1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

Fuzzy rework, added more defence and gather army routines

This commit is contained in:
Andrii Danylchenko
2023-06-04 16:02:02 +03:00
parent b1ca663eb6
commit b19ac01bf9
28 changed files with 710 additions and 195 deletions

View File

@@ -60,27 +60,27 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(town->garrisonHero)
{
if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
if(ai->nullkiller->isHeroLocked(town->garrisonHero.get()))
{
if(!town->visitingHero && 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());
logAi->trace(
"Hero %s in garrison of town %s is suposed to defend the town",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
}
return;
}
logAi->trace(
"Hero %s in garrison of town %s is suposed to defend the town",
town->garrisonHero->getNameTranslated(),
town->getNameTranslated());
if(!town->visitingHero && 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());
return;
tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5)));
return;
}
}
if(!treatNode.fastestDanger.hero)
@@ -113,11 +113,21 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
for(AIPath & path : paths)
{
if(town->visitingHero && path.targetHero != town->visitingHero.get())
continue;
if(town->visitingHero && path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
if(town->visitingHero && path.targetHero == town->visitingHero.get())
{
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
}
else if(town->garrisonHero && path.targetHero == town->garrisonHero.get())
{
if(path.getHeroStrength() < town->visitingHero->getHeroStrength())
continue;
}
else
{
if(town->visitingHero)
continue;
}
if(treat.hero.validAndSet()
&& treat.turn <= 1
@@ -158,53 +168,7 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
if(treatIsUnderControl)
continue;
if(!town->visitingHero
&& town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() > treat.danger)
{
auto myHeroes = cb->getHeroesInfo();
if(cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES)
{
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Hero %s can be recruited to defend %s", hero->getObjectName(), town->getObjectName());
#endif
tasks.push_back(Goals::sptr(Goals::RecruitHero(town, hero).setpriority(1)));
continue;
}
else
{
const CGHeroInstance * weakestHero = nullptr;
for(auto existingHero : myHeroes)
{
if(ai->nullkiller->isHeroLocked(existingHero)
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|| existingHero->movementPointsRemaining()
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
continue;
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
{
weakestHero = existingHero;
}
if(weakestHero)
{
tasks.push_back(Goals::sptr(Goals::DismissHero(weakestHero)));
}
}
}
}
}
}
evaluateRecruitingHero(tasks, treat, town);
if(paths.empty())
{
@@ -275,9 +239,11 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
tasks.push_back(
Goals::sptr(Composition()
.addNext(DefendTown(town, treat, path))
.addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get()))
.addNext(ExecuteHeroChain(path, town))
.addNext(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))));
.addNextSequence({
sptr(ExchangeSwapTownHeroes(town, town->visitingHero.get())),
sptr(ExecuteHeroChain(path, town)),
sptr(ExchangeSwapTownHeroes(town, path.targetHero, HeroLockedReason::DEFENCE))
})));
continue;
}
@@ -313,15 +279,45 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
continue;
}
}
#if NKAI_TRACE_LEVEL >= 1
logAi->trace("Move %s to defend town %s",
path.targetHero->getObjectName(),
town->getObjectName());
#endif
Composition composition;
composition.addNext(DefendTown(town, treat, path)).addNext(ExecuteHeroChain(path, town));
composition.addNext(DefendTown(town, treat, path));
TGoalVec sequence;
if(town->visitingHero && path.targetHero != town->visitingHero && !path.containsHero(town->visitingHero))
{
if(town->garrisonHero)
{
if(ai->nullkiller->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)
@@ -350,4 +346,87 @@ void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInsta
logAi->debug("Found %d tasks", tasks.size());
}
void DefenceBehavior::evaluateRecruitingHero(Goals::TGoalVec & tasks, const HitMapInfo & treat, const CGTownInstance * town) const
{
if(town->hasBuilt(BuildingID::TAVERN)
&& cb->getResourceAmount(EGameResID::GOLD) > GameConstants::HERO_GOLD_COST)
{
auto heroesInTavern = cb->getAvailableHeroes(town);
for(auto hero : heroesInTavern)
{
if(hero->getTotalStrength() < treat.danger)
continue;
auto myHeroes = 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();
}
}
}
else if(ai->nullkiller->heroManager->heroCapReached())
{
const CGHeroInstance * weakestHero = nullptr;
for(auto existingHero : myHeroes)
{
if(ai->nullkiller->isHeroLocked(existingHero)
|| existingHero->getArmyStrength() > hero->getArmyStrength()
|| ai->nullkiller->heroManager->getHeroRole(existingHero) == HeroRole::MAIN
|| existingHero->movementPointsRemaining()
|| existingHero->artifactsWorn.size() > (existingHero->hasSpellbook() ? 2 : 1))
continue;
if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
{
weakestHero = existingHero;
}
}
if(!weakestHero)
continue;
heroToDismiss = weakestHero;
}
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, treat, hero)).addNextSequence(sequence)));
}
}
}
}