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Fix defence crashes and hangs

This commit is contained in:
Andrii Danylchenko 2021-05-16 15:00:24 +03:00 committed by Andrii Danylchenko
parent 3dc76cfe35
commit 3d91f2e988
12 changed files with 206 additions and 67 deletions

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@ -155,14 +155,14 @@ Goals::TGoalVec CaptureObjectsBehavior::decompose() const
logAi->debug("Scanning objects, count %d", objs.size());
for(auto objToVisit : objs)
{
{
if(!objectMatchesFilter(objToVisit))
continue;
#if AI_TRACE_LEVEL >= 1
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
#endif
if(!objectMatchesFilter(objToVisit))
continue;
const int3 pos = objToVisit->visitablePos();
auto paths = ai->nullkiller->pathfinder->getPathInfo(pos);

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@ -14,8 +14,11 @@
#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 "../Markers/DefendTown.h"
#include "../Goals/ExchangeSwapTownHeroes.h"
#include "lib/mapping/CMap.h" //for victory conditions
#include "lib/CPathfinder.h"
@ -42,28 +45,9 @@ Goals::TGoalVec DefenceBehavior::decompose() const
return tasks;
}
uint64_t townArmyIncome(const CGTownInstance * town)
{
uint64_t result = 0;
for(auto creatureInfo : town->creatures)
{
if(creatureInfo.second.empty())
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
}
return result;
}
void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const
{
auto basicPriority = 0.3f + std::sqrt(townArmyIncome(town) / 40000.0f)
+ town->dailyIncome()[Res::GOLD] / 10000.0f;
logAi->debug("Evaluating defence for %s, basic priority %f", town->name, basicPriority);
logAi->debug("Evaluating defence for %s", town->name);
auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town);
auto treats = { treatNode.fastestDanger, treatNode.maximumDanger };
@ -195,11 +179,13 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue;
}
std::vector<Goals::ExecuteHeroChain> pathsToDefend;
std::map<const CGHeroInstance *, std::vector<AIPath>> defferedPaths;
std::vector<int> pathsToDefend;
std::map<const CGHeroInstance *, std::vector<int>> defferedPaths;
for(AIPath & path : paths)
for(int i = 0; i < paths.size(); i++)
{
auto & path = paths[i];
#if AI_TRACE_LEVEL >= 1
logAi->trace(
"Hero %s can defend town with force %lld in %s turns, cost: %f, path: %s",
@ -215,27 +201,29 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
town->name,
path.targetHero->name);
defferedPaths[path.targetHero].push_back(path);
defferedPaths[path.targetHero].push_back(i);
continue;
}
float priority = basicPriority * std::min(SAFE_ATTACK_CONSTANT, (float)path.getHeroStrength() / treat.danger)
- treat.turn * 0.2f;
if(treat.turn < path.turn())
priority /= (path.turn() - treat.turn) * 2;
if(path.targetHero == town->visitingHero && path.exchangeCount == 1)
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Put %s to garrison of town %s with priority %f",
logAi->trace("Put %s to garrison of town %s",
path.targetHero->name,
town->name,
priority);
town->name);
#endif
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE).setpriority(priority)));
// 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, treat, path.targetHero))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE))));
}
continue;
}
@ -245,25 +233,26 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(ai->nullkiller->arePathHeroesLocked(path))
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Can not move %s to defend town %s with priority %f. Path is locked.",
logAi->trace("Can not move %s to defend town %s. Path is locked.",
path.targetHero->name,
town->name,
priority);
town->name);
#endif
continue;
}
pathsToDefend.push_back(Goals::ExecuteHeroChain(path, town).setpriority(priority));
pathsToDefend.push_back(i);
}
}
for(Goals::ExecuteHeroChain & chain : pathsToDefend)
for(int i : pathsToDefend)
{
auto path = chain.getPath();
AIPath & path = paths[i];
for(AIPath & defferedPath : defferedPaths[path.targetHero])
for(int j : defferedPaths[path.targetHero])
{
AIPath & defferedPath = paths[j];
if(defferedPath.getHeroStrength() >= path.getHeroStrength()
&& defferedPath.turn() <= path.turn())
{
@ -272,13 +261,35 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
}
#if AI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s with priority %f",
logAi->trace("Move %s to defend town %s",
path.targetHero->name,
town->name,
chain.priority);
town->name);
#endif
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
auto firstBlockedAction = path.getFirstBlockedAction();
if(firstBlockedAction)
{
auto subGoal = firstBlockedAction->decompose(path.targetHero);
#if AI_TRACE_LEVEL >= 2
logAi->trace("Decomposing special action %s returns %s", firstBlockedAction->toString(), subGoal->toString());
#endif
tasks.push_back(Goals::sptr(chain));
if(subGoal->invalid())
{
#if AI_TRACE_LEVEL >= 1
logAi->trace("Path is invalid. Skipping");
#endif
continue;
}
composition.addNext(subGoal);
}
tasks.push_back(Goals::sptr(composition));
}
}

