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vcmi/AI/Nullkiller/Behaviors/GatherArmyBehavior.cpp

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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"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
#include "../Goals/ExecuteHeroChain.h"
#include "../Goals/Composition.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
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#include "GatherArmyBehavior.h"
#include "../AIUtility.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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using namespace Goals;
std::string GatherArmyBehavior::toString() const
{
return "Gather army";
}
Goals::TGoalVec GatherArmyBehavior::decompose() const
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{
Goals::TGoalVec tasks;
auto heroes = cb->getHeroesInfo();
if(heroes.empty())
{
return tasks;
}
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for(const CGHeroInstance * hero : heroes)
{
if(ai->nullkiller->heroManager->getHeroRole(hero) == HeroRole::MAIN
&& hero->getArmyStrength() >= 300)
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{
vstd::concatenate(tasks, deliverArmyToHero(hero));
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}
}
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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();
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#if AI_TRACE_LEVEL >= 1
logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
if(ai->nullkiller->isHeroLocked(hero))
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Skipping locked hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
return tasks;
}
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auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);
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#if AI_TRACE_LEVEL >= 1
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logAi->trace("Gather army found %d paths", paths.size());
#endif
for(const AIPath & path : paths)
{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString());
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#endif
if(path.containsHero(hero)) continue;
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
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{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
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#endif
continue;
}
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if(ai->nullkiller->arePathHeroesLocked(path))
{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
#endif
continue;
}
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HeroExchange heroExchange(hero, path);
float armyValue = (float)heroExchange.getReinforcementArmyStrength() / hero->getArmyStrength();
// avoid transferring very small amount of army
if(armyValue < 0.1f)
{
#if AI_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 AI_TRACE_LEVEL >= 2
logAi->trace("Army value is too large.");
#endif
continue;
}
auto danger = path.getTotalDanger();
auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
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#if AI_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->name,
path.targetHero->name,
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 AI_TRACE_LEVEL >= 2
logAi->trace("Action is blocked. Considering decomposition.");
#endif
composition.addNext(blockedAction->decompose(path.targetHero));
}
tasks.push_back(sptr(composition));
}
}
return tasks;
}
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Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const CGTownInstance * upgrader) const
{
Goals::TGoalVec tasks;
const int3 pos = upgrader->visitablePos();
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TResources availableResources = ai->nullkiller->getFreeResources();
#if AI_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 AI_TRACE_LEVEL >= 1
logAi->trace("Found %d paths", paths.size());
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#endif
for(const AIPath & path : paths)
{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Path found %s", path.toString());
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#endif
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if(upgrader->visitingHero != path.targetHero)
{
#if AI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Town has visiting hero.");
#endif
continue;
}
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if(ai->nullkiller->arePathHeroesLocked(path))
{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Ignore path because of locked hero");
#endif
continue;
}
if(path.getFirstBlockedAction())
{
#if AI_TRACE_LEVEL >= 2
// TODO: decomposition?
logAi->trace("Ignore path. Action is blocked.");
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#endif
continue;
}
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if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
{
#if AI_TRACE_LEVEL >= 2
logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength());
#endif
continue;
}
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auto upgrade = ai->nullkiller->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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if(armyValue < 0.1f || upgrade.upgradeValue < 300) // avoid small upgrades
continue;
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger);
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#if AI_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->name,
path.getHeroStrength(),
danger,
path.getTotalArmyLoss());
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#endif
if(isSafe)
{
ExecuteHeroChain newWay(path, upgrader);
newWay.closestWayRatio = 1;
tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(newWay)));
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}
}
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return tasks;
}