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Nullkiller AI will now prefer giving its scout heroes faster units to optimize their movement points on next turns. Unit selection logic: - AI prefers to give 'weak' units that won't affect army strength of main hero. Unit is considered 'weak' if its level below 4 or if its AI value is below 1% of total army strength. So AI can give high-tier unit to scout, but only if main hero already has massive army. - Within weak units, if hero is moving on terrain with penalty, AI will always prefer units that are native to this terrain. So on snow AI will always prefer unit from Tower even if its speed is lower than unit from another faction. - Within remaining candidates, AI will prefer unit that will give higher movement points limit. This also means that in case of H3 rules, all units with 11+ speed will be viewed as equally good - If there are multiple units with same speed, AI will prefer unit with lowest AI value
368 lines
8.9 KiB
C++
368 lines
8.9 KiB
C++
/*
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* GatherArmyBehavior.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../AIGateway.h"
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#include "../Engine/Nullkiller.h"
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#include "../Goals/ExecuteHeroChain.h"
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#include "../Goals/Composition.h"
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#include "../Goals/RecruitHero.h"
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#include "../Markers/HeroExchange.h"
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#include "../Markers/ArmyUpgrade.h"
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#include "GatherArmyBehavior.h"
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#include "CaptureObjectsBehavior.h"
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#include "../AIUtility.h"
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#include "../Goals/ExchangeSwapTownHeroes.h"
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namespace NKAI
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{
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using namespace Goals;
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std::string GatherArmyBehavior::toString() const
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{
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return "Gather army";
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}
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Goals::TGoalVec GatherArmyBehavior::decompose(const Nullkiller * ai) const
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{
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Goals::TGoalVec tasks;
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auto heroes = ai->cb->getHeroesInfo();
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if(heroes.empty())
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{
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return tasks;
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}
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for(const CGHeroInstance * hero : heroes)
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{
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if(ai->heroManager->getHeroRole(hero) == HeroRole::MAIN)
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{
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vstd::concatenate(tasks, deliverArmyToHero(ai, hero));
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}
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}
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auto towns = ai->cb->getTownsInfo();
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for(const CGTownInstance * town : towns)
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{
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vstd::concatenate(tasks, upgradeArmy(ai, town));
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::deliverArmyToHero(const Nullkiller * ai, const CGHeroInstance * hero) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = hero->visitablePos();
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auto targetHeroScore = ai->heroManager->evaluateHero(hero);
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to gaher army for hero %s, %s", hero->getObjectName(), pos.toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Gather army found %d paths", paths.size());
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#endif
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for(const AIPath & path : paths)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
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#endif
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if (path.targetHero->getOwner() != ai->playerID)
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continue;
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if(path.containsHero(hero))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Selfcontaining path. Ignore");
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#endif
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continue;
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}
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if(ai->arePathHeroesLocked(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path because of locked hero");
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#endif
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continue;
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}
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HeroExchange heroExchange(hero, path);
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uint64_t armyValue = heroExchange.getReinforcementArmyStrength(ai);
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float armyRatio = (float)armyValue / hero->getArmyStrength();
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// avoid transferring very small amount of army
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if((armyRatio < 0.1f && armyValue < 20000) || armyValue < 500)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Army value is too small.");
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#endif
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continue;
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}
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// avoid trying to move bigger army to the weaker one.
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bool hasOtherMainInPath = false;
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for(auto node : path.nodes)
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{
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if(!node.targetHero) continue;
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auto heroRole = ai->heroManager->getHeroRole(node.targetHero);
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if(heroRole == HeroRole::MAIN)
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{
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auto score = ai->heroManager->evaluateHero(node.targetHero);
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if(score >= targetHeroScore)
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{
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hasOtherMainInPath = true;
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break;
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}
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}
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}
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if(hasOtherMainInPath)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Army value is too large.");
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#endif
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continue;
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}
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(hero, path.heroArmy, danger, ai->settings->getSafeAttackRatio());
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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hero->getObjectName(),
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path.targetHero->getObjectName(),
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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Composition composition;
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ExecuteHeroChain exchangePath(path, hero);
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exchangePath.closestWayRatio = 1;
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composition.addNext(heroExchange);
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if(hero->inTownGarrison && path.turn() == 0)
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{
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auto lockReason = ai->getHeroLockedReason(hero);
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if(path.targetHero->visitedTown == hero->visitedTown)
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{
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composition.addNextSequence({
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sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
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}
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else
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{
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composition.addNextSequence({
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sptr(ExchangeSwapTownHeroes(hero->visitedTown)),
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sptr(exchangePath),
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sptr(ExchangeSwapTownHeroes(hero->visitedTown, hero, lockReason))});
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}
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}
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else
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{
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composition.addNext(exchangePath);
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}
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auto blockedAction = path.getFirstBlockedAction();
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if(blockedAction)
