 
- 				{
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 					logAi->trace("Path is invalid. Skipping");
 
- #endif
 
- 					continue;
 
- 				}
 
- 				composition.addNext(subGoal);
 
- 			}
 
- 			tasks.push_back(Goals::sptr(composition));
 
- 		}
 
- 	}
 
- 	logAi->debug("Found %d tasks", tasks.size());
 
- }
 
- void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & threat, const CGTownInstance * town, const Nullkiller * ai) const
 
- {
 
- 	if(town->hasBuilt(BuildingID::TAVERN)
 
- 		&& ai->cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
 
- 	{
 
- 		auto heroesInTavern = ai->cb->getAvailableHeroes(town);
 
- 		for(auto hero : heroesInTavern)
 
- 		{
 
- 			if(hero->getTotalStrength() < threat.danger)
 
- 				continue;
 
- 			auto myHeroes = ai->cb->getHeroesInfo();
 
- #if NKAI_TRACE_LEVEL >= 1
 
- 			logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
 
- #endif
 
- 			bool needSwap = false;
 
- 			const CGHeroInstance * heroToDismiss = nullptr;
 
- 			if(town->visitingHero)
 
- 			{
 
- 				if(!town->garrisonHero)
 
- 					needSwap = true;
 
- 				else
 
- 				{
 
- 					if(town->visitingHero->getArmyStrength() < town->garrisonHero->getArmyStrength())
 
- 					{
 
- 						if(town->visitingHero->getArmyStrength() >= hero->getArmyStrength())
 
- 							continue;
 
- 						heroToDismiss = town->visitingHero.get();
 
- 					}
 
- 					else if(town->garrisonHero->getArmyStrength() >= hero->getArmyStrength())
 
- 						continue;
 
- 					else
 
- 					{
 
- 						needSwap = true;
 
- 						heroToDismiss = town->garrisonHero.get();
 
- 					}
 
- 				}
 
- 				// avoid dismissing one weak hero in order to recruit another.
 
- 				if(heroToDismiss && heroToDismiss->getArmyStrength() + 500 > hero->getArmyStrength())
 
- 					continue;
 
- 			}
 
- 			else if(ai->heroManager->heroCapReached())
 
- 			{
 
- 				heroToDismiss = ai->heroManager->findWeakHeroToDismiss(hero->getArmyStrength());
 
- 				if(!heroToDismiss)
 
- 					continue;
 
- 			}
 
- 			TGoalVec sequence;
 
- 			Goals::Composition recruitHeroComposition;
 
- 			if(needSwap)
 
- 				sequence.push_back(sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())));
 
- 			if(heroToDismiss)
 
- 				sequence.push_back(sptr(DismissHero(heroToDismiss)));
 
- 			sequence.push_back(sptr(Goals::RecruitHero(town, hero)));
 
- 			tasks.push_back(sptr(Goals::Composition().addNext(DefendTown(town, threat, hero)).addNextSequence(sequence)));
 
- 		}
 
- 	}
 
- }
 
- }
 
 
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