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@ -176,7 +176,13 @@ Goals::TGoalVec StartupBehavior::decompose() const
}
else if(canRecruitHero)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
auto canPickTownArmy = startupTown->stacksCount() == 0
|| ai->nullkiller->armyManager->howManyReinforcementsCanGet(startupTown->visitingHero, startupTown) > 0;
if(canPickTownArmy)
{
tasks.push_back(Goals::sptr(ExchangeSwapTownHeroes(startupTown, visitingHero, HeroLockedReason::STARTUP).setpriority(100)));
}
}
}
}

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@ -37,6 +37,7 @@ set(VCAI_SRCS
Markers/ArmyUpgrade.cpp
Markers/HeroExchange.cpp
Markers/UnlockCluster.cpp
Markers/DefendTown.cpp
Engine/Nullkiller.cpp
Engine/DeepDecomposer.cpp
Engine/PriorityEvaluator.cpp
@ -97,6 +98,7 @@ set(VCAI_HEADERS
Markers/ArmyUpgrade.h
Markers/HeroExchange.h
Markers/UnlockCluster.h
Markers/DefendTown.h
Engine/Nullkiller.h
Engine/DeepDecomposer.h
Engine/PriorityEvaluator.h

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@ -24,6 +24,7 @@
#include "../Goals/BuildThis.h"
#include "../Markers/HeroExchange.h"
#include "../Markers/ArmyUpgrade.h"
#include "../Markers/DefendTown.h"
#define MIN_AI_STRENGHT (0.5f) //lower when combat AI gets smarter
#define UNGUARDED_OBJECT (100.0f) //we consider unguarded objects 100 times weaker than us
@ -493,6 +494,51 @@ public:
}
};
class DefendTownEvaluator : public IEvaluationContextBuilder
{
private:
uint64_t townArmyIncome(const CGTownInstance * town) const
{
uint64_t result = 0;
for(auto creatureInfo : town->creatures)
{
if(creatureInfo.second.empty())
continue;
auto creature = creatureInfo.second.back().toCreature();
result += creature->AIValue * town->getGrowthInfo(creature->level).totalGrowth();
}
return result;
}
public:
virtual void buildEvaluationContext(EvaluationContext & evaluationContext, Goals::TSubgoal task) const override
{
if(task->goalType != Goals::DEFEND_TOWN)
return;
Goals::DefendTown & defendTown = dynamic_cast<Goals::DefendTown &>(*task);
const CGTownInstance * town = defendTown.town;
auto & treat = defendTown.getTreat();
auto armyIncome = townArmyIncome(town);
auto dailyIncome = town->dailyIncome()[Res::GOLD];
auto strategicalValue = std::sqrt(armyIncome / 20000.0f) + dailyIncome / 10000.0f;
float multiplier = 1;
if(treat.turn < defendTown.getTurn())
multiplier /= 1 + (defendTown.getTurn() - treat.turn);
evaluationContext.armyReward += armyIncome * multiplier;
evaluationContext.goldReward += dailyIncome * 5 * multiplier;
evaluationContext.strategicalValue += strategicalValue * multiplier;
}
};
class ExecuteHeroChainEvaluationContextBuilder : public IEvaluationContextBuilder
{
public:
@ -653,6 +699,8 @@ PriorityEvaluator::PriorityEvaluator(const Nullkiller * ai)
evaluationContextBuilders.push_back(std::make_shared<BuildThisEvaluationContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<ClusterEvaluationContextBuilder>());
evaluationContextBuilders.push_back(std::make_shared<HeroExchangeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
evaluationContextBuilders.push_back(std::make_shared<ArmyUpgradeEvaluator>());
}
EvaluationContext PriorityEvaluator::buildEvaluationContext(Goals::TSubgoal goal) const