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Action is blocked. Considering decomposition.");
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#endif
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auto subGoal = blockedAction->decompose(ai, path.targetHero);
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if(subGoal->invalid())
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{
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Path is invalid. Skipping");
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#endif
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continue;
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}
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composition.addNext(subGoal);
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}
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tasks.push_back(sptr(composition));
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}
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}
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return tasks;
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}
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Goals::TGoalVec GatherArmyBehavior::upgradeArmy(const Nullkiller * ai, const CGTownInstance * upgrader) const
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{
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Goals::TGoalVec tasks;
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const int3 pos = upgrader->visitablePos();
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TResources availableResources = ai->getFreeResources();
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Checking ways to upgrade army in town %s, %s", upgrader->getObjectName(), pos.toString());
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#endif
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auto paths = ai->pathfinder->getPathInfo(pos, ai->isObjectGraphAllowed());
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auto goals = CaptureObjectsBehavior::getVisitGoals(paths, ai);
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std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
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#if NKAI_TRACE_LEVEL >= 1
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logAi->trace("Found %d paths", paths.size());
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#endif
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bool hasMainAround = false;
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for(const AIPath & path : paths)
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{
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auto heroRole = ai->heroManager->getHeroRole(path.targetHero);
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if(heroRole == HeroRole::MAIN && path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
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hasMainAround = true;
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}
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for(int i = 0; i < paths.size(); i++)
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{
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auto & path = paths[i];
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auto visitGoal = goals[i];
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Path found %s, %s, %lld", path.toString(), path.targetHero->getObjectName(), path.heroArmy->getArmyStrength());
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#endif
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if(visitGoal->invalid())
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Not valid way.");
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#endif
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continue;
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}
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if(upgrader->visitingHero && (upgrader->visitingHero.get() != path.targetHero || path.exchangeCount == 1))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Town has visiting hero.");
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#endif
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continue;
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}
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if(ai->arePathHeroesLocked(path))
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path because of locked hero");
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#endif
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continue;
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}
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if(path.getFirstBlockedAction())
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{
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#if NKAI_TRACE_LEVEL >= 2
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// TODO: decomposition?
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logAi->trace("Ignore path. Action is blocked.");
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#endif
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continue;
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}
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auto upgrade = ai->armyManager->calculateCreaturesUpgrade(path.heroArmy, upgrader, availableResources);
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if(!upgrader->garrisonHero
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&& (
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hasMainAround
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|| ai->heroManager->getHeroRole(path.targetHero) == HeroRole::MAIN))
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{
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ArmyUpgradeInfo armyToGetOrBuy;
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armyToGetOrBuy.addArmyToGet(
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ai->armyManager->getBestArmy(
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path.targetHero,
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path.heroArmy,
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upgrader->getUpperArmy(),
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TerrainId::NONE));
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armyToGetOrBuy.upgradeValue -= path.heroArmy->getArmyStrength();
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upgrade.upgradeValue += armyToGetOrBuy.upgradeValue;
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upgrade.upgradeCost += armyToGetOrBuy.upgradeCost;
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vstd::concatenate(upgrade.resultingArmy, armyToGetOrBuy.resultingArmy);
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if(!upgrade.upgradeValue
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&& armyToGetOrBuy.upgradeValue > 20000
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&& ai->heroManager->canRecruitHero(upgrader)
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&& path.turn() < ai->settings->getScoutHeroTurnDistanceLimit())
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{
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for(auto hero : cb->getAvailableHeroes(upgrader))
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{
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auto scoutReinforcement = ai->armyManager->howManyReinforcementsCanGet(hero, upgrader);
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if(scoutReinforcement >= armyToGetOrBuy.upgradeValue
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&& ai->getFreeGold() >20000
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&& !ai->buildAnalyzer->isGoldPressureHigh())
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{
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Composition recruitHero;
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recruitHero.addNext(ArmyUpgrade(path.targetHero, town, armyToGetOrBuy)).addNext(RecruitHero(upgrader, hero));
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}
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}
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}
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}
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auto armyValue = (float)upgrade.upgradeValue / path.getHeroStrength();
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if((armyValue < 0.25f && upgrade.upgradeValue < 40000) || upgrade.upgradeValue < 2000) // avoid small upgrades
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{
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("Ignore path. Army value is too small (%f)", armyValue);
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#endif
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continue;
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}
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auto danger = path.getTotalDanger();
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auto isSafe = isSafeToVisit(path.targetHero, path.heroArmy, danger, ai->settings->getSafeAttackRatio());
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace(
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"It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld",
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isSafe ? "safe" : "not safe",
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upgrader->getObjectName(),
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path.targetHero->getObjectName(),
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path.getHeroStrength(),
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danger,
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path.getTotalArmyLoss());
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#endif
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if(isSafe)
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{
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tasks.push_back(sptr(Composition().addNext(ArmyUpgrade(path, upgrader, upgrade)).addNext(visitGoal)));
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}
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}
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return tasks;
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}
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}
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