/* * 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 "../Markers/DefendTown.h" #include "../Goals/ExchangeSwapTownHeroes.h" #include "lib/mapping/CMap.h" //for victory conditions #include "lib/CPathfinder.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; using namespace Goals; std::string DefenceBehavior::toString() const { return "Defend towns"; } Goals::TGoalVec DefenceBehavior::decompose() const { Goals::TGoalVec tasks; for(auto town : cb->getTownsInfo()) { evaluateDefence(tasks, town); } return tasks; } void DefenceBehavior::evaluateDefence(Goals::TGoalVec & tasks, const CGTownInstance * town) const { logAi->debug("Evaluating defence for %s", town->name); auto treatNode = ai->nullkiller->dangerHitMap->getObjectTreat(town); auto treats = { treatNode.fastestDanger, treatNode.maximumDanger }; if(!treatNode.fastestDanger.hero) { logAi->debug("No treat found for town %s", town->name); return; } int dayOfWeek = cb->getDate(Date::DAY_OF_WEEK); if(town->garrisonHero) { if(!ai->nullkiller->isHeroLocked(town->garrisonHero.get())) { if(!town->visitingHero && cb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER) { tasks.push_back(Goals::sptr(Goals::ExchangeSwapTownHeroes(town, nullptr).setpriority(5))); } return; } logAi->debug( "Hero %s in garrison of town %s is suposed to defend the town", town->garrisonHero->name, town->name); return; } uint64_t reinforcement = ai->nullkiller->armyManager->howManyReinforcementsCanBuy(town->getUpperArmy(), town); if(reinforcement) { logAi->debug("Town %s can buy defence army %lld", town->name, reinforcement); tasks.push_back(Goals::sptr(Goals::BuyArmy(town, reinforcement).setpriority(0.5f))); } auto paths = ai->nullkiller->pathfinder->getPathInfo(town->visitablePos()); for(auto & treat : treats) { logAi->debug( "Town %s has treat %lld in %s turns, hero: %s", town->name, treat.danger, std::to_string(treat.turn), treat.hero->name); bool treatIsUnderControl = false; for(AIPath & path : paths) { if(path.getHeroStrength() > treat.danger) { if(path.turn() <= treat.turn && dayOfWeek + treat.turn < 6 && isSafeToVisit(path.targetHero, path.heroArmy, treat.danger) || path.exchangeCount == 1 && path.turn() < treat.turn || path.turn() < treat.turn - 1 || path.turn() < treat.turn && treat.turn >= 2) { logAi->debug( "Hero %s can eliminate danger for town %s using path %s.", path.targetHero->name, town->name, path.toString()); treatIsUnderControl = true; break; } } } if(treatIsUnderControl) continue; if(!town->visitingHero && town->hasBuilt(BuildingID::TAVERN) && cb->getResourceAmount(Res::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) { logAi->debug("Hero %s can be recruited to defend %s", hero->name, town->name); 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->movement || 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))); } } } } } } if(paths.empty()) { logAi->debug("No ways to defend town %s", town->name); continue; } std::vector pathsToDefend; std::map> defferedPaths; 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", path.targetHero->name, path.getHeroStrength(), std::to_string(path.turn()), path.movementCost(), path.toString()); #endif if(path.turn() <= treat.turn - 2) { logAi->trace("Deffer defence of %s by %s because he has enough time to rich the town next trun", town->name, path.targetHero->name); defferedPaths[path.targetHero].push_back(i); continue; } if(path.targetHero == town->visitingHero && path.exchangeCount == 1) { #if AI_TRACE_LEVEL >= 1 logAi->trace("Put %s to garrison of town %s", path.targetHero->name, town->name); #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, treat, path.targetHero)) .addNext(ExchangeSwapTownHeroes(town, town->visitingHero.get(), HeroLockedReason::DEFENCE)))); } continue; } if(treat.turn == 0 || path.turn() <= treat.turn && path.getHeroStrength() * SAFE_ATTACK_CONSTANT >= treat.danger) { if(ai->nullkiller->arePathHeroesLocked(path)) { #if AI_TRACE_LEVEL >= 1 logAi->trace("Can not move %s to defend town %s. Path is locked.", path.targetHero->name, town->name); #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; } } #if AI_TRACE_LEVEL >= 1 logAi->trace("Move %s to defend town %s", path.targetHero->name, 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 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)); } } logAi->debug("Found %d tasks", tasks.size()); }