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@ -65,7 +65,8 @@ namespace Goals
CLUSTER_BEHAVIOR,
UNLOCK_CLUSTER,
HERO_EXCHANGE,
ARMY_UPGRADE
ARMY_UPGRADE,
DEFEND_TOWN
};
class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>

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@ -199,7 +199,7 @@ TGoalVec CompleteQuest::missionKeymaster() const
TGoalVec CompleteQuest::missionResources() const
{
TGoalVec solutions;
TGoalVec solutions = tryCompleteQuest();
/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?

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@ -61,24 +61,15 @@ void ExchangeSwapTownHeroes::accept(VCAI * ai)
auto upperArmy = town->getUpperArmy();
if(!town->garrisonHero && upperArmy->stacksCount() != 0)
if(!town->garrisonHero)
{
// dismiss creatures we are not able to pick to be able to hide in garrison
if(upperArmy->getArmyStrength() < 500
&& town->fortLevel() >= CGTownInstance::CITADEL)
while(upperArmy->stacksCount() != 0)
{
for(auto slot : upperArmy->Slots())
{
cb->dismissCreature(upperArmy, slot.first);
}
cb->swapGarrisonHero(town);
cb->dismissCreature(upperArmy, upperArmy->Slots().begin()->first);
}
}
else
{
cb->swapGarrisonHero(town); // selected hero left in garrison with strongest army
}
cb->swapGarrisonHero(town);
ai->nullkiller->lockHero(garrisonHero, lockingReason);

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@ -0,0 +1,40 @@
/*
* ArmyUpgrade.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 "DefendTown.h"
#include "../VCAI.h"
#include "../Engine/Nullkiller.h"
#include "../AIUtility.h"
using namespace Goals;
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath)
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defencePath.getHeroStrength()), turn(defencePath.turn())
{
settown(town);
sethero(defencePath.targetHero);
}
DefendTown::DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender)
: CGoal(Goals::DEFEND_TOWN), treat(treat), defenceArmyStrength(defender->getTotalStrength()), turn(0)
{
settown(town);
sethero(defender);
}
bool DefendTown::operator==(const DefendTown & other) const
{
return false;
}
std::string DefendTown::toString() const
{
return "Defend town " + town->getObjectName();
}

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@ -0,0 +1,39 @@
/*
* ArmyUpgrade.h, 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
*
*/
#pragma once
#include "../Goals/CGoal.h"
#include "../Pathfinding/AINodeStorage.h"
#include "../Analyzers/ArmyManager.h"
#include "../Analyzers/DangerHitMapAnalyzer.h"
namespace Goals
{
class DLL_EXPORT DefendTown : public CGoal<DefendTown>
{
private:
uint64_t defenceArmyStrength;
HitMapInfo treat;
uint8_t turn;
public:
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const AIPath & defencePath);
DefendTown(const CGTownInstance * town, const HitMapInfo & treat, const CGHeroInstance * defender);
virtual bool operator==(const DefendTown & other) const override;
virtual std::string toString() const override;
const HitMapInfo & getTreat() const { return treat; }
uint64_t getDefenceStrength() const { return defenceArmyStrength; }
uint8_t getTurn() const { return turn; }
};
}

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@ -11,7 +11,7 @@
#pragma once
#define PATHFINDER_TRACE_LEVEL 0
#define AI_TRACE_LEVEL 1
#define AI_TRACE_LEVEL 0
#define SCOUT_TURN_DISTANCE_LIMIT 3
#include "../../../lib/CPathfinder.h"

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@ -283,6 +283,7 @@ HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
{
newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
newArmy->armyCost = upgradedInitialArmy->armyCost;
newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
delete upgradedInitialArmy;